mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 13:39:18 +02:00
Change clang format
Add AlignTrailingComments: false Add AllowShortFunctionsOnASingleLine: Empty
This commit is contained in:
45
Float3d.h
45
Float3d.h
@@ -37,7 +37,10 @@ inline float3 &operator+=(float3 &v1, const float3 &v2)
|
||||
v1.z += v2.z;
|
||||
return v1;
|
||||
};
|
||||
inline float3 operator-(const float3 &v) { return float3(-v.x, -v.y, -v.z); };
|
||||
inline float3 operator-(const float3 &v)
|
||||
{
|
||||
return float3(-v.x, -v.y, -v.z);
|
||||
};
|
||||
inline float3 operator-(const float3 &v1, const float3 &v2)
|
||||
{
|
||||
return float3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
||||
@@ -46,8 +49,14 @@ inline float3 operator+(const float3 &v1, const float3 &v2)
|
||||
{
|
||||
return float3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
||||
};
|
||||
double inline float3::Length() const { return sqrt(x * x + y * y + z * z); };
|
||||
inline float3 operator/(const float3 &v, double k) { return float3(v.x / k, v.y / k, v.z / k); };
|
||||
double inline float3::Length() const
|
||||
{
|
||||
return sqrt(x * x + y * y + z * z);
|
||||
};
|
||||
inline float3 operator/(const float3 &v, double k)
|
||||
{
|
||||
return float3(v.x / k, v.y / k, v.z / k);
|
||||
};
|
||||
inline float3 SafeNormalize(const float3 &v)
|
||||
{ // bezpieczna normalizacja (wektor d³ugoœci 1.0)
|
||||
double l = v.Length();
|
||||
@@ -79,8 +88,14 @@ class float4
|
||||
z = c;
|
||||
w = d;
|
||||
};
|
||||
double inline float4::LengthSquared() const { return x * x + y * y + z * z + w * w; };
|
||||
double inline float4::Length() const { return sqrt(x * x + y * y + z * z + w * w); };
|
||||
double inline float4::LengthSquared() const
|
||||
{
|
||||
return x * x + y * y + z * z + w * w;
|
||||
};
|
||||
double inline float4::Length() const
|
||||
{
|
||||
return sqrt(x * x + y * y + z * z + w * w);
|
||||
};
|
||||
};
|
||||
inline float4 operator*(const float4 &q1, const float4 &q2)
|
||||
{ // mno¿enie to prawie jak mno¿enie macierzy
|
||||
@@ -177,15 +192,24 @@ class float4x4
|
||||
for (int i = 0; i < 16; ++i)
|
||||
e[i] = f[i];
|
||||
};
|
||||
float *__fastcall operator()(int i) { return &e[i << 2]; }
|
||||
const float *__fastcall readArray(void) { return e; }
|
||||
float *__fastcall operator()(int i)
|
||||
{
|
||||
return &e[i << 2];
|
||||
}
|
||||
const float *__fastcall readArray(void)
|
||||
{
|
||||
return e;
|
||||
}
|
||||
void Identity()
|
||||
{
|
||||
for (int i = 0; i < 16; ++i)
|
||||
e[i] = 0;
|
||||
e[0] = e[5] = e[10] = e[15] = 1.0f;
|
||||
}
|
||||
const float *operator[](int i) const { return &e[i << 2]; };
|
||||
const float *operator[](int i) const
|
||||
{
|
||||
return &e[i << 2];
|
||||
};
|
||||
void InitialRotate()
|
||||
{ // taka specjalna rotacja, nie ma co ci¹gaæ trygonometrii
|
||||
float f;
|
||||
@@ -206,7 +230,10 @@ class float4x4
|
||||
return true;
|
||||
}
|
||||
void Quaternion(float4 *q);
|
||||
inline float3 *TranslationGet() { return (float3 *)(e + 12); }
|
||||
inline float3 *TranslationGet()
|
||||
{
|
||||
return (float3 *)(e + 12);
|
||||
}
|
||||
};
|
||||
|
||||
inline float3 operator*(const float4x4 &m, const float3 &v)
|
||||
|
||||
Reference in New Issue
Block a user