Преглед на файлове

Implementing clang-format and applying it to all classes

Bastiaan Olij преди 6 години
родител
ревизия
fc20fa3fce
променени са 49 файла, в които са добавени 2926 реда и са изтрити 3175 реда
  1. 126 0
      .clang-format
  2. 9 0
      README.md
  3. 28 29
      include/core/AABB.hpp
  4. 24 24
      include/core/Array.hpp
  5. 30 40
      include/core/Basis.hpp
  6. 22 17
      include/core/Color.hpp
  7. 1 2
      include/core/CoreTypes.hpp
  8. 77 49
      include/core/Defs.hpp
  9. 9 9
      include/core/Dictionary.hpp
  10. 171 239
      include/core/Godot.hpp
  11. 7 9
      include/core/GodotGlobal.hpp
  12. 6 9
      include/core/NodePath.hpp
  13. 18 19
      include/core/Plane.hpp
  14. 98 94
      include/core/PoolArrays.hpp
  15. 40 38
      include/core/Quat.hpp
  16. 8 9
      include/core/RID.hpp
  17. 54 52
      include/core/Rect2.hpp
  18. 8 9
      include/core/Ref.hpp
  19. 1 2
      include/core/String.hpp
  20. 2 2
      include/core/TagDB.hpp
  21. 33 35
      include/core/Transform.hpp
  22. 39 31
      include/core/Transform2D.hpp
  23. 52 55
      include/core/Variant.hpp
  24. 38 40
      include/core/Vector2.hpp
  25. 32 36
      include/core/Vector3.hpp
  26. 1 1
      include/core/Wrapped.hpp
  27. 18 0
      misc/hooks/README.md
  28. 48 0
      misc/hooks/canonicalize_filename.sh
  29. 50 0
      misc/hooks/pre-commit
  30. 147 0
      misc/hooks/pre-commit-clang-format
  31. 267 294
      src/core/AABB.cpp
  32. 63 99
      src/core/Array.cpp
  33. 196 255
      src/core/Basis.cpp
  34. 170 194
      src/core/Color.cpp
  35. 26 43
      src/core/Dictionary.cpp
  36. 25 35
      src/core/GodotGlobal.cpp
  37. 25 42
      src/core/NodePath.cpp
  38. 56 71
      src/core/Plane.cpp
  39. 149 287
      src/core/PoolArrays.cpp
  40. 99 107
      src/core/Quat.cpp
  41. 11 21
      src/core/RID.cpp
  42. 128 140
      src/core/Rect2.cpp
  43. 3 4
      src/core/String.cpp
  44. 7 12
      src/core/TagDB.cpp
  45. 111 130
      src/core/Transform.cpp
  46. 101 119
      src/core/Transform2D.cpp
  47. 131 218
      src/core/Variant.cpp
  48. 62 102
      src/core/Vector2.cpp
  49. 99 152
      src/core/Vector3.cpp

+ 126 - 0
.clang-format

@@ -0,0 +1,126 @@
+# Commented out parameters are those with the same value as base LLVM style
+# We can uncomment them if we want to change their value, or enforce the
+# chosen value in case the base style changes (last sync: Clang 6.0.1).
+---
+### General config, applies to all languages ###
+BasedOnStyle:  LLVM
+AccessModifierOffset: -4
+AlignAfterOpenBracket: DontAlign
+# AlignConsecutiveAssignments: false
+# AlignConsecutiveDeclarations: false
+# AlignEscapedNewlines: Right
+# AlignOperands:   true
+AlignTrailingComments: false
+AllowAllParametersOfDeclarationOnNextLine: false
+# AllowShortBlocksOnASingleLine: false
+AllowShortCaseLabelsOnASingleLine: true
+AllowShortFunctionsOnASingleLine: Inline
+AllowShortIfStatementsOnASingleLine: true
+# AllowShortLoopsOnASingleLine: false
+# AlwaysBreakAfterDefinitionReturnType: None
+# AlwaysBreakAfterReturnType: None
+# AlwaysBreakBeforeMultilineStrings: false
+# AlwaysBreakTemplateDeclarations: false
+# BinPackArguments: true
+# BinPackParameters: true
+# BraceWrapping:
+#   AfterClass:      false
+#   AfterControlStatement: false
+#   AfterEnum:       false
+#   AfterFunction:   false
+#   AfterNamespace:  false
+#   AfterObjCDeclaration: false
+#   AfterStruct:     false
+#   AfterUnion:      false
+#   AfterExternBlock: false
+#   BeforeCatch:     false
+#   BeforeElse:      false
+#   IndentBraces:    false
+#   SplitEmptyFunction: true
+#   SplitEmptyRecord: true
+#   SplitEmptyNamespace: true
+# BreakBeforeBinaryOperators: None
+# BreakBeforeBraces: Attach
+# BreakBeforeInheritanceComma: false
+BreakBeforeTernaryOperators: false
+# BreakConstructorInitializersBeforeComma: false
+BreakConstructorInitializers: AfterColon
+# BreakStringLiterals: true
+ColumnLimit:     0
+# CommentPragmas:  '^ IWYU pragma:'
+# CompactNamespaces: false
+ConstructorInitializerAllOnOneLineOrOnePerLine: true
+ConstructorInitializerIndentWidth: 8
+ContinuationIndentWidth: 8
+Cpp11BracedListStyle: false
+# DerivePointerAlignment: false
+# DisableFormat:   false
+# ExperimentalAutoDetectBinPacking: false
+# FixNamespaceComments: true
+# ForEachMacros:
+#   - foreach
+#   - Q_FOREACH
+#   - BOOST_FOREACH
+# IncludeBlocks:   Preserve
+IncludeCategories:
+  - Regex:           '".*"'
+    Priority:        1
+  - Regex:           '^<.*\.h>'
+    Priority:        2
+  - Regex:           '^<.*'
+    Priority:        3
+# IncludeIsMainRegex: '(Test)?$'
+IndentCaseLabels: true
+# IndentPPDirectives: None
+IndentWidth:     4
+# IndentWrappedFunctionNames: false
+# JavaScriptQuotes: Leave
+# JavaScriptWrapImports: true
+# KeepEmptyLinesAtTheStartOfBlocks: true
+# MacroBlockBegin: ''
+# MacroBlockEnd:   ''
+# MaxEmptyLinesToKeep: 1
+# NamespaceIndentation: None
+# PenaltyBreakAssignment: 2
+# PenaltyBreakBeforeFirstCallParameter: 19
+# PenaltyBreakComment: 300
+# PenaltyBreakFirstLessLess: 120
+# PenaltyBreakString: 1000
+# PenaltyExcessCharacter: 1000000
+# PenaltyReturnTypeOnItsOwnLine: 60
+# PointerAlignment: Right
+# RawStringFormats:
+#   - Delimiter:       pb
+#     Language:        TextProto
+#     BasedOnStyle:    google
+# ReflowComments:  true
+# SortIncludes:    true
+# SortUsingDeclarations: true
+# SpaceAfterCStyleCast: false
+# SpaceAfterTemplateKeyword: true
+# SpaceBeforeAssignmentOperators: true
+# SpaceBeforeParens: ControlStatements
+# SpaceInEmptyParentheses: false
+# SpacesBeforeTrailingComments: 1
+# SpacesInAngles:  false
+# SpacesInContainerLiterals: true
+# SpacesInCStyleCastParentheses: false
+# SpacesInParentheses: false
+# SpacesInSquareBrackets: false
+TabWidth:        4
+UseTab:          Always
+---
+### C++ specific config ###
+Language:        Cpp
+Standard:        Cpp03
+---
+### ObjC specific config ###
+Language:        ObjC
+ObjCBlockIndentWidth: 4
+# ObjCSpaceAfterProperty: false
+# ObjCSpaceBeforeProtocolList: true
+---
+### Java specific config ###
+Language:        Java
+# BreakAfterJavaFieldAnnotations: false
+...

+ 9 - 0
README.md

@@ -9,9 +9,18 @@ Version | Branch
 **Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/GodotNativeTools/godot-cpp/tree/nativescript-1.0)
 
 Index:
+-   [**Contributing**](#contributing)
 -   [**Getting Started**](#getting-started)
 -   [**Creating a simple class**](#creating-a-simple-class)
 
+## Contributing
+We greatly appreciate help in maintaining and extending this project. 
+If you wish to help out ensure you have an account on Github and create a "fork" of the this repo.
+Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: 
+https://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html
+
+It is advisible to also install clang-format and copy the files in `misc/hooks` into `.git/hooks` so format checking is done before your changes are submitted.
+
 ## Getting Started
 
 | **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |

+ 28 - 29
include/core/AABB.hpp

@@ -17,40 +17,38 @@ public:
 	real_t get_area() const; /// get area
 	inline bool has_no_area() const {
 
-		return (size.x<=CMP_EPSILON || size.y<=CMP_EPSILON  || size.z<=CMP_EPSILON);
+		return (size.x <= CMP_EPSILON || size.y <= CMP_EPSILON || size.z <= CMP_EPSILON);
 	}
 
 	inline bool has_no_surface() const {
 
-		return (size.x<=CMP_EPSILON && size.y<=CMP_EPSILON  && size.z<=CMP_EPSILON);
+		return (size.x <= CMP_EPSILON && size.y <= CMP_EPSILON && size.z <= CMP_EPSILON);
 	}
 
-	inline const Vector3& get_position() const { return position; }
-	inline void set_position(const Vector3& p_position) { position=p_position; }
-	inline const Vector3& get_size() const { return size; }
-	inline void set_size(const Vector3& p_size) { size=p_size; }
+	inline const Vector3 &get_position() const { return position; }
+	inline void set_position(const Vector3 &p_position) { position = p_position; }
+	inline const Vector3 &get_size() const { return size; }
+	inline void set_size(const Vector3 &p_size) { size = p_size; }
 
