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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 15:09:19 +02:00
reformat: remove redundant 'inline' specifier
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@@ -54,11 +54,11 @@ class TSegment
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glm::dvec3 vA, vB, vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
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TTrack *pOwner = nullptr; // wskaźnik na właściciela
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glm::dvec3 GetFirstDerivative(double const fTime) const;
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double RombergIntegral(double const fA, double const fB) const;
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double GetTFromS(double const s) const;
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glm::dvec3 RaInterpolate(double const t) const;
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glm::dvec3 RaInterpolate0(double const t) const;
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glm::dvec3 GetFirstDerivative(double fTime) const;
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double RombergIntegral(double fA, double fB) const;
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double GetTFromS(double s) const;
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glm::dvec3 RaInterpolate(double t) const;
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glm::dvec3 RaInterpolate0(double t) const;
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public:
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bool bCurve = false;
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@@ -71,22 +71,19 @@ public:
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// finds point on segment closest to specified point in 3d space. returns: point on segment as value in range 0-1
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double
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find_nearest_point( glm::dvec3 const &Point ) const;
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inline
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glm::dvec3
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glm::dvec3
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GetDirection1() const {
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return bCurve ? CPointOut - Point1 : CPointOut; };
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inline
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glm::dvec3
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glm::dvec3
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GetDirection2() const {
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return bCurve ? CPointIn - Point2 : CPointIn; };
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glm::dvec3
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GetDirection(double const fDistance) const;
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inline
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glm::dvec3
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GetDirection(double fDistance) const;
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glm::dvec3
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GetDirection() const {
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return CPointOut; };
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glm::dvec3
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FastGetDirection(double const fDistance, double const fOffset);
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FastGetDirection(double fDistance, double fOffset);
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/*
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Math3D::vector3
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GetPoint(double const fDistance) const;
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@@ -98,39 +95,33 @@ public:
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/// <param name="fDistance">Distance from p1</param>
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/// <param name="position">Calculated position</param>
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/// <param name="rotation">Calculated rotation</param>
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void RaPositionGet(double const fDistance, glm::dvec3 &position, glm::vec3 &rotation) const;
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glm::dvec3 FastGetPoint(double const t) const;
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inline
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glm::dvec3
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void RaPositionGet(double fDistance, glm::dvec3 &position, glm::vec3 &rotation) const;
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glm::dvec3 FastGetPoint(double t) const;
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glm::dvec3
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FastGetPoint_0() const {
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return Point1; };
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inline
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glm::dvec3
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glm::dvec3
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FastGetPoint_1() const {
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return Point2; };
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inline
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float
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float
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GetRoll(double const Distance) const {
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return std::lerp( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
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inline
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void
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void
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GetRolls(float &r1, float &r2) const {
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// pobranie przechyłek (do generowania trójkątów)
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r1 = fRoll1;
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r2 = fRoll2; }
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bool
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RenderLoft( gfx::vertex_array &Output, glm::dvec3 const &Origin, gfx::vertex_array const &ShapePoints, bool const Transition, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, std::pair<float, float> fOffsetX = {0.f, 0.f}, glm::vec3 **p = nullptr, bool bRender = true );
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RenderLoft( gfx::vertex_array &Output, glm::dvec3 const &Origin, gfx::vertex_array const &ShapePoints, bool Transition, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, std::pair<float, float> fOffsetX = {0.f, 0.f}, glm::vec3 **p = nullptr, bool bRender = true );
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/*
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void
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Render();
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*/
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inline
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double
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void
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Render();
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*/
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double
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GetLength() const {
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return fLength; };
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inline
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int
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int
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RaSegCount() const {
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return fTsBuffer.empty() ? 1 : iSegCount; };
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