Vector3: format properly, fix indents

(cherry picked from commit f468cfc379)
This commit is contained in:
J08nY 2016-10-01 20:54:31 +02:00 committed by Rémi Verschelde
parent f63b338e0f
commit 44ba542de6
2 changed files with 100 additions and 97 deletions

View file

@ -49,13 +49,13 @@ void Vector3::set_axis(int p_axis,real_t p_value) {
}
real_t Vector3::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis,3,0);
return operator[](p_axis);
ERR_FAIL_INDEX_V(p_axis,3,0);
return operator[](p_axis);
}
int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3::max_axis() const {
@ -75,9 +75,9 @@ void Vector3::snap(float p_val) {
}
Vector3 Vector3::snapped(float p_val) const {
Vector3 v=*this;
v.snap(p_val);
return v;
Vector3 v=*this;
v.snap(p_val);
return v;
}

View file

@ -63,42 +63,42 @@ struct Vector3 {
return coord[p_axis];
}
void set_axis(int p_axis,real_t p_value);
real_t get_axis(int p_axis) const;
void set_axis(int p_axis,real_t p_value);
real_t get_axis(int p_axis) const;
int min_axis() const;
int max_axis() const;
int min_axis() const;
int max_axis() const;
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
_FORCE_INLINE_ void zero();
void snap(float p_val);
Vector3 snapped(float p_val) const;
void snap(float p_val);
Vector3 snapped(float p_val) const;
void rotate(const Vector3& p_axis,float p_phi);
Vector3 rotated(const Vector3& p_axis,float p_phi) const;
/* Static Methods between 2 vector3s */
/* Static Methods between 2 vector3s */
_FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
_FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
_FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
_FORCE_INLINE_ real_t dot(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_ Vector3 abs() const;
_FORCE_INLINE_ Vector3 floor() const;
_FORCE_INLINE_ Vector3 ceil() 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 distance_to(const Vector3& p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
@ -106,34 +106,34 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const;
/* Operators */
/* 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) const;
_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) const;
_FORCE_INLINE_ Vector3& operator/=(real_t p_scalar);
_FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
_FORCE_INLINE_ Vector3 operator-() 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;
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; }
};
@ -151,11 +151,12 @@ Vector3 Vector3::cross(const Vector3& p_b) const {
(x * p_b.y) - (y * p_b.x)
);
return ret;
return ret;
}
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;
}
Vector3 Vector3::abs() const {
@ -180,115 +181,118 @@ Vector3 Vector3::linear_interpolate(const Vector3& p_b,float p_t) const {
y+(p_t * (p_b.y-y)),
z+(p_t * (p_b.z-z))
);
}
real_t Vector3::distance_to(const Vector3& p_b) const {
return (p_b-*this).length();
}
real_t Vector3::distance_squared_to(const Vector3& p_b) const {
return (p_b-*this).length_squared();
return (p_b-*this).length_squared();
}
/* Operators */
Vector3& Vector3::operator+=(const Vector3& p_v) {
x+=p_v.x;
y+=p_v.y;
z+=p_v.z;
return *this;
x+=p_v.x;
y+=p_v.y;
z+=p_v.z;
return *this;
}
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) {
x-=p_v.x;
y-=p_v.y;
z-=p_v.z;
return *this;
x-=p_v.x;
y-=p_v.y;
z-=p_v.z;
return *this;
}
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) {
x*=p_v.x;
y*=p_v.y;
z*=p_v.z;
return *this;
x*=p_v.x;
y*=p_v.y;
z*=p_v.z;
return *this;
}
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) {
x/=p_v.x;
y/=p_v.y;
z/=p_v.z;
return *this;
x/=p_v.x;
y/=p_v.y;
z/=p_v.z;
return *this;
}
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) {
x*=p_scalar;
y*=p_scalar;
z*=p_scalar;
return *this;
x*=p_scalar;
y*=p_scalar;
z*=p_scalar;
return *this;
}
_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) {
x/=p_scalar;
y/=p_scalar;
z/=p_scalar;
return *this;
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 {
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);
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}
bool Vector3::operator<(const Vector3& p_v) const {
@ -298,9 +302,9 @@ bool Vector3::operator<(const Vector3& p_v) const {
return z<p_v.z;
else
return y<p_v.y;
} else
} else {
return x<p_v.x;
}
}
bool Vector3::operator<=(const Vector3& p_v) const {
@ -310,9 +314,9 @@ bool Vector3::operator<=(const Vector3& p_v) const {
return z<=p_v.z;
else
return y<p_v.y;
} else
} else {
return x<p_v.x;
}
}
_FORCE_INLINE_ Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
@ -333,6 +337,7 @@ real_t Vector3::length() const {
return Math::sqrt(x2+y2+z2);
}
real_t Vector3::length_squared() const {
real_t x2=x*x;
@ -340,27 +345,25 @@ real_t Vector3::length_squared() const {
real_t z2=z*z;
return x2+y2+z2;
}
void Vector3::normalize() {
real_t l=length();
if (l==0) {
real_t l=length();
if (l==0) {
x=y=z=0;
} else {
} else {
x/=l;
y/=l;
z/=l;
}
}
}
Vector3 Vector3::normalized() const {
Vector3 v=*this;
v.normalize();
return v;
Vector3 v=*this;
v.normalize();
return v;
}
Vector3 Vector3::inverse() const {
@ -377,10 +380,10 @@ Vector3 Vector3::slide(const Vector3& p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector3 Vector3::reflect(const Vector3& p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
#endif