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

@@ -9,10 +9,9 @@
namespace godot {
class Quat{
class Quat {
public:
real_t x,y,z,w;
real_t x, y, z, w;
real_t length_squared() const;
real_t length() const;
@@ -23,65 +22,68 @@ public:
Quat inverse() const;
void set_euler_xyz(const Vector3& p_euler);
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xyz() const;
void set_euler_yxz(const Vector3& p_euler);
void set_euler_yxz(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;
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); }
inline Vector3 get_euler() const { return get_euler_yxz(); }
real_t dot(const Quat& q) const;
real_t dot(const Quat &q) const;
Quat slerp(const Quat& q, const real_t& t) const;
Quat slerp(const Quat &q, const real_t &t) const;
Quat slerpni(const Quat& q, const real_t& t) const;
Quat slerpni(const Quat &q, const real_t &t) const;
Quat cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const;
Quat cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) 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;
void operator*=(const Quat& q);
Quat operator*(const Quat& q) const;
void operator*=(const Quat &q);
Quat operator*(const Quat &q) const;
Quat operator*(const Vector3 &v) const;
Vector3 xform(const Vector3 &v) const;
Quat operator*(const Vector3& v) const;
Vector3 xform(const Vector3& v) const;
void operator+=(const Quat& q);
void operator-=(const Quat& q);
void operator*=(const real_t& s);
void operator/=(const real_t& s);
Quat operator+(const Quat& q2) const;
Quat operator-(const Quat& q2) const;
void operator+=(const Quat &q);
void operator-=(const Quat &q);
void operator*=(const real_t &s);
void operator/=(const real_t &s);
Quat operator+(const Quat &q2) const;
Quat operator-(const Quat &q2) const;
Quat operator-() const;
Quat operator*(const real_t& s) const;
Quat operator/(const real_t& s) const;
Quat operator*(const real_t &s) const;
Quat operator/(const real_t &s) const;
bool operator==(const Quat& p_quat) const;
bool operator!=(const Quat& p_quat) const;
bool operator==(const Quat &p_quat) const;
bool operator!=(const Quat &p_quat) const;
operator String() const;
inline void set( real_t p_x, real_t p_y, real_t p_z, real_t p_w) {
x=p_x; y=p_y; z=p_z; w=p_w;
inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) {
x = p_x;
y = p_y;
z = p_z;
w = p_w;
}
inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) {
x=p_x; y=p_y; z=p_z; w=p_w;
x = p_x;
y = p_y;
z = p_z;
w = p_w;
}
Quat(const Vector3& axis, const real_t& angle);
Quat(const Vector3 &axis, const real_t &angle);
Quat(const Vector3& v0, const Vector3& v1) ;
inline Quat() {x=y=z=0; w=1; }
Quat(const Vector3 &v0, const Vector3 &v1);
inline Quat() {
x = y = z = 0;
w = 1;
}
};
}
} // namespace godot
#endif // QUAT_H