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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 15:09:19 +02:00
reformat: remove redundant parentheses
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@@ -34,7 +34,7 @@ class float3
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inline bool operator==(const float3 &v1, const float3 &v2)
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{
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return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
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return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
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};
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inline float3 &operator+=(float3 &v1, const float3 &v2)
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{
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@@ -60,7 +60,7 @@ inline float float3::Length() const
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return std::sqrt(LengthSquared());
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};
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inline float float3::LengthSquared() const {
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return ( x * x + y * y + z * z );
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return x * x + y * y + z * z;
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}
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inline float3 operator*( float3 const &v, float const k ) {
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return float3( v.x * k, v.y * k, v.z * k );
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@@ -90,7 +90,7 @@ inline float DotProduct( float3 const &v1, float3 const &v2 ) {
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inline float3 Interpolate( float3 const &First, float3 const &Second, float const Factor ) {
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return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
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return First * (1.0f - Factor) + Second * Factor;
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}
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class float4
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@@ -131,7 +131,7 @@ inline float4 operator-(const float4 &q)
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};
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inline float4 operator-(const float4 &q1, const float4 &q2)
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{ // z odejmowaniem nie ma lekko
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return (-q1) * q2; // inwersja tylko dla znormalizowanych!
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return -q1 * q2; // inwersja tylko dla znormalizowanych!
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};
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inline float4 operator+(const float4 &v1, const float4 &v2)
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{
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@@ -250,7 +250,7 @@ public:
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inline bool IdentityIs()
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{ // sprawdzenie jednostkowości
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for (int i = 0; i < 16; ++i)
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if (e[i] != ((i % 5) ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
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if (e[i] != (i % 5 ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
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return false;
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return true;
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}
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@@ -280,7 +280,7 @@ inline float4x4 &float4x4::Rotation(float const Angle, float3 const &Axis)
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auto const c = std::cos(Angle);
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auto const s = std::sin(Angle);
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// One minus c (short name for legibility of formulai)
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auto const omc = (1.f - c);
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auto const omc = 1.f - c;
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auto const axis = SafeNormalize(Axis);
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auto const xs = axis.x * s;
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auto const ys = axis.y * s;
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