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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /core/math/vector3.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadredot-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.h274
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;
}