+	bool operator==(const AABB &p_rval) const;
+	bool operator!=(const AABB &p_rval) const;
 
-	bool operator==(const AABB& p_rval) const;
-	bool operator!=(const AABB& p_rval) const;
+	bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
+	bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
+	bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
 
-	bool intersects(const AABB& p_aabb) const; /// Both AABBs overlap
-	bool intersects_inclusive(const AABB& p_aabb) const; /// Both AABBs (or their faces) overlap
-	bool encloses(const AABB & p_aabb) const; /// p_aabb is completely inside this
-
-	AABB merge(const AABB& p_with) const;
-	void merge_with(const AABB& p_aabb); ///merge with another AABB
-	AABB intersection(const AABB& p_aabb) const; ///get box where two intersect, empty if no intersection occurs
-	bool intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip=nullptr,Vector3* r_normal=nullptr) const;
-	bool intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip=nullptr,Vector3* r_normal=nullptr) const;
-	bool smits_intersect_ray(const Vector3 &from,const Vector3& p_dir, real_t t0, real_t t1) const;
+	AABB merge(const AABB &p_with) const;
+	void merge_with(const AABB &p_aabb); ///merge with another AABB
+	AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
+	bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
+	bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
+	bool smits_intersect_ray(const Vector3 &from, const Vector3 &p_dir, real_t t0, real_t t1) const;
 
 	bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const;
 	bool intersects_plane(const Plane &p_plane) const;
 
-	bool has_point(const Vector3& p_point) const;
-	Vector3 get_support(const Vector3& p_normal) const;
-
+	bool has_point(const Vector3 &p_point) const;
+	Vector3 get_support(const Vector3 &p_normal) const;
 
 	Vector3 get_longest_axis() const;
 	int get_longest_axis_index() const;
@@ -63,21 +61,22 @@ public:
 	AABB grow(real_t p_by) const;
 	void grow_by(real_t p_amount);
 
-	void get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const;
+	void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
 	Vector3 get_endpoint(int p_point) const;
 
-	AABB expand(const Vector3& p_vector) const;
-	void project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const;
-	void expand_to(const Vector3& p_vector); /** expand to contain a point if necesary */
+	AABB expand(const Vector3 &p_vector) const;
+	void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
+	void expand_to(const Vector3 &p_vector); /** expand to contain a point if necesary */
 
 	operator String() const;
 
 	inline AABB() {}
-	inline AABB(const Vector3 &p_pos,const Vector3& p_size) { position=p_pos; size=p_size; }
-
-
+	inline AABB(const Vector3 &p_pos, const Vector3 &p_size) {
+		position = p_pos;
+		size = p_size;
+	}
 };
 
-}
+} // namespace godot
 
 #endif // RECT3_H

+ 24 - 24
include/core/Array.hpp

@@ -21,57 +21,58 @@ class Object;
 
 class Array {
 	godot_array _godot_array;
+
 public:
 	Array();
-	Array(const Array & other);
-	Array & operator=(const Array & other);
+	Array(const Array &other);
+	Array &operator=(const Array &other);
 
-	Array(const PoolByteArray& a);
+	Array(const PoolByteArray &a);
 
-	Array(const PoolIntArray& a);
+	Array(const PoolIntArray &a);
 
-	Array(const PoolRealArray& a);
+	Array(const PoolRealArray &a);
 
-	Array(const PoolStringArray& a);
+	Array(const PoolStringArray &a);
 
-	Array(const PoolVector2Array& a);
+	Array(const PoolVector2Array &a);
 
-	Array(const PoolVector3Array& a);
+	Array(const PoolVector3Array &a);
 
-	Array(const PoolColorArray& a);
+	Array(const PoolColorArray &a);
 
 	template <class... Args>
 	static Array make(Args... args) {
 		return helpers::append_all(Array(), args...);
 	}
 
-	Variant& operator [](const int idx);
+	Variant &operator[](const int idx);
 
-	Variant operator [](const int idx) const;
+	Variant operator[](const int idx) const;
 
-	void append(const Variant& v);
+	void append(const Variant &v);
 
 	void clear();
 
-	int count(const Variant& v);
+	int count(const Variant &v);
 
 	bool empty() const;
 
-	void erase(const Variant& v);
+	void erase(const Variant &v);
 
 	Variant front() const;
 
 	Variant back() const;
 
-	int find(const Variant& what, const int from = 0);
+	int find(const Variant &what, const int from = 0);
 
-	int find_last(const Variant& what);
+	int find_last(const Variant &what);
 
-	bool has(const Variant& what) const;
+	bool has(const Variant &what) const;
 
 	uint32_t hash() const;
 
-	void insert(const int pos, const Variant& value);
+	void insert(const int pos, const Variant &value);
 
 	void invert();
 
@@ -81,9 +82,9 @@ public:
 
 	Variant pop_front();
 
-	void push_back(const Variant& v);
+	void push_back(const Variant &v);
 
-	void push_front(const Variant& v);
+	void push_front(const Variant &v);
 
 	void remove(const int idx);
 
@@ -91,16 +92,15 @@ public:
 
 	void resize(const int size);
 
-	int rfind(const Variant& what, const int from = -1);
+	int rfind(const Variant &what, const int from = -1);
 
 	void sort();
 
-	void sort_custom(Object *obj, const String& func);
+	void sort_custom(Object *obj, const String &func);
 
 	~Array();
-
 };
 
-}
+} // namespace godot
 
 #endif // ARRAY_H

+ 30 - 40
include/core/Basis.hpp

@@ -16,27 +16,22 @@ public:
 		Vector3 x, y, z;
 	};
 
-	Basis(const Quat& p_quat); // euler
-	Basis(const Vector3& p_euler); // euler
-	Basis(const Vector3& p_axis, real_t p_phi);
+	Basis(const Quat &p_quat); // euler
+	Basis(const Vector3 &p_euler); // euler
+	Basis(const Vector3 &p_axis, real_t p_phi);
 
-	Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2);
+	Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2);
 
 	Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz);
 
 	Basis();
 
-
-
-
-
-	const Vector3& operator[](int axis) const;
-	Vector3& operator[](int axis);
+	const Vector3 &operator[](int axis) const;
+	Vector3 &operator[](int axis);
 
 	void invert();
 
-	bool isequal_approx(const Basis& a, const Basis& b) const;
-
+	bool isequal_approx(const Basis &a, const Basis &b) const;
 
 	bool is_orthogonal() const;
 
@@ -52,15 +47,15 @@ public:
 
 	Vector3 get_axis(int p_axis) const;
 
-	void set_axis(int p_axis, const Vector3& p_value);
+	void set_axis(int p_axis, const Vector3 &p_value);
 
-	void rotate(const Vector3& p_axis, real_t p_phi);
+	void rotate(const Vector3 &p_axis, real_t p_phi);
 
-	Basis rotated(const Vector3& p_axis, real_t p_phi) const;
+	Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
 
-	void scale( const Vector3& p_scale );
+	void scale(const Vector3 &p_scale);
 
-	Basis scaled( const Vector3& p_scale ) const;
+	Basis scaled(const Vector3 &p_scale) const;
 
 	Vector3 get_scale() const;
 
@@ -70,32 +65,31 @@ public:
 	void set_euler_yxz(const Vector3 &p_euler);
 
 	inline Vector3 get_euler() const { return get_euler_yxz(); }
-	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); }
 
 	// transposed dot products
-	real_t tdotx(const Vector3& v) const;
-	real_t tdoty(const Vector3& v) const;
-	real_t tdotz(const Vector3& v) const;
+	real_t tdotx(const Vector3 &v) const;
+	real_t tdoty(const Vector3 &v) const;
+	real_t tdotz(const Vector3 &v) const;
 
-	bool operator==(const Basis& p_matrix) const;
+	bool operator==(const Basis &p_matrix) const;
 
-	bool operator!=(const Basis& p_matrix) const;
+	bool operator!=(const Basis &p_matrix) const;
 
-	Vector3 xform(const Vector3& p_vector) const;
+	Vector3 xform(const Vector3 &p_vector) const;
 
-	Vector3 xform_inv(const Vector3& p_vector) const;
-	void operator*=(const Basis& p_matrix);
+	Vector3 xform_inv(const Vector3 &p_vector) const;
+	void operator*=(const Basis &p_matrix);
 
-	Basis operator*(const Basis& p_matrix) const;
+	Basis operator*(const Basis &p_matrix) const;
 
+	void operator+=(const Basis &p_matrix);
 
-	void operator+=(const Basis& p_matrix);
+	Basis operator+(const Basis &p_matrix) const;
 
-	Basis operator+(const Basis& p_matrix) const;
+	void operator-=(const Basis &p_matrix);
 
-	void operator-=(const Basis& p_matrix);
-
-	Basis operator-(const Basis& p_matrix) const;
+	Basis operator-(const Basis &p_matrix) const;
 
 	void operator*=(real_t p_val);
 
@@ -105,14 +99,12 @@ public:
 
 	void set_orthogonal_index(int p_index); // down below
 
-
 	operator String() 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;
 
 	/* create / set */
 
-
 	void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz);
 
 	Vector3 get_column(int i) const;
@@ -120,9 +112,9 @@ public:
 	Vector3 get_row(int i) const;
 	Vector3 get_main_diagonal() const;
 
-	void set_row(int i, const Vector3& p_row);
+	void set_row(int i, const Vector3 &p_row);
 
-	Basis transpose_xform(const Basis& m) const;
+	Basis transpose_xform(const Basis &m) const;
 
 	void orthonormalize();
 
@@ -133,10 +125,8 @@ public:
 	Basis diagonalize();
 
 	operator Quat() const;
-
-
 };
 
