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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /core/math/vector3.h | |
parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
download | redot-engine-5dbf1809c6e3e905b94b8764e99491e608122261.tar.gz |
A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r-- | core/math/vector3.h | 274 |
1 files changed, 136 insertions, 138 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h index a289f9bf4c..fc02e66c33 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -29,9 +29,9 @@ #ifndef VECTOR3_H #define VECTOR3_H -#include "typedefs.h" #include "math_defs.h" #include "math_funcs.h" +#include "typedefs.h" #include "ustring.h" class Basis; @@ -54,17 +54,17 @@ struct Vector3 { real_t coord[3]; }; - _FORCE_INLINE_ const real_t& operator[](int p_axis) const { + _FORCE_INLINE_ const real_t &operator[](int p_axis) const { return coord[p_axis]; } - _FORCE_INLINE_ real_t& operator[](int p_axis) { + _FORCE_INLINE_ real_t &operator[](int p_axis) { return coord[p_axis]; } - void set_axis(int p_axis,real_t p_value); + void set_axis(int p_axis, real_t p_value); real_t get_axis(int p_axis) const; int min_axis() const; @@ -82,63 +82,63 @@ struct Vector3 { void snap(real_t p_val); Vector3 snapped(real_t p_val) const; - void rotate(const Vector3& p_axis,real_t p_phi); - Vector3 rotated(const Vector3& p_axis,real_t p_phi) const; + void rotate(const Vector3 &p_axis, real_t p_phi); + Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const; /* Static Methods between 2 vector3s */ - _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const; - Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const; - Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const; + _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const; + Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const; + Vector3 cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const; - _FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const; - _FORCE_INLINE_ real_t dot(const Vector3& p_b) const; - _FORCE_INLINE_ Basis outer(const Vector3& p_b) const; + _FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const; + _FORCE_INLINE_ real_t dot(const Vector3 &p_b) const; + _FORCE_INLINE_ Basis outer(const Vector3 &p_b) const; _FORCE_INLINE_ Basis to_diagonal_matrix() const; _FORCE_INLINE_ Vector3 abs() const; _FORCE_INLINE_ Vector3 floor() const; _FORCE_INLINE_ Vector3 ceil() const; - _FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const; - _FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const; - - _FORCE_INLINE_ real_t angle_to(const Vector3& p_b) const; - + _FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const; + _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_b) const; - _FORCE_INLINE_ Vector3 slide(const Vector3& p_vec) const; - _FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const; + _FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const; + _FORCE_INLINE_ Vector3 slide(const Vector3 &p_vec) const; + _FORCE_INLINE_ Vector3 reflect(const Vector3 &p_vec) const; /* Operators */ - _FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v); - _FORCE_INLINE_ Vector3 operator+(const Vector3& p_v) const; - _FORCE_INLINE_ Vector3& operator-=(const Vector3& p_v); - _FORCE_INLINE_ Vector3 operator-(const Vector3& p_v) const; - _FORCE_INLINE_ Vector3& operator*=(const Vector3& p_v); - _FORCE_INLINE_ Vector3 operator*(const Vector3& p_v) const; - _FORCE_INLINE_ Vector3& operator/=(const Vector3& p_v); - _FORCE_INLINE_ Vector3 operator/(const Vector3& p_v) const; + _FORCE_INLINE_ Vector3 &operator+=(const Vector3 &p_v); + _FORCE_INLINE_ Vector3 operator+(const Vector3 &p_v) const; + _FORCE_INLINE_ Vector3 &operator-=(const Vector3 &p_v); + _FORCE_INLINE_ Vector3 operator-(const Vector3 &p_v) const; + _FORCE_INLINE_ Vector3 &operator*=(const Vector3 &p_v); + _FORCE_INLINE_ Vector3 operator*(const Vector3 &p_v) const; + _FORCE_INLINE_ Vector3 &operator/=(const Vector3 &p_v); + _FORCE_INLINE_ Vector3 operator/(const Vector3 &p_v) const; - - _FORCE_INLINE_ Vector3& operator*=(real_t p_scalar); + _FORCE_INLINE_ Vector3 &operator*=(real_t p_scalar); _FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const; - _FORCE_INLINE_ Vector3& operator/=(real_t p_scalar); + _FORCE_INLINE_ Vector3 &operator/=(real_t p_scalar); _FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const; _FORCE_INLINE_ Vector3 operator-() const; - _FORCE_INLINE_ bool operator==(const Vector3& p_v) const; - _FORCE_INLINE_ bool operator!