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authorBastiaan Olij <mux213@gmail.com>2018-11-24 09:09:41 +1100
committerBastiaan Olij <mux213@gmail.com>2018-11-24 09:09:41 +1100
commitfc20fa3fce2f30c96fa2bbf8d460817f91b90e81 (patch)
treedecd51288822651ad34fd270e68a2f2a54d0bd8d /src/core/Vector2.cpp
parent0a6f5d052a0d05e07ca1b7eab8e53bbd8450a991 (diff)
downloadredot-cpp-fc20fa3fce2f30c96fa2bbf8d460817f91b90e81.tar.gz
Implementing clang-format and applying it to all classes
Diffstat (limited to 'src/core/Vector2.cpp')
-rw-r--r--src/core/Vector2.cpp164
1 files changed, 62 insertions, 102 deletions
diff --git a/src/core/Vector2.cpp b/src/core/Vector2.cpp
index 379af9e..66f6bdd 100644
--- a/src/core/Vector2.cpp
+++ b/src/core/Vector2.cpp
@@ -8,78 +8,64 @@
namespace godot {
-Vector2 Vector2::operator+(const Vector2& p_v) const
-{
+Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
-void Vector2::operator+=(const Vector2& p_v)
-{
+void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
-Vector2 Vector2::operator-(const Vector2& p_v) const
-{
+Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
-void Vector2::operator-=(const Vector2& p_v)
-{
+void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
-Vector2 Vector2::operator*(const Vector2 &p_v1) const
-{
+Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
-Vector2 Vector2::operator*(const real_t &rvalue) const
-{
+Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
-void Vector2::operator*=(const real_t &rvalue)
-{
+void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
-Vector2 Vector2::operator/(const Vector2 &p_v1) const
-{
+Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
-Vector2 Vector2::operator/(const real_t &rvalue) const
-{
+Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
-void Vector2::operator/=(const real_t &rvalue)
-{
+void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
-Vector2 Vector2::operator-() const
-{
+Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
-bool Vector2::operator==(const Vector2& p_vec2) const
-{
+bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
-bool Vector2::operator!=(const Vector2& p_vec2) const
-{
+bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
-void Vector2::normalize()
-{
- real_t l = x*x + y*y;
+void Vector2::normalize() {
+ real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
@@ -87,71 +73,58 @@ void Vector2::normalize()
}
}
-Vector2 Vector2::normalized() const
-{
+Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
-real_t Vector2::length() const
-{
- return sqrt(x*x + y*y);
+real_t Vector2::length() const {
+ return sqrt(x * x + y * y);
}
-real_t Vector2::length_squared() const
-{
- return x*x + y*y;
+real_t Vector2::length_squared() const {
+ return x * x + y * y;
}
-real_t Vector2::distance_to(const Vector2& p_vector2) const
-{
+real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
-real_t Vector2::distance_squared_to(const Vector2& p_vector2) const
-{
+real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
-real_t Vector2::angle_to(const Vector2& p_vector2) const
-{
+real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
-real_t Vector2::angle_to_point(const Vector2& p_vector2) const
-{
- return atan2(y - p_vector2.y, x-p_vector2.x);
+real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
+ return atan2(y - p_vector2.y, x - p_vector2.x);
}
-real_t Vector2::dot(const Vector2& p_other) const
-{
+real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
-real_t Vector2::cross(const Vector2& p_other) const
-{
+real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
-Vector2 Vector2::cross(real_t p_other) const
-{
+Vector2 Vector2::cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
-Vector2 Vector2::project(const Vector2& p_vec) const
-{
+Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
return v2 * (v1.dot(v2) / v2.dot(v2));
}
-Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const
-{
- return p_vec - *this * ( dot(p_vec) -p_d);
+Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
+ return p_vec - *this * (dot(p_vec) - p_d);
}
-Vector2 Vector2::clamped(real_t p_len) const
-{
+Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
@@ -161,55 +134,48 @@ Vector2 Vector2::clamped(real_t p_len) const
return v;
}
-Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t)
-{
- Vector2 res=p_a;
- res.x+= (p_t * (p_b.x-p_a.x));
- res.y+= (p_t * (p_b.y-p_a.y));
+Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
+ Vector2 res = p_a;
+ res.x += (p_t * (p_b.x - p_a.x));
+ res.y += (p_t * (p_b.y - p_a.y));
return res;
}
-Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const
-{
- Vector2 res=*this;
- res.x+= (p_t * (p_b.x-x));
- res.y+= (p_t * (p_b.y-y));
+Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
+ Vector2 res = *this;
+ res.x += (p_t * (p_b.x - x));
+ res.y += (p_t * (p_b.y - y));
return res;
-
}
-Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const
-{
- Vector2 p0=p_pre_a;
- Vector2 p1=*this;
- Vector2 p2=p_b;
- Vector2 p3=p_post_b;
+Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
+ Vector2 p0 = p_pre_a;
+ Vector2 p1 = *this;
+ Vector2 p2 = p_b;
+ Vector2 p3 = p_post_b;
real_t t = p_t;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector2 out;
- out = ( ( p1 * 2.0) +
- ( -p0 + p2 ) * t +
- ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
- ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
+ out = ((p1 * 2.0) +
+ (-p0 + p2) * t +
+ (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
+ (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
+ 0.5;
return out;
}
-
-Vector2 Vector2::slide(const Vector2& p_vec) const
-{
+Vector2 Vector2::slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
-Vector2 Vector2::reflect(const Vector2& p_vec) const
-{
+Vector2 Vector2::reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
-real_t Vector2::angle() const
-{
+real_t Vector2::angle() const {
return atan2(y, x);
}
@@ -221,11 +187,10 @@ void Vector2::set_rotation(real_t p_radians) {
Vector2 Vector2::abs() const {
- return Vector2( fabs(x), fabs(y) );
+ return Vector2(fabs(x), fabs(y));
}
-Vector2 Vector2::rotated(real_t p_by) const
-{
+Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
@@ -234,26 +199,21 @@ Vector2 Vector2::rotated(real_t p_by) const
Vector2 Vector2::tangent() const {
- return Vector2(y,-x);
+ return Vector2(y, -x);
}
-Vector2 Vector2::floor() const
-{
+Vector2 Vector2::floor() const {
return Vector2(::floor(x), ::floor(y));
}
-Vector2 Vector2::snapped(const Vector2& p_by) const
-{
+Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
- p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
- p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
- );
+ p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
+ p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
}
-Vector2::operator String() const
-{
+Vector2::operator String() const {
return String::num(x) + ", " + String::num(y);
}
-
-}
+} // namespace godot