-}
+} // namespace godot
 
 #endif // BASIS_H

+ 22 - 17
include/core/Color.hpp

@@ -9,14 +9,11 @@
 
 namespace godot {
 
-
 struct Color {
 
-
 private:
 	// static float _parse_col(const String& p_str, int p_ofs);
 public:
-
 	union {
 
 		struct {
@@ -28,8 +25,8 @@ public:
 		float components[4];
 	};
 
-	inline bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); }
-	inline bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); }
+	inline bool operator==(const Color &p_color) const { return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a); }
+	inline bool operator!=(const Color &p_color) const { return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a); }
 
 	uint32_t to_32() const;
 
@@ -43,12 +40,12 @@ public:
 
 	float get_v() const;
 
-	void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0);
+	void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
 
-	inline float& operator[](int idx) {
+	inline float &operator[](int idx) {
 		return components[idx];
 	}
-	inline const float& operator[](int idx) const {
+	inline const float &operator[](int idx) const {
 		return components[idx];
 	}
 
@@ -60,21 +57,21 @@ public:
 
 	Color contrasted() const;
 
-	Color linear_interpolate(const Color& p_b, float p_t) const;
+	Color linear_interpolate(const Color &p_b, float p_t) const;
 
-	Color blend(const Color& p_over) const;
+	Color blend(const Color &p_over) const;
 
 	Color to_linear() const;
 
 	static Color hex(uint32_t p_hex);
 
-	static Color html(const String& p_color);
+	static Color html(const String &p_color);
 
-	static bool html_is_valid(const String& p_color);
+	static bool html_is_valid(const String &p_color);
 
-	String to_html(bool p_alpha=true) const;
+	String to_html(bool p_alpha = true) const;
 
-	bool operator<(const Color& p_color) const; //used in set keys
+	bool operator<(const Color &p_color) const; //used in set keys
 
 	operator String() const;
 
@@ -82,15 +79,23 @@ public:
 	 * No construct parameters, r=0, g=0, b=0. a=255
 	 */
 	inline Color() {
-		r=0; g=0; b=0; a=1.0;
+		r = 0;
+		g = 0;
+		b = 0;
+		a = 1.0;
 	}
 
 	/**
 	 * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
 	 */
-	inline Color(float p_r,float p_g,float p_b,float p_a=1.0) { r=p_r; g=p_g; b=p_b; a=p_a; }
+	inline Color(float p_r, float p_g, float p_b, float p_a = 1.0) {
+		r = p_r;
+		g = p_g;
+		b = p_b;
+		a = p_a;
+	}
 };
 
-}
+} // namespace godot
 
 #endif // COLOR_H

+ 1 - 2
include/core/CoreTypes.hpp

@@ -12,8 +12,8 @@
 #include "Plane.hpp"
 #include "PoolArrays.hpp"
 #include "Quat.hpp"
-#include "Rect2.hpp"
 #include "RID.hpp"
+#include "Rect2.hpp"
 #include "String.hpp"
 #include "Transform.hpp"
 #include "Transform2D.hpp"
@@ -23,5 +23,4 @@
 
 #include "Wrapped.hpp"
 
-
 #endif // CORETYPES_H

+ 77 - 49
include/core/Defs.hpp

@@ -1,7 +1,6 @@
 #ifndef DEFS_H
 #define DEFS_H
 
-
 namespace godot {
 
 enum class Error {
@@ -15,7 +14,7 @@ enum class Error {
 	ERR_FILE_NOT_FOUND,
 	ERR_FILE_BAD_DRIVE,
 	ERR_FILE_BAD_PATH,
-	ERR_FILE_NO_PERMISSION,	// (10)
+	ERR_FILE_NO_PERMISSION, // (10)
 	ERR_FILE_ALREADY_IN_USE,
 	ERR_FILE_CANT_OPEN,
 	ERR_FILE_CANT_WRITE,
@@ -25,12 +24,12 @@ enum class Error {
 	ERR_FILE_MISSING_DEPENDENCIES,
 	ERR_FILE_EOF,
 	ERR_CANT_OPEN, ///< Can't open a resource/socket/file
-	ERR_CANT_CREATE,		// (20)
+	ERR_CANT_CREATE, // (20)
 	ERR_QUERY_FAILED,
 	ERR_ALREADY_IN_USE,
 	ERR_LOCKED, ///< resource is locked
 	ERR_TIMEOUT,
-	ERR_CANT_CONNECT,		// (25)
+	ERR_CANT_CONNECT, // (25)
 	ERR_CANT_RESOLVE,
 	ERR_CONNECTION_ERROR,
 	ERR_CANT_AQUIRE_RESOURCE,
@@ -45,12 +44,12 @@ enum class Error {
 	ERR_METHOD_NOT_FOUND,
 	ERR_LINK_FAILED,
 	ERR_SCRIPT_FAILED,
-	ERR_CYCLIC_LINK,		// (40)
+	ERR_CYCLIC_LINK, // (40)
 	ERR_INVALID_DECLARATION,
 	ERR_DUPLICATE_SYMBOL,
 	ERR_PARSE_ERROR,
 	ERR_BUSY,
-	ERR_SKIP,			// (45)
+	ERR_SKIP, // (45)
 	ERR_HELP, ///< user requested help!!
 	ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
 	ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
@@ -58,50 +57,50 @@ enum class Error {
 	ERR_WTF = ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
 };
 
-	namespace helpers {
-		template <typename T, typename ValueT>
-		T append_all (T appendable, ValueT value) {
-			appendable.append(value);
-			return appendable;
-		}
-
-		template <typename T, typename ValueT, typename... Args>
-		T append_all (T appendable, ValueT value, Args... args) {
-			appendable.append(value);
-			return append_all(appendable, args...);
-		}
-
-		template <typename T>
-		T append_all (T appendable) {
-			return appendable;
-		}
-
-		template <typename KV, typename KeyT, typename ValueT>
-		KV add_all (KV kv, KeyT key, ValueT value) {
-			kv[key] = value;
-			return kv;
-		}
-
-		template <typename KV, typename KeyT, typename ValueT, typename... Args>
-		KV add_all (KV kv, KeyT key, ValueT value, Args... args) {
-			kv[key] = value;
-			return add_all(kv, args...);
-		}
-
-		template <typename KV>
-		KV add_all (KV kv) {
-			return kv;
-		}
-	}
+namespace helpers {
+template <typename T, typename ValueT>
+T append_all(T appendable, ValueT value) {
+	appendable.append(value);
+	return appendable;
+}
+
+template <typename T, typename ValueT, typename... Args>
+T append_all(T appendable, ValueT value, Args... args) {
+	appendable.append(value);
+	return append_all(appendable, args...);
+}
+
+template <typename T>
+T append_all(T appendable) {
+	return appendable;
+}
 
+template <typename KV, typename KeyT, typename ValueT>
+KV add_all(KV kv, KeyT key, ValueT value) {
+	kv[key] = value;
+	return kv;
 }
 
+template <typename KV, typename KeyT, typename ValueT, typename... Args>
+KV add_all(KV kv, KeyT key, ValueT value, Args... args) {
+	kv[key] = value;
+	return add_all(kv, args...);
+}
+
+template <typename KV>
+KV add_all(KV kv) {
+	return kv;
+}
+} // namespace helpers
+
+} // namespace godot
+
 #include <stdio.h>
 
 typedef float real_t;
 
 #define CMP_EPSILON 0.00001
-#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON)
+#define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON)
 #define Math_PI 3.14159265358979323846
 
 #define _PLANE_EQ_DOT_EPSILON 0.999
@@ -109,7 +108,9 @@ typedef float real_t;
 
 // ERR/WARN macros
 #ifndef WARN_PRINT
-#define WARN_PRINT(msg) fprintf(stdout, "ERROR: %s\n", msg); fflush(stdout)
+#define WARN_PRINT(msg)                  \
+	fprintf(stdout, "ERROR: %s\n", msg); \
+	fflush(stdout)
 #endif
 
 #ifndef WARN_PRINTS
@@ -129,24 +130,51 @@ typedef float real_t;
 #endif
 
 #ifndef ERR_FAIL_V
-#define ERR_FAIL_V(a) { ERR_FAIL(); return a; }
+#define ERR_FAIL_V(a) \
+	{                 \
+		ERR_FAIL();   \
+		return a;     \
+	}
 #endif
 
 #ifndef ERR_FAIL_COND
-#define ERR_FAIL_COND(a) do { if (a) { ERR_PRINT(#a); return; } } while(0)
+#define ERR_FAIL_COND(a)   \
+	do {                   \
+		if (a) {           \
+			ERR_PRINT(#a); \
+			return;        \
+		}                  \
+	} while (0)
 #endif
 
 #ifndef ERR_FAIL_COND_V
-#define ERR_FAIL_COND_V(cond, ret) do { if (cond) { ERR_PRINT(#cond); return ret; } } while(0)
+#define ERR_FAIL_COND_V(cond, ret) \
+	do {                           \
+		if (cond) {                \
+			ERR_PRINT(#cond);      \
+			return ret;            \
+		}                          \
+	} while (0)
 #endif
 
 #ifndef ERR_FAIL_INDEX
-#define ERR_FAIL_INDEX(a, b) do { if (a < 0 || a >= b) { ERR_FAIL(); return; } } while(0)
+#define ERR_FAIL_INDEX(a, b)   \
+	do {                       \
+		if (a < 0 || a >= b) { \
+			ERR_FAIL();        \
+			return;            \
+		}                      \
+	} while (0)
 #endif
 
 #ifndef ERR_FAIL_INDEX_V
-#define ERR_FAIL_INDEX_V(a, b, c) do { if (a < 0 || a >= b) { ERR_FAIL(); return c; } } while(0)
+#define ERR_FAIL_INDEX_V(a, b, c) \
+	do {                          \
+		if (a < 0 || a >= b) {    \
+			ERR_FAIL();           \
+			return c;             \
+		}                         \
+	} while (0)
 #endif
 