=(const Vector3& p_v) const; - _FORCE_INLINE_ bool operator<(const Vector3& p_v) const; - _FORCE_INLINE_ bool operator<=(const Vector3& p_v) const; + _FORCE_INLINE_ bool operator==(const Vector3 &p_v) const; + _FORCE_INLINE_ bool operator!=(const Vector3 &p_v) const; + _FORCE_INLINE_ bool operator<(const Vector3 &p_v) const; + _FORCE_INLINE_ bool operator<=(const Vector3 &p_v) const; operator String() const; - _FORCE_INLINE_ Vector3() { x=y=z=0; } - _FORCE_INLINE_ Vector3(real_t p_x,real_t p_y,real_t p_z) { x=p_x; y=p_y; z=p_z; } - + _FORCE_INLINE_ Vector3() { x = y = z = 0; } + _FORCE_INLINE_ Vector3(real_t p_x, real_t p_y, real_t p_z) { + x = p_x; + y = p_y; + z = p_z; + } }; #ifdef VECTOR3_IMPL_OVERRIDE @@ -149,260 +149,258 @@ struct Vector3 { #include "matrix3.h" -Vector3 Vector3::cross(const Vector3& p_b) const { +Vector3 Vector3::cross(const Vector3 &p_b) const { - Vector3 ret ( - (y * p_b.z) - (z * p_b.y), - (z * p_b.x) - (x * p_b.z), - (x * p_b.y) - (y * p_b.x) - ); + Vector3 ret( + (y * p_b.z) - (z * p_b.y), + (z * p_b.x) - (x * p_b.z), + (x * p_b.y) - (y * p_b.x)); return ret; } -real_t Vector3::dot(const Vector3& p_b) const { +real_t Vector3::dot(const Vector3 &p_b) const { - return x*p_b.x + y*p_b.y + z*p_b.z; + return x * p_b.x + y * p_b.y + z * p_b.z; } -Basis Vector3::outer(const Vector3& p_b) const { - - Vector3 row0(x*p_b.x, x*p_b.y, x*p_b.z); - Vector3 row1(y*p_b.x, y*p_b.y, y*p_b.z); - Vector3 row2(z*p_b.x, z*p_b.y, z*p_b.z); +Basis Vector3::outer(const Vector3 &p_b) const { + + Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z); + Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z); + Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z); return Basis(row0, row1, row2); } Basis Vector3::to_diagonal_matrix() const { return Basis(x, 0, 0, - 0, y, 0, - 0, 0, z); + 0, y, 0, + 0, 0, z); } Vector3 Vector3::abs() const { - return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) ); + return Vector3(Math::abs(x), Math::abs(y), Math::abs(z)); } Vector3 Vector3::floor() const { - return Vector3( Math::floor(x), Math::floor(y), Math::floor(z) ); + return Vector3(Math::floor(x), Math::floor(y), Math::floor(z)); } Vector3 Vector3::ceil() const { - return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(z) ); + return Vector3(Math::ceil(x), Math::ceil(y), Math::ceil(z)); } -Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const { +Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const { return Vector3( - x+(p_t * (p_b.x-x)), - y+(p_t * (p_b.y-y)), - z+(p_t * (p_b.z-z)) - ); + x + (p_t * (p_b.x - x)), + y + (p_t * (p_b.y - y)), + z + (p_t * (p_b.z - z))); } -real_t Vector3::distance_to(const Vector3& p_b) const { +real_t Vector3::distance_to(const Vector3 &p_b) const { - return (p_b-*this).length(); + return (p_b - *this).length(); } -real_t Vector3::distance_squared_to(const Vector3& p_b) const { +real_t Vector3::distance_squared_to(const Vector3 &p_b) const { - return (p_b-*this).length_squared(); + return (p_b - *this).length_squared(); } -real_t Vector3::angle_to(const Vector3& p_b) const { +real_t Vector3::angle_to(const Vector3 &p_b) const { return Math::acos(this->dot(p_b) / Math::sqrt(this->length_squared() * p_b.length_squared())); } /* Operators */ -Vector3& Vector3::operator+=(const Vector3& p_v) { +Vector3 &Vector3::operator+=(const Vector3 &p_v) { - x+=p_v.x; - y+=p_v.y; - z+=p_v.z; + x += p_v.x; + y += p_v.y; + z += p_v.z; return *this; } -Vector3 Vector3::operator+(const Vector3& p_v) const { +Vector3 Vector3::operator+(const Vector3 &p_v) const { - return Vector3(x+p_v.x, y+p_v.y, z+ p_v.z); + return Vector3(x + p_v.x, y + p_v.y, z + p_v.z); } -Vector3& Vector3::operator-=(const Vector3& p_v) { +Vector3 &Vector3::operator-=(const Vector3 &p_v) { - x-=p_v.x; - y-=p_v.y; - z-=p_v.z; + x -= p_v.x; + y -= p_v.y; + z -= p_v.z; return *this; } -Vector3 Vector3::operator-(const Vector3& p_v) const { +Vector3 Vector3::operator-(const Vector3 &p_v) const { - return Vector3(x-p_v.x, y-p_v.y, z- p_v.z); + return Vector3(x - p_v.x, y - p_v.y, z - p_v.z); } -Vector3& Vector3::operator*=(const Vector3& p_v) { +Vector3 &Vector3::operator*=(const Vector3 &p_v) { - x*=p_v.x; - y*=p_v.y; - z*=p_v.z; + x *= p_v.x; + y *= p_v.y; + z *= p_v.z; return *this; } -Vector3 Vector3::operator*(const Vector3& p_v) const { +Vector3 Vector3::operator*(const Vector3 &p_v) const { - return Vector3(x*p_v.x, y*p_v.y, z* p_v.z); + return Vector3(x * p_v.x, y * p_v.y, z * p_v.z); } -Vector3& Vector3::operator/=(const Vector3& p_v) { +Vector3 &Vector3::operator/=(const Vector3 &p_v) { - x/=p_v.x; - y/=p_v.y; - z/=p_v.z; + x /= p_v.x; + y /= p_v.y; + z /= p_v.z; return *this; } -Vector3 Vector3::operator/(const Vector3& p_v) const { +Vector3 Vector3::operator/(const Vector3 &p_v) const { - return Vector3(x/p_v.x, y/p_v.y, z/ p_v.z); + return Vector3(x / p_v.x, y / p_v.y, z / p_v.z); } -Vector3& Vector3::operator*=(real_t p_scalar) { +Vector3 &Vector3::operator*=(real_t p_scalar) { - x*=p_scalar; - y*=p_scalar; - z*=p_scalar; + x *= p_scalar; + y *= p_scalar; + z *= p_scalar; return *this; } -_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3& p_vec) { +_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) { return p_vec * p_scalar; } Vector3 Vector3::operator*(real_t p_scalar) const { - return Vector3( x*p_scalar, y*p_scalar, z*p_scalar); + return Vector3(x * p_scalar, y * p_scalar, z * p_scalar); } -Vector3& Vector3::operator/=(real_t p_scalar) { +Vector3 &Vector3::operator/=(real_t p_scalar) { - x/=p_scalar; - y/=p_scalar; - z/=p_scalar; + x /= p_scalar; + y /= p_scalar; + z /= p_scalar; return *this; } Vector3 Vector3::operator/(real_t p_scalar) const { - return Vector3( x/p_scalar, y/p_scalar, z/p_scalar); + return Vector3(x / p_scalar, y / p_scalar, z / p_scalar); } Vector3 Vector3::operator-() const { - return Vector3( -x, -y, -z ); + return Vector3(-x, -y, -z); } -bool Vector3::operator==(const Vector3& p_v) const { +bool Vector3::operator==(const Vector3 &p_v) const { - return (x==p_v.x && y==p_v.y && z==p_v.z); + return (x == p_v.x && y == p_v.y && z == p_v.z); } -bool Vector3::operator!=(const Vector3& p_v) const { - return (x!=p_v.x || y!=p_v.y || z!=p_v.z); +bool Vector3::operator!=(const Vector3 &p_v) const { + return (x != p_v.x || y != p_v.y || z != p_v.z); } -bool Vector3::operator<(const Vector3& p_v) const { +bool Vector3::operator<(const Vector3 &p_v) const { - if (x==p_v.x) { - if (y==p_v.y) - return z<p_v.z; + if (x == p_v.x) { + if (y == p_v.y) + return z < p_v.z; else - return y<p_v.y; + return y < p_v.y; } else { - return x<p_v.x; + return x < p_v.x; } } -bool Vector3::operator<=(const Vector3& p_v) const { +bool Vector3::operator<=(const Vector3 &p_v) const { - if (x==p_v.x) { - if (y==p_v.y) - return z<=p_v.z; + if (x == p_v.x) { + if (y == p_v.y) + return z <= p_v.z; else - return y<p_v.y; + return y < p_v.y; } else { - return x<p_v.x; + return x < p_v.x; } } -_FORCE_INLINE_ Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) { +_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) { return p_a.cross(p_b); } -_FORCE_INLINE_ real_t vec3_dot(const Vector3& p_a, const Vector3& p_b) { +_FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) { return p_a.dot(p_b); } real_t Vector3::length() const { - real_t x2=x*x; - real_t y2=y*y; - real_t z2=z*z; + real_t x2 = x * x; + real_t y2 = y * y; + real_t z2 = z * z; - return Math::sqrt(x2+y2+z2); + return Math::sqrt(x2 + y2 + z2); } real_t Vector3::length_squared() const { - real_t x2=x*x; - real_t y2=y*y; - real_t z2=z*z; + real_t x2 = x * x; + real_t y2 = y * y; + real_t z2 = z * z; - return x2+y2+z2; + return x2 + y2 + z2; } void Vector3::normalize() { - real_t l=length(); - if (l==0) { - x=y=z=0; + real_t l = length(); + if (l == 0) { + x = y = z = 0; } else { - x/=l; - y/=l; - z/=l; + x /= l; + y /= l; + z /= l; } } Vector3 Vector3::normalized() const { - Vector3 v=*this; + Vector3 v = *this; v.normalize(); return v; } Vector3 Vector3::inverse() const { - return Vector3( 1.0/x, 1.0/y, 1.0/z ); + return Vector3(1.0 / x, 1.0 / y, 1.0 / z); } void Vector3::zero() { - x=y=z=0; + x = y = z = 0; } -Vector3 Vector3::slide(const Vector3& p_vec) const { +Vector3 Vector3::slide(const Vector3 &p_vec) const { return p_vec - *this * this->dot(p_vec); } -Vector3 Vector3::reflect(const Vector3& p_vec) const { +Vector3 Vector3::reflect(const Vector3 &p_vec) const { return p_vec - *this * this->dot(p_vec) * 2.0; } |