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-rw-r--r--core/math/vector3.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index c483d659a3..be494705ff 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -35,11 +35,11 @@
#include "core/math/vector3i.h"
#include "core/string/ustring.h"
-void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) {
+void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = Basis(p_axis, p_angle).xform(*this);
}
-Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
+Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
Vector3 r = *this;
r.rotate(p_axis, p_angle);
return r;
@@ -52,19 +52,19 @@ Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
CLAMP(z, p_min.z, p_max.z));
}
-void Vector3::snap(const Vector3 p_step) {
+void Vector3::snap(const Vector3 &p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
}
-Vector3 Vector3::snapped(const Vector3 p_step) const {
+Vector3 Vector3::snapped(const Vector3 &p_step) const {
Vector3 v = *this;
v.snap(p_step);
return v;
}
-Vector3 Vector3::limit_length(const real_t p_len) const {
+Vector3 Vector3::limit_length(real_t p_len) const {
const real_t l = length();
Vector3 v = *this;
if (l > 0 && p_len < l) {
@@ -75,7 +75,7 @@ Vector3 Vector3::limit_length(const real_t p_len) const {
return v;
}
-Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
+Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {
Vector3 v = *this;
Vector3 vd = p_to - v;
real_t len = vd.length();
@@ -107,19 +107,19 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
return n.normalized();
}
-Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
+Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {
const float bias = 1.0f / 32767.0f;
Vector2 res = octahedron_encode();
res.y = MAX(res.y, bias);
res.y = res.y * 0.5f + 0.5f;
- res.y = sign >= 0.0f ? res.y : 1 - res.y;
+ res.y = p_sign >= 0.0f ? res.y : 1 - res.y;
return res;
}
-Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
+Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign) {
Vector2 oct_compressed = p_oct;
oct_compressed.y = oct_compressed.y * 2 - 1;
- *sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
+ *r_sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
oct_compressed.y = Math::abs(oct_compressed.y);
Vector3 res = Vector3::octahedron_decode(oct_compressed);
return res;