-
 #endif // DEFS_H

+ 9 - 9
include/core/Dictionary.hpp

@@ -11,10 +11,11 @@ namespace godot {
 
 class Dictionary {
 	godot_dictionary _godot_dictionary;
+
 public:
 	Dictionary();
-	Dictionary(const Dictionary & other);
-	Dictionary & operator=(const Dictionary & other);
+	Dictionary(const Dictionary &other);
+	Dictionary &operator=(const Dictionary &other);
 
 	template <class... Args>
 	static Dictionary make(Args... args) {
@@ -25,19 +26,19 @@ public:
 
 	bool empty() const;
 
-	void erase(const Variant& key);
+	void erase(const Variant &key);
 
-	bool has(const Variant& key) const;
+	bool has(const Variant &key) const;
 
-	bool has_all(const Array& keys) const;
+	bool has_all(const Array &keys) const;
 
 	uint32_t hash() const;
 
 	Array keys() const;
 
-	Variant &operator [](const Variant& key);
+	Variant &operator[](const Variant &key);
 
-	const Variant &operator [](const Variant& key) const;
+	const Variant &operator[](const Variant &key) const;
 
 	int size() const;
 
@@ -46,9 +47,8 @@ public:
 	Array values() const;
 
 	~Dictionary();
-
 };
 
-}
+} // namespace godot
 
 #endif // DICTIONARY_H

+ 171 - 239
include/core/Godot.hpp

@@ -9,82 +9,90 @@
 #include <typeinfo>
 
 #include "CoreTypes.hpp"
-#include "Variant.hpp"
 #include "Ref.hpp"
 #include "TagDB.hpp"
+#include "Variant.hpp"
 
 #include "Object.hpp"
 
 #include "GodotGlobal.hpp"
 
-#include <NativeScript.hpp>
 #include <GDNativeLibrary.hpp>
+#include <NativeScript.hpp>
 
 namespace godot {
 
-
-template<class T>
-T *as(const Object *obj)
-{
-	return (T *) godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner);
+template <class T>
+T *as(const Object *obj) {
+	return (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner);
 }
 
-template<class T>
-T *get_wrapper(godot_object *obj)
-{
-	return (T *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
+template <class T>
+T *get_wrapper(godot_object *obj) {
+	return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
 }
 
-
-#define GODOT_CLASS(Name, Base) \
-	public: inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
-	enum { ___CLASS_IS_SCRIPT = 1, }; \
-	inline static Name *_new() { godot::NativeScript *script = godot::NativeScript::_new(); script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *) godot::gdnlib)); script->set_class_name(#Name); Name *instance = godot::as<Name>(script->new_()); return instance; } \
-	inline static const char *___get_base_type_name() { return Base::___get_class_name(); } \
-	inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *) godot::as<Name>(godot::Object::___get_from_variant(a)); } \
-	private:
-
-#define GODOT_SUBCLASS(Name, Base) \
-	public: inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
-	enum { ___CLASS_IS_SCRIPT = 1, }; \
-	inline static Name *_new() { godot::NativeScript *script = godot::NativeScript::_new(); script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *) godot::gdnlib)); script->set_class_name(#Name); Name *instance = godot::as<Name>(script->new_()); return instance; } \
-	inline static const char *___get_base_type_name() { return #Base; } \
-	inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *) godot::as<Name>(godot::Object::___get_from_variant(a)); } \
-	private:
-
-template<class T>
+#define GODOT_CLASS(Name, Base)                                                                                                                     \
+	\
+public:                                                                                                                                             \
+	inline static const char *___get_type_name() { return static_cast<const char *>(#Name); }                                                       \
+	enum { ___CLASS_IS_SCRIPT = 1,                                                                                                                  \
+	};                                                                                                                                              \
+	inline static Name *_new() {                                                                                                                    \
+		godot::NativeScript *script = godot::NativeScript::_new();                                                                                  \
+		script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib));                                             \
+		script->set_class_name(#Name);                                                                                                              \
+		Name *instance = godot::as<Name>(script->new_());                                                                                           \
+		return instance;                                                                                                                            \
+	}                                                                                                                                               \
+	inline static const char *___get_base_type_name() { return Base::___get_class_name(); }                                                         \
+	inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
+	\
+private:
+
+#define GODOT_SUBCLASS(Name, Base)                                                                                                                  \
+	\
+public:                                                                                                                                             \
+	inline static const char *___get_type_name() { return static_cast<const char *>(#Name); }                                                       \
+	enum { ___CLASS_IS_SCRIPT = 1,                                                                                                                  \
+	};                                                                                                                                              \
+	inline static Name *_new() {                                                                                                                    \
+		godot::NativeScript *script = godot::NativeScript::_new();                                                                                  \
+		script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib));                                             \
+		script->set_class_name(#Name);                                                                                                              \
+		Name *instance = godot::as<Name>(script->new_());                                                                                           \
+		return instance;                                                                                                                            \
+	}                                                                                                                                               \
+	inline static const char *___get_base_type_name() { return #Base; }                                                                             \
+	inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
+	\
+private:
+
+template <class T>
 struct _ArgCast {
-	static T _arg_cast(Variant a)
-	{
+	static T _arg_cast(Variant a) {
 		return a;
 	}
 };
 
-template<class T>
-struct _ArgCast<T*> {
-	static T *_arg_cast(Variant a)
-	{
-		return (T *) T::___get_from_variant(a);
+template <class T>
+struct _ArgCast<T *> {
+	static T *_arg_cast(Variant a) {
+		return (T *)T::___get_from_variant(a);
 	}
 };
 
-template<>
+template <>
 struct _ArgCast<Variant> {
-	static Variant _arg_cast(Variant a)
-	{
+	static Variant _arg_cast(Variant a) {
 		return a;
 	}
 };
 
-
-
-
-
 // instance and destroy funcs
 
-template<class T>
-void *_godot_class_instance_func(godot_object *p, void *method_data)
-{
+template <class T>
+void *_godot_class_instance_func(godot_object *p, void *method_data) {
 	T *d = new T();
 	d->_owner = p;
 	d->_type_tag = typeid(T).hash_code();
@@ -92,17 +100,14 @@ void *_godot_class_instance_func(godot_object *p, void *method_data)
 	return d;
 }
 
-template<class T>
-void _godot_class_destroy_func(godot_object *p, void *method_data, void *data)
-{
-	T *d = (T *) data;
+template <class T>
+void _godot_class_destroy_func(godot_object *p, void *method_data, void *data) {
+	T *d = (T *)data;
 	delete d;
 }
 
-
-template<class T>
-void register_class()
-{
+template <class T>
+void register_class() {
 	godot_instance_create_func create = {};
 	create.create_func = _godot_class_instance_func<T>;
 
@@ -112,13 +117,12 @@ void register_class()
 	_TagDB::register_type(typeid(T).hash_code(), typeid(T).hash_code());
 
 	godot::nativescript_api->godot_nativescript_register_class(godot::_RegisterState::nativescript_handle, T::___get_type_name(), T::___get_base_type_name(), create, destroy);
-	godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *) typeid(T).hash_code());
+	godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *)typeid(T).hash_code());
 	T::_register_methods();
 }
 
-template<class T>
-void register_tool_class()
-{
+template <class T>
+void register_tool_class() {
 	godot_instance_create_func create = {};
 	create.create_func = _godot_class_instance_func<T>;
 
@@ -128,155 +132,109 @@ void register_tool_class()
 	_TagDB::register_type(typeid(T).hash_code(), typeid(T).hash_code());
 
 	godot::nativescript_api->godot_nativescript_register_tool_class(godot::_RegisterState::nativescript_handle, T::___get_type_name(), T::___get_base_type_name(), create, destroy);
-	godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *) typeid(T).hash_code());
+	godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *)typeid(T).hash_code());
 	T::_register_methods();
 }
 
-
-
-
-
-
-
-
-
-
-
-
 // method registering
 
 typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *, int, godot_variant **);
 
-
-template<class T, class R, class ...args>
-const char *___get_method_class_name(R (T::*p)(args... a))
-{
+template <class T, class R, class... args>
+const char *___get_method_class_name(R (T::*p)(args... a)) {
 	return T::___get_type_name();
 }
 
-template<class T, class R, class ...args>
-const char *___get_method_class_name(R (T::*p)(args... a) const)
-{
+template <class T, class R, class... args>
+const char *___get_method_class_name(R (T::*p)(args... a) const) {
 	return T::___get_type_name();
 }
 
-
-
-
-
-
-
 // Okay, time for some template magic.
 // Many thanks to manpat from the GDL Discord Server.
 
-
 // This is stuff that's available in C++14 I think, but whatever.
 
