Implementing clang-format and applying it to all classes

This commit is contained in:
Bastiaan Olij
2018-11-24 09:09:41 +11:00
parent 0a6f5d052a
commit fc20fa3fce
49 changed files with 2923 additions and 3172 deletions

View File

@@ -16,27 +16,22 @@ public:
Vector3 x, y, z;
};
Basis(const Quat& p_quat); // euler
Basis(const Vector3& p_euler); // euler
Basis(const Vector3& p_axis, real_t p_phi);
Basis(const Quat &p_quat); // euler
Basis(const Vector3 &p_euler); // euler
Basis(const Vector3 &p_axis, real_t p_phi);
Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2);
Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2);
Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz);
Basis();
const Vector3& operator[](int axis) const;
Vector3& operator[](int axis);
const Vector3 &operator[](int axis) const;
Vector3 &operator[](int axis);
void invert();
bool isequal_approx(const Basis& a, const Basis& b) const;
bool isequal_approx(const Basis &a, const Basis &b) const;
bool is_orthogonal() const;
@@ -52,15 +47,15 @@ public:
Vector3 get_axis(int p_axis) const;
void set_axis(int p_axis, const Vector3& p_value);
void set_axis(int p_axis, const Vector3 &p_value);
void rotate(const Vector3& p_axis, real_t p_phi);
void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3& p_axis, real_t p_phi) const;
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
void scale( const Vector3& p_scale );
void scale(const Vector3 &p_scale);
Basis scaled( const Vector3& p_scale ) const;
Basis scaled(const Vector3 &p_scale) const;
Vector3 get_scale() const;
@@ -70,32 +65,31 @@ public:
void set_euler_yxz(const Vector3 &p_euler);
inline Vector3 get_euler() const { return get_euler_yxz(); }
inline void set_euler(const Vector3& p_euler) { set_euler_yxz(p_euler); }
inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
// transposed dot products
real_t tdotx(const Vector3& v) const;
real_t tdoty(const Vector3& v) const;
real_t tdotz(const Vector3& v) const;
real_t tdotx(const Vector3 &v) const;
real_t tdoty(const Vector3 &v) const;
real_t tdotz(const Vector3 &v) const;
bool operator==(const Basis& p_matrix) const;
bool operator==(const Basis &p_matrix) const;
bool operator!=(const Basis& p_matrix) const;
bool operator!=(const Basis &p_matrix) const;
Vector3 xform(const Vector3& p_vector) const;
Vector3 xform(const Vector3 &p_vector) const;
Vector3 xform_inv(const Vector3& p_vector) const;
void operator*=(const Basis& p_matrix);
Vector3 xform_inv(const Vector3 &p_vector) const;
void operator*=(const Basis &p_matrix);
Basis operator*(const Basis& p_matrix) const;
Basis operator*(const Basis &p_matrix) const;
void operator+=(const Basis &p_matrix);
void operator+=(const Basis& p_matrix);
Basis operator+(const Basis &p_matrix) const;
Basis operator+(const Basis& p_matrix) const;
void operator-=(const Basis &p_matrix);
void operator-=(const Basis& p_matrix);
Basis operator-(const Basis& p_matrix) const;
Basis operator-(const Basis &p_matrix) const;
void operator*=(real_t p_val);
@@ -105,14 +99,12 @@ public:
void set_orthogonal_index(int p_index); // down below
operator String() const;
void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const;
void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
/* create / set */
void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz);
Vector3 get_column(int i) const;
@@ -120,9 +112,9 @@ public:
Vector3 get_row(int i) const;
Vector3 get_main_diagonal() const;
void set_row(int i, const Vector3& p_row);
void set_row(int i, const Vector3 &p_row);
Basis transpose_xform(const Basis& m) const;
Basis transpose_xform(const Basis &m) const;
void orthonormalize();
@@ -133,10 +125,8 @@ public:
Basis diagonalize();
operator Quat() const;
};
}
} // namespace godot
#endif // BASIS_H