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author | Bastiaan Olij <mux213@gmail.com> | 2018-11-24 09:09:41 +1100 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2018-11-24 09:09:41 +1100 |
commit | fc20fa3fce2f30c96fa2bbf8d460817f91b90e81 (patch) | |
tree | decd51288822651ad34fd270e68a2f2a54d0bd8d /src/core/Vector2.cpp | |
parent | 0a6f5d052a0d05e07ca1b7eab8e53bbd8450a991 (diff) | |
download | redot-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.cpp | 164 |
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 |