-template<int... I>
-struct __Sequence{};
+template <int... I>
+struct __Sequence {};
 
-template<int N, int... I>
+template <int N, int... I>
 struct __construct_sequence {
-	using type = typename __construct_sequence<N-1, N-1, I...>::type;
+	using type = typename __construct_sequence<N - 1, N - 1, I...>::type;
 };
 
-template<int... I>
+template <int... I>
 struct __construct_sequence<0, I...> {
 	using type = __Sequence<I...>;
 };
 
-
 // Now the wrapping part.
-template<class T, class R, class... As>
+template <class T, class R, class... As>
 struct _WrappedMethod {
-	R (T::*f)(As...);
+	R(T::*f)
+	(As...);
 
-	template<int... I>
-	void apply(Variant* ret, T* obj, Variant** args, __Sequence<I...>) {
-		*ret = (obj->*f)( _ArgCast<As>::_arg_cast(*args[I])... );
+	template <int... I>
+	void apply(Variant *ret, T *obj, Variant **args, __Sequence<I...>) {
+		*ret = (obj->*f)(_ArgCast<As>::_arg_cast(*args[I])...);
 	}
 };
 
-template<class T, class... As>
+template <class T, class... As>
 struct _WrappedMethod<T, void, As...> {
 	void (T::*f)(As...);
 
-	template<int... I>
-	void apply(Variant* ret, T* obj, Variant** args, __Sequence<I...>) {
-		(obj->*f)( _ArgCast<As>::_arg_cast(*args[I])... );
+	template <int... I>
+	void apply(Variant *ret, T *obj, Variant **args, __Sequence<I...>) {
+		(obj->*f)(_ArgCast<As>::_arg_cast(*args[I])...);
 	}
 };
 
-
-template<class T, class R, class... As>
-godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int num_args, godot_variant **args)
-{
+template <class T, class R, class... As>
+godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int num_args, godot_variant **args) {
 	godot_variant v;
 	godot::api->godot_variant_new_nil(&v);
 
-	T *obj = (T *) user_data;
-	_WrappedMethod<T, R, As...> *method = (_WrappedMethod<T, R, As...>*) method_data;
+	T *obj = (T *)user_data;
+	_WrappedMethod<T, R, As...> *method = (_WrappedMethod<T, R, As...> *)method_data;
 
-	Variant *var = (Variant *) &v;
-	Variant **arg = (Variant **) args;
+	Variant *var = (Variant *)&v;
+	Variant **arg = (Variant **)args;
 
-	method->apply(var, obj, arg, typename __construct_sequence<sizeof...(As)>::type {});
+	method->apply(var, obj, arg, typename __construct_sequence<sizeof...(As)>::type{});
 
 	return v;
 }
 
-template<class T, class R, class... As>
-void *___make_wrapper_function(R (T::*f)(As...))
-{
+template <class T, class R, class... As>
+void *___make_wrapper_function(R (T::*f)(As...)) {
 	using MethodType = _WrappedMethod<T, R, As...>;
-	MethodType *p = (MethodType *) godot::api->godot_alloc(sizeof(MethodType));
+	MethodType *p = (MethodType *)godot::api->godot_alloc(sizeof(MethodType));
 	p->f = f;
-	return (void *) p;
+	return (void *)p;
 }
 
-template<class T, class R, class... As>
-__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...))
-{
-	return (__godot_wrapper_method) &__wrapped_method<T, R, As...>;
+template <class T, class R, class... As>
+__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...)) {
+	return (__godot_wrapper_method)&__wrapped_method<T, R, As...>;
 }
 
-
-
-
-
-template<class T, class R, class ...A>
-void *___make_wrapper_function(R (T::*f)(A...) const)
-{
-	return ___make_wrapper_function((R (T::*)(A...)) f);
+template <class T, class R, class... A>
+void *___make_wrapper_function(R (T::*f)(A...) const) {
+	return ___make_wrapper_function((R(T::*)(A...))f);
 }
 
-
-template<class T, class R, class ...A>
-__godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const)
-{
-	return ___get_wrapper_function((R (T::*)(A...)) f);
+template <class T, class R, class... A>
+__godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const) {
+	return ___get_wrapper_function((R(T::*)(A...))f);
 }
 
-
-
-
-
-
-
-
-
-
-
-
-
-template<class M>
-void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED)
-{
+template <class M>
+void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) {
 	godot_instance_method method = {};
 	method.method_data = ___make_wrapper_function(method_ptr);
 	method.free_func = godot::api->godot_free;
-	method.method = (__godot_wrapper_method) ___get_wrapper_function(method_ptr);
-
+	method.method = (__godot_wrapper_method)___get_wrapper_function(method_ptr);
 
 	godot_method_attributes attr = {};
 	attr.rpc_type = rpc_type;
@@ -284,34 +242,31 @@ void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_t
 	godot::nativescript_api->godot_nativescript_register_method(godot::_RegisterState::nativescript_handle, ___get_method_class_name(method_ptr), name, attr, method);
 }
 
-
-
-template<class T, class P>
+template <class T, class P>
 struct _PropertySetFunc {
 	void (T::*f)(P);
-	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value)
-	{
-		_PropertySetFunc<T, P> *set_func = (_PropertySetFunc<T, P> *) method_data;
-		T *obj = (T *) user_data;
+	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
+		_PropertySetFunc<T, P> *set_func = (_PropertySetFunc<T, P> *)method_data;
+		T *obj = (T *)user_data;
 
-		Variant *v = (Variant *) value;
+		Variant *v = (Variant *)value;
 
 		(obj->*(set_func->f))(_ArgCast<P>::_arg_cast(*v));
 	}
 };
 
-template<class T, class P>
+template <class T, class P>
 struct _PropertyGetFunc {
-	P (T::*f)();
-	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data)
-	{
-		_PropertyGetFunc<T, P> *get_func = (_PropertyGetFunc<T, P> *) method_data;
-		T *obj = (T *) user_data;
+	P(T::*f)
+	();
+	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
+		_PropertyGetFunc<T, P> *get_func = (_PropertyGetFunc<T, P> *)method_data;
+		T *obj = (T *)user_data;
 
 		godot_variant var;
 		godot::api->godot_variant_new_nil(&var);
 
-		Variant *v = (Variant *) &var;
+		Variant *v = (Variant *)&var;
 
 		*v = (obj->*(get_func->f))();
 
@@ -319,37 +274,30 @@ struct _PropertyGetFunc {
 	}
 };
 
-
-
-
-
-
-template<class T, class P>
+template <class T, class P>
 struct _PropertyDefaultSetFunc {
-	P (T::*f);
-	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value)
-	{
-		_PropertyDefaultSetFunc<T, P> *set_func = (_PropertyDefaultSetFunc<T, P> *) method_data;
-		T *obj = (T *) user_data;
+	P(T::*f);
+	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
+		_PropertyDefaultSetFunc<T, P> *set_func = (_PropertyDefaultSetFunc<T, P> *)method_data;
+		T *obj = (T *)user_data;
 
-		Variant *v = (Variant *) value;
+		Variant *v = (Variant *)value;
 
 		(obj->*(set_func->f)) = _ArgCast<P>::_arg_cast(*v);
 	}
 };
 
-template<class T, class P>
+template <class T, class P>
 struct _PropertyDefaultGetFunc {
-	P (T::*f);
-	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data)
-	{
-		_PropertyDefaultGetFunc<T, P> *get_func = (_PropertyDefaultGetFunc<T, P> *) method_data;
-		T *obj = (T *) user_data;
+	P(T::*f);
+	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
+		_PropertyDefaultGetFunc<T, P> *get_func = (_PropertyDefaultGetFunc<T, P> *)method_data;
+		T *obj = (T *)user_data;
 
 		godot_variant var;
 		godot::api->godot_variant_new_nil(&var);
 
-		Variant *v = (Variant *) &var;
+		Variant *v = (Variant *)&var;
 
 		*v = (obj->*(get_func->f));
 
@@ -357,27 +305,25 @@ struct _PropertyDefaultGetFunc {
 	}
 };
 
-
-template<class T, class P>
-void register_property(const char *name, P (T::*var), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,  godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "")
-{
+template <class T, class P>
+void register_property(const char *name, P(T::*var), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
 	Variant def_val = default_value;
 
-	usage = (godot_property_usage_flags) ((int) usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE);
+	usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE);
 
 	if (def_val.get_type() == Variant::OBJECT) {
-		Object *o = get_wrapper<Object>(def_val.operator godot_object*());
+		Object *o = get_wrapper<Object>(def_val.operator godot_object *());
 		if (o && o->is_class("Resource")) {
-			hint = (godot_property_hint) ((int) hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE);
+			hint = (godot_property_hint)((int)hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE);
 			hint_string = o->get_class();
 		}
 	}
 
-	godot_string *_hint_string = (godot_string*) &hint_string;
+	godot_string *_hint_string = (godot_string *)&hint_string;
 
 	godot_property_attributes attr = {};
 	attr.type = def_val.get_type();
-	attr.default_value = *(godot_variant *) &def_val;
+	attr.default_value = *(godot_variant *)&def_val;
 	attr.hint = hint;
 	attr.rset_type = rpc_mode;
 	attr.usage = usage;
@@ -386,75 +332,68 @@ void register_property(const char *name, P (T::*var), P default_value, godot_met
 	_PropertyDefaultSetFunc<T, P> *wrapped_set = (_PropertyDefaultSetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultSetFunc<T, P>));
 	wrapped_set->f = var;
 
-	_PropertyDefaultGetFunc<T, P> *wrapped_get = (_PropertyDefaultGetFunc<T, P> *) godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc<T, P>));
+	_PropertyDefaultGetFunc<T, P> *wrapped_get = (_PropertyDefaultGetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc<T, P>));
 	wrapped_get->f = var;
 
 	godot_property_set_func set_func = {};
-	set_func.method_data = (void *) wrapped_set;
-	set_func.free_func   = godot::api->godot_free;
-	set_func.set_func    = &_PropertyDefaultSetFunc<T, P>::_wrapped_setter;
+	set_func.method_data = (void *)wrapped_set;
+	set_func.free_func = godot::api->godot_free;
+	set_func.set_func = &_PropertyDefaultSetFunc<T, P>::_wrapped_setter;
 
 	godot_property_get_func get_func = {};
-	get_func.method_data = (void *) wrapped_get;
-	get_func.free_func   = godot::api->godot_free;
-	get_func.get_func    = &_PropertyDefaultGetFunc<T, P>::_wrapped_getter;
+	get_func.method_data = (void *)wrapped_get;
+	get_func.free_func = godot::api->godot_free;
+	get_func.get_func = &_PropertyDefaultGetFunc<T, P>::_wrapped_getter;
 
 	godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
 }
 
-
-
-
-template<class T, class P>
-void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,  godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "")
-{
+template <class T, class P>
+void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
 	Variant def_val = default_value;
 
 	godot_property_attributes attr = {};
 	attr.type = def_val.get_type();
-	attr.default_value = *(godot_variant *) &def_val;
+	attr.default_value = *(godot_variant *)&def_val;
 	attr.hint = hint;
 	attr.rset_type = rpc_mode;
 	attr.usage = usage;
 
-	_PropertySetFunc<T, P> *wrapped_set = (_PropertySetFunc<T, P> *) godot::api->godot_alloc(sizeof(_PropertySetFunc<T, P>));
+	_PropertySetFunc<T, P> *wrapped_set = (_PropertySetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertySetFunc<T, P>));
 	wrapped_set->f = setter;
 
-	_PropertyGetFunc<T, P> *wrapped_get = (_PropertyGetFunc<T, P> *) godot::api->godot_alloc(sizeof(_PropertyGetFunc<T, P>));
+	_PropertyGetFunc<T, P> *wrapped_get = (_PropertyGetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyGetFunc<T, P>));
 	wrapped_get->f = getter;
 
 	godot_property_set_func set_func = {};
-	set_func.method_data = (void *) wrapped_set;
-	set_func.free_func   = godot::api->godot_free;
-	set_func.set_func    = &_PropertySetFunc<T, P>::_wrapped_setter;
+	set_func.method_data = (void *)wrapped_set;
+	set_func.free_func = godot::api->godot_free;
+	set_func.set_func = &_PropertySetFunc<T, P>::_wrapped_setter;
 
 	godot_property_get_func get_func = {};
-	get_func.method_data = (void *) wrapped_get;
-	get_func.free_func   = godot::api->godot_free;
-	get_func.get_func    = &_PropertyGetFunc<T, P>::_wrapped_getter;
+	get_func.method_data = (void *)wrapped_get;
+	get_func.free_func = godot::api->godot_free;
+	get_func.get_func = &_PropertyGetFunc<T, P>::_wrapped_getter;
 
 	godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
-
 }
 
-template<class T, class P>
-void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,  godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "")
-{
-	register_property(name, setter, (P (T::*)()) getter, default_value, rpc_mode, usage, hint, hint_string);
+template <class T, class P>
+void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
+	register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string);
 }
 
-template<class T>
-void register_signal(String name, Dictionary args = Dictionary())
-{
+template <class T>
+void register_signal(String name, Dictionary args = Dictionary()) {
 	godot_signal signal = {};
 	signal.name = *(godot_string *)&name;
 	signal.num_args = args.size();
 	signal.num_default_args = 0;
 
 	// Need to check because malloc(0) is platform-dependent. Zero arguments will leave args to nullptr.
-	if(signal.num_args != 0) {
-		signal.args = (godot_signal_argument*) godot::api->godot_alloc(sizeof(godot_signal_argument) * signal.num_args);
-		memset((void *) signal.args, 0, sizeof(godot_signal_argument) * signal.num_args);
+	if (signal.num_args != 0) {
+		signal.args = (godot_signal_argument *)godot::api->godot_alloc(sizeof(godot_signal_argument) * signal.num_args);
+		memset((void *)signal.args, 0, sizeof(godot_signal_argument) * signal.num_args);
 	}
 
 	for (int i = 0; i < signal.num_args; i++) {
@@ -476,29 +415,23 @@ void register_signal(String name, Dictionary args = Dictionary())
 		godot::api->godot_string_destroy(&signal.args[i].name);
 	}
 
-	if(signal.args) {
+	if (signal.args) {
 		godot::api->godot_free(signal.args);
 	}
 }
 
-template<class T, class... Args>
-void register_signal(String name, Args... varargs)
-{
+template <class T, class... Args>
+void register_signal(String name, Args... varargs) {
 	register_signal<T>(name, Dictionary::make(varargs...));
 }
 
-
-
-
-
 #ifndef GODOT_CPP_NO_OBJECT_CAST
-template<class T>
-T *Object::cast_to(const Object *obj)
-{
-	size_t have_tag = (size_t) godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner);
+template <class T>
+T *Object::cast_to(const Object *obj) {
+	size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner);
 
 	if (have_tag) {
-		if (!godot::_TagDB::is_type_known((size_t) have_tag)) {
+		if (!godot::_TagDB::is_type_known((size_t)have_tag)) {
 			have_tag = 0;
 		}
 	}
@@ -508,14 +441,13 @@ T *Object::cast_to(const Object *obj)
 	}
 
 	if (godot::_TagDB::is_type_compatible(typeid(T).hash_code(), have_tag)) {
-		return (T::___CLASS_IS_SCRIPT) ? godot::as<T>(obj) : (T *) obj;
+		return (T::___CLASS_IS_SCRIPT) ? godot::as<T>(obj) : (T *)obj;
 	} else {
 		return nullptr;
 	}
 }
 #endif
 
-
-}
+} // namespace godot
 
 #endif // GODOT_H

+ 7 - 9
include/core/GodotGlobal.hpp

@@ -1,9 +1,9 @@
 #ifndef GODOT_GLOBAL_HPP
 #define GODOT_GLOBAL_HPP
 
-#include <gdnative_api_struct.gen.h>
-#include "String.hpp"
 #include "Array.hpp"
+#include "String.hpp"
+#include <gdnative_api_struct.gen.h>
 
 namespace godot {
 
@@ -16,9 +16,9 @@ extern "C" const void *gdnlib;
 class Godot {
 
 public:
-	static void print(const String& message);
-	static void print_warning(const String& description, const String& function, const String& file, int line);
-	static void print_error(const String& description, const String& function, const String& file, int line);
+	static void print(const String &message);
+	static void print_warning(const String &description, const String &function, const String &file, int line);
+	static void print_error(const String &description, const String &function, const String &file, int line);
 
 	static void gdnative_init(godot_gdnative_init_options *o);
 	static void gdnative_terminate(godot_gdnative_terminate_options *o);
@@ -26,18 +26,16 @@ public:
 	static void nativescript_terminate(void *handle);
 
 	template <class... Args>
-	static void print(const String& fmt, Args... values) {
+	static void print(const String &fmt, Args... values) {
 		print(fmt.format(Array::make(values...)));
 	}
 };
 
-
-
 struct _RegisterState {
 	static void *nativescript_handle;
 	static int language_index;
 };
 
-}
+} // namespace godot
 
 #endif

+ 6 - 9
include/core/NodePath.hpp

@@ -7,16 +7,15 @@
 
 namespace godot {
 
-
-class NodePath
-{
+class NodePath {
 	godot_node_path _node_path;
+
 public:
 	NodePath();
 
 	NodePath(const NodePath &other);
 
-	NodePath(const String& from);
+	NodePath(const String &from);
 
 	NodePath(const char *contents);
 
@@ -34,15 +33,13 @@ public:
 
 	operator String() const;
 
-	void operator =(const NodePath& other);
+	void operator=(const NodePath &other);
 
-	bool operator ==(const NodePath& other);
+	bool operator==(const NodePath &other);
 
 	~NodePath();
 };
 
-
-
-}
+} // namespace godot
 
 #endif // NODEPATH_H

+ 18 - 19
include/core/Plane.hpp

@@ -5,10 +5,8 @@
 
 #include <cmath>
 
-
 namespace godot {
 
-
 enum ClockDirection {
 
 	CLOCKWISE,
@@ -20,7 +18,7 @@ public:
 	Vector3 normal;
 	real_t d;
 
-	void set_normal(const Vector3& p_normal);
+	void set_normal(const Vector3 &p_normal);
 
 	inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
 
@@ -30,40 +28,41 @@ public:
 
 	/* Plane-Point operations */
 
-	inline Vector3 center() const { return normal*d; }
+	inline Vector3 center() const { return normal * d; }
 	Vector3 get_any_point() const;
 	Vector3 get_any_perpendicular_normal() const;
 
 	bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
 	real_t distance_to(const Vector3 &p_point) const;
-	bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const;
+	bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
 
 	/* intersections */
 
-	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const;
-	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection)  const;
-	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection)  const;
+	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
+	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
+	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
 
-	Vector3 project(const Vector3& p_point) const;
+	Vector3 project(const Vector3 &p_point) const;
 
 	/* misc */
 
-	inline Plane operator-() const { return Plane(-normal,-d); }
-	bool is_almost_like(const Plane& p_plane) const;
+	inline Plane operator-() const { return Plane(-normal, -d); }
+	bool is_almost_like(const Plane &p_plane) const;
 
-	bool operator==(const Plane& p_plane) const;
-	bool operator!=(const Plane& p_plane) const;
+	bool operator==(const Plane &p_plane) const;
+	bool operator!=(const Plane &p_plane) const;
 	operator String() const;
 
-	inline Plane() { d=0; }
-	inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { }
+	inline Plane() { d = 0; }
+	inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
+			normal(p_a, p_b, p_c),
+			d(p_d) {}
 
 	Plane(const Vector3 &p_normal, real_t p_d);
-	Plane(const Vector3 &p_point, const Vector3& p_normal);
-	Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
-
+	Plane(const Vector3 &p_point, const Vector3 &p_normal);
+	Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
 };
 
-}
+} // namespace godot
 
 #endif // PLANE_H

+ 98 - 94
include/core/PoolArrays.hpp

@@ -3,11 +3,11 @@
 
 #include "Defs.hpp"
 
-#include "String.hpp"
 #include "Color.hpp"
+#include "GodotGlobal.hpp"
+#include "String.hpp"
 #include "Vector2.hpp"
 #include "Vector3.hpp"
-#include "GodotGlobal.hpp"
 
 #include <gdnative/pool_arrays.h>
 
@@ -17,18 +17,19 @@ class Array;
 
 class PoolByteArray {
 	godot_pool_byte_array _godot_array;
-public:
 
+public:
 	class Read {
 
 		friend class PoolByteArray;
 		godot_pool_byte_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_byte_array_read_access_copy(p_other._read_access);
 		}
 
@@ -44,7 +45,7 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -52,12 +53,13 @@ public:
 	class Write {
 		friend class PoolByteArray;
 		godot_pool_byte_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_byte_array_write_access_copy(p_other._write_access);
 		}
 
@@ -73,16 +75,16 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
 
 	PoolByteArray();
 	PoolByteArray(const PoolByteArray &p_other);
-	PoolByteArray &operator=(const PoolByteArray & p_other);
+	PoolByteArray &operator=(const PoolByteArray &p_other);
 
-	PoolByteArray(const Array& array);
+	PoolByteArray(const Array &array);
 
 	Read read() const;
 
@@ -90,7 +92,7 @@ public:
 
 	void append(const uint8_t data);
 
-	void append_array(const PoolByteArray& array);
+	void append_array(const PoolByteArray &array);
 
 	int insert(const int idx, const uint8_t data);
 
@@ -104,27 +106,27 @@ public:
 
 	void set(const int idx, const uint8_t data);
 
-	uint8_t operator [](const int idx);
+	uint8_t operator[](const int idx);
 
 	int size() const;
 
 	~PoolByteArray();
 };
 
-
 class PoolIntArray {
 	godot_pool_int_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolIntArray;
 		godot_pool_int_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_int_array_read_access_copy(p_other._read_access);
 		}
 
@@ -140,7 +142,7 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -148,12 +150,13 @@ public:
 	class Write {
 		friend class PoolIntArray;
 		godot_pool_int_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_int_array_write_access_copy(p_other._write_access);
 		}
 
@@ -169,7 +172,7 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -178,7 +181,7 @@ public:
 	PoolIntArray(const PoolIntArray &p_other);
 	PoolIntArray &operator=(const PoolIntArray &p_other);
 
-	PoolIntArray(const Array& array);
+	PoolIntArray(const Array &array);
 
 	Read read() const;
 
@@ -186,7 +189,7 @@ public:
 
 	void append(const int data);
 
-	void append_array(const PoolIntArray& array);
+	void append_array(const PoolIntArray &array);
 
 	int insert(const int idx, const int data);
 
@@ -200,27 +203,27 @@ public:
 
 	void set(const int idx, const int data);
 
-	int operator [](const int idx);
+	int operator[](const int idx);
 
 	int size() const;
 
 	~PoolIntArray();
 };
 
-
 class PoolRealArray {
 	godot_pool_real_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolRealArray;
 		godot_pool_real_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_real_array_read_access_copy(p_other._read_access);
 		}
 
@@ -236,7 +239,7 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -244,12 +247,13 @@ public:
 	class Write {
 		friend class PoolRealArray;
 		godot_pool_real_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_real_array_write_access_copy(p_other._write_access);
 		}
 
@@ -265,7 +269,7 @@ public:
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -274,7 +278,7 @@ public:
 	PoolRealArray(const PoolRealArray &p_other);
 	PoolRealArray &operator=(const PoolRealArray &p_other);
 
-	PoolRealArray(const Array& array);
+	PoolRealArray(const Array &array);
 
 	Read read() const;
 
@@ -282,7 +286,7 @@ public:
 
 	void append(const real_t data);
 
-	void append_array(const PoolRealArray& array);
+	void append_array(const PoolRealArray &array);
 
 	int insert(const int idx, const real_t data);
 
@@ -296,27 +300,27 @@ public:
 
 	void set(const int idx, const real_t data);
 
-	real_t operator [](const int idx);
+	real_t operator[](const int idx);
 
 	int size() const;
 
 	~PoolRealArray();
 };
 
-
 class PoolStringArray {
 	godot_pool_string_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolStringArray;
 		godot_pool_string_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_string_array_read_access_copy(p_other._read_access);
 		}
 
@@ -325,14 +329,14 @@ public:
 		}
 
 		inline const String *ptr() const {
-			return (const String *) godot::api->godot_pool_string_array_read_access_ptr(_read_access);
+			return (const String *)godot::api->godot_pool_string_array_read_access_ptr(_read_access);
 		}
 
 		inline const String &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -340,12 +344,13 @@ public:
 	class Write {
 		friend class PoolStringArray;
 		godot_pool_string_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_string_array_write_access_copy(p_other._write_access);
 		}
 
@@ -354,14 +359,14 @@ public:
 		}
 
 		inline String *ptr() const {
-			return (String *) godot::api->godot_pool_string_array_write_access_ptr(_write_access);
+			return (String *)godot::api->godot_pool_string_array_write_access_ptr(_write_access);
 		}
 
 		inline String &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -370,50 +375,49 @@ public:
 	PoolStringArray(const PoolStringArray &p_other);
 	PoolStringArray &operator=(const PoolStringArray &p_other);
 
-	PoolStringArray(const Array& array);
+	PoolStringArray(const Array &array);
 
 	Read read() const;
 
 	Write write();
 
-	void append(const String& data);
+	void append(const String &data);
 
-	void append_array(const PoolStringArray& array);
+	void append_array(const PoolStringArray &array);
 
-	int insert(const int idx, const String& data);
+	int insert(const int idx, const String &data);
 
 	void invert();
 
-	void push_back(const String& data);
+	void push_back(const String &data);
 
 	void remove(const int idx);
 
 	void resize(const int size);
 
-	void set(const int idx, const String& data);
+	void set(const int idx, const String &data);
 
-	const String operator [](const int idx);
+	const String operator[](const int idx);
 
 	int size() const;
 
 	~PoolStringArray();
 };
 
-
-
 class PoolVector2Array {
 	godot_pool_vector2_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolVector2Array;
 		godot_pool_vector2_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_vector2_array_read_access_copy(p_other._read_access);
 		}
 
@@ -422,14 +426,14 @@ public:
 		}
 
 		inline const Vector2 *ptr() const {
-			return (const Vector2 *) godot::api->godot_pool_vector2_array_read_access_ptr(_read_access);
+			return (const Vector2 *)godot::api->godot_pool_vector2_array_read_access_ptr(_read_access);
 		}
 
 		inline const Vector2 &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -437,12 +441,13 @@ public:
 	class Write {
 		friend class PoolVector2Array;
 		godot_pool_vector2_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_vector2_array_write_access_copy(p_other._write_access);
 		}
 
@@ -451,14 +456,14 @@ public:
 		}
 
 		inline Vector2 *ptr() const {
-			return (Vector2 *) godot::api->godot_pool_vector2_array_write_access_ptr(_write_access);
+			return (Vector2 *)godot::api->godot_pool_vector2_array_write_access_ptr(_write_access);
 		}
 
 		inline Vector2 &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -467,49 +472,49 @@ public:
 	PoolVector2Array(const PoolVector2Array &p_other);
 	PoolVector2Array &operator=(const PoolVector2Array &p_other);
 
-	PoolVector2Array(const Array& array);
+	PoolVector2Array(const Array &array);
 
 	Read read() const;
 
 	Write write();
 
-	void append(const Vector2& data);
+	void append(const Vector2 &data);
 
-	void append_array(const PoolVector2Array& array);
+	void append_array(const PoolVector2Array &array);
 
-	int insert(const int idx, const Vector2& data);
+	int insert(const int idx, const Vector2 &data);
 
 	void invert();
 
-	void push_back(const Vector2& data);
+	void push_back(const Vector2 &data);
 
 	void remove(const int idx);
 
 	void resize(const int size);
 
-	void set(const int idx, const Vector2& data);
+	void set(const int idx, const Vector2 &data);
 
-	const Vector2 operator [](const int idx);
+	const Vector2 operator[](const int idx);
 
 	int size() const;
 
 	~PoolVector2Array();
 };
 
-
 class PoolVector3Array {
 	godot_pool_vector3_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolVector3Array;
 		godot_pool_vector3_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_vector3_array_read_access_copy(p_other._read_access);
 		}
 
@@ -518,14 +523,14 @@ public:
 		}
 
 		inline const Vector3 *ptr() const {
-			return (const Vector3 *) godot::api->godot_pool_vector3_array_read_access_ptr(_read_access);
+			return (const Vector3 *)godot::api->godot_pool_vector3_array_read_access_ptr(_read_access);
 		}
 
 		inline const Vector3 &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -533,12 +538,13 @@ public:
 	class Write {
 		friend class PoolVector3Array;
 		godot_pool_vector3_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_vector3_array_write_access_copy(p_other._write_access);
 		}
 
@@ -547,14 +553,14 @@ public:
 		}
 
 		inline Vector3 *ptr() const {
-			return (Vector3 *) godot::api->godot_pool_vector3_array_write_access_ptr(_write_access);
+			return (Vector3 *)godot::api->godot_pool_vector3_array_write_access_ptr(_write_access);
 		}
 
 		inline Vector3 &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -563,49 +569,49 @@ public:
 	PoolVector3Array(const PoolVector3Array &p_other);
 	PoolVector3Array &operator=(const PoolVector3Array &p_other);
 
-	PoolVector3Array(const Array& array);
+	PoolVector3Array(const Array &array);
 
 	Read read() const;
 
 	Write write();
 
-	void append(const Vector3& data);
+	void append(const Vector3 &data);
 
-	void append_array(const PoolVector3Array& array);
+	void append_array(const PoolVector3Array &array);
 
-	int insert(const int idx, const Vector3& data);
+	int insert(const int idx, const Vector3 &data);
 
 	void invert();
 
-	void push_back(const Vector3& data);
+	void push_back(const Vector3 &data);
 
 	void remove(const int idx);
 
 	void resize(const int size);
 
-	void set(const int idx, const Vector3& data);
+	void set(const int idx, const Vector3 &data);
 
-	const Vector3 operator [](const int idx);
+	const Vector3 operator[](const int idx);
 
 	int size() const;
 
 	~PoolVector3Array();
 };
 
-
 class PoolColorArray {
 	godot_pool_color_array _godot_array;
-public:
 
+public:
 	class Read {
 		friend class PoolColorArray;
 		godot_pool_color_array_read_access *_read_access;
+
 	public:
 		inline Read() {
 			_read_access = nullptr;
 		}
 
-		inline Read(const Read & p_other) {
+		inline Read(const Read &p_other) {
 			_read_access = godot::api->godot_pool_color_array_read_access_copy(p_other._read_access);
 		}
 
@@ -614,14 +620,14 @@ public:
 		}
 
 		inline const Color *ptr() const {
-			return (const Color *) godot::api->godot_pool_color_array_read_access_ptr(_read_access);
+			return (const Color *)godot::api->godot_pool_color_array_read_access_ptr(_read_access);
 		}
 
 		inline const Color &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Read& p_other) {
+		inline void operator=(const Read &p_other) {
 			godot::api->godot_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access);
 		}
 	};
@@ -629,12 +635,13 @@ public:
 	class Write {
 		friend class PoolColorArray;
 		godot_pool_color_array_write_access *_write_access;
+
 	public:
 		inline Write() {
 			_write_access = nullptr;
 		}
 
-		inline Write(const Write & p_other) {
+		inline Write(const Write &p_other) {
 			_write_access = godot::api->godot_pool_color_array_write_access_copy(p_other._write_access);
 		}
 
@@ -643,14 +650,14 @@ public:
 		}
 
 		inline Color *ptr() const {
-			return (Color *) godot::api->godot_pool_color_array_write_access_ptr(_write_access);
+			return (Color *)godot::api->godot_pool_color_array_write_access_ptr(_write_access);
 		}
 
 		inline Color &operator[](int p_idx) const {
 			return ptr()[p_idx];
 		}
 
-		inline void operator=(const Write& p_other) {
+		inline void operator=(const Write &p_other) {
 			godot::api->godot_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access);
 		}
 	};
@@ -659,38 +666,35 @@ public:
 	PoolColorArray(const PoolColorArray &p_other);
 	PoolColorArray &operator=(const PoolColorArray &p_other);
 
-	PoolColorArray(const Array& array);
+	PoolColorArray(const Array &array);
 
 	Read read() const;
 
 	Write write();
 
-	void append(const Color& data);
+	void append(const Color &data);
 
-	void append_array(const PoolColorArray& array);
+	void append_array(const PoolColorArray &array);
 
-	int insert(const int idx, const Color& data);
+	int insert(const int idx, const Color &data);
 
 	void invert();
 
-	void push_back(const Color& data);
+	void push_back(const Color &data);
 
 	void remove(const int idx);
 
 	void resize(const int size);
 
-	void set(const int idx, const Color& data);
+	void set(const int idx, const Color &data);
 
-	const Color operator [](const int idx);
+	const Color operator[](const int idx);
 
 	int size() const;
 
 	~PoolColorArray();
 };
 
-
-
-
-}
+} // namespace godot
 
 #endif // POOLARRAYS_H

+ 40 - 38
include/core/Quat.hpp

@@ -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;
-
-	Quat slerp(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;
+	real_t dot(const Quat &q) const;
 
-	void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const;
+	Quat slerp(const Quat &q, const real_t &t) const;
 
-	void operator*=(const Quat& q);
-	Quat operator*(const Quat& q) 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;
 
+	void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
 
-	Quat operator*(const Vector3& v) const;
+	void operator*=(const Quat &q);
+	Quat operator*(const Quat &q) 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& v0, const Vector3& v1) ;
+	Quat(const Vector3 &axis, const real_t &angle);
 
-	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

+ 8 - 9
include/core/RID.hpp

@@ -9,8 +9,8 @@ class Object;
 
 class RID {
 	godot_rid _godot_rid;
-public:
 
+public:
 	RID();
 
 	RID(Object *p);
@@ -22,15 +22,14 @@ public:
 		return *this != RID();
 	}
 
-	bool operator==(const RID & p_other) const;
-	bool operator!=(const RID & p_other) const;
-	bool operator<(const RID & p_other) const;
-	bool operator>(const RID & p_other) const;
-	bool operator<=(const RID & p_other) const;
-	bool operator>=(const RID & p_other) const;
-
+	bool operator==(const RID &p_other) const;
+	bool operator!=(const RID &p_other) const;
+	bool operator<(const RID &p_other) const;
+	bool operator>(const RID &p_other) const;
+	bool operator<=(const RID &p_other) const;
+	bool operator>=(const RID &p_other) const;
 };
 
-}
+} // namespace godot
 
 #endif // RID_H

+ 54 - 52
include/core/Rect2.hpp

@@ -21,113 +21,115 @@ struct Rect2 {
 	Point2 pos;
 	Size2 size;
 
-	inline const Vector2& get_pos() const { return pos; }
-	inline void set_pos(const Vector2& p_pos) { pos=p_pos; }
-	inline const Vector2& get_size() const { return size; }
-	inline void set_size(const Vector2& p_size) { size=p_size; }
+	inline const Vector2 &get_pos() const { return pos; }
+	inline void set_pos(const Vector2 &p_pos) { pos = p_pos; }
+	inline const Vector2 &get_size() const { return size; }
+	inline void set_size(const Vector2 &p_size) { size = p_size; }
 
-	inline real_t get_area() const { return size.width*size.height; }
+	inline real_t get_area() const { return size.width * size.height; }
 
-	inline bool intersects(const Rect2& p_rect) const {
-		if ( pos.x >= (p_rect.pos.x + p_rect.size.width) )
+	inline bool intersects(const Rect2 &p_rect) const {
+		if (pos.x >= (p_rect.pos.x + p_rect.size.width))
 			return false;
-		if ( (pos.x+size.width) <= p_rect.pos.x  )
+		if ((pos.x + size.width) <= p_rect.pos.x)
 			return false;
-		if ( pos.y >= (p_rect.pos.y + p_rect.size.height) )
+		if (pos.y >= (p_rect.pos.y + p_rect.size.height))
 			return false;
-		if ( (pos.y+size.height) <= p_rect.pos.y  )
+		if ((pos.y + size.height) <= p_rect.pos.y)
 			return false;
 
 		return true;
 	}
 
-	real_t distance_to(const Vector2& p_point) const;
+	real_t distance_to(const Vector2 &p_point) const;
 
-	bool intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const;
+	bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
 
-	bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=nullptr, Point2* r_normal=nullptr) const;
+	bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
 
-	inline bool encloses(const Rect2& p_rect) const {
-
-		return 	(p_rect.pos.x>=pos.x) && (p_rect.pos.y>=pos.y) &&
-			((p_rect.pos.x+p_rect.size.x)<(pos.x+size.x)) &&
-			((p_rect.pos.y+p_rect.size.y)<(pos.y+size.y));
+	inline bool encloses(const Rect2 &p_rect) const {
 
+		return (p_rect.pos.x >= pos.x) && (p_rect.pos.y >= pos.y) &&
+			   ((p_rect.pos.x + p_rect.size.x) < (pos.x + size.x)) &&
+			   ((p_rect.pos.y + p_rect.size.y) < (pos.y + size.y));
 	}
 
 	inline bool has_no_area() const {
 
-		return (size.x<=0 || size.y<=0);
-
+		return (size.x <= 0 || size.y <= 0);
 	}
-	Rect2 clip(const Rect2& p_rect) const;
+	Rect2 clip(const Rect2 &p_rect) const;
 
-	Rect2 merge(const Rect2& p_rect) const;
+	Rect2 merge(const Rect2 &p_rect) const;
 
-	inline bool has_point(const Point2& p_point) const {
+	inline bool has_point(const Point2 &p_point) const {
 		if (p_point.x < pos.x)
 			return false;
 		if (p_point.y < pos.y)
 			return false;
 
-		if (p_point.x >= (pos.x+size.x) )
+		if (p_point.x >= (pos.x + size.x))
 			return false;
-		if (p_point.y >= (pos.y+size.y) )
+		if (p_point.y >= (pos.y + size.y))
 			return false;
 
 		return true;
 	}
 
-	inline bool no_area() const { return (size.width<=0 || size.height<=0 ); }
+	inline bool no_area() const { return (size.width <= 0 || size.height <= 0); }
 
-	inline bool operator==(const Rect2& p_rect) const { return pos==p_rect.pos && size==p_rect.size; }
-	inline bool operator!=(const Rect2& p_rect) const { return pos!=p_rect.pos || size!=p_rect.size; }
+	inline bool operator==(const Rect2 &p_rect) const { return pos == p_rect.pos && size == p_rect.size; }
+	inline bool operator!=(const Rect2 &p_rect) const { return pos != p_rect.pos || size != p_rect.size; }
 
 	inline Rect2 grow(real_t p_by) const {
 
-		Rect2 g=*this;
-		g.pos.x-=p_by;
-		g.pos.y-=p_by;
-		g.size.width+=p_by*2;
-		g.size.height+=p_by*2;
+		Rect2 g = *this;
+		g.pos.x -= p_by;
+		g.pos.y -= p_by;
+		g.size.width += p_by * 2;
+		g.size.height += p_by * 2;
 		return g;
 	}
 
-	inline Rect2 expand(const Vector2& p_vector) const {
+	inline Rect2 expand(const Vector2 &p_vector) const {
 
 		Rect2 r = *this;
 		r.expand_to(p_vector);
 		return r;
 	}
 
-	inline void expand_to(const Vector2& p_vector) { //in place function for speed
+	inline void expand_to(const Vector2 &p_vector) { //in place function for speed
 
-		Vector2 begin=pos;
-		Vector2 end=pos+size;
+		Vector2 begin = pos;
+		Vector2 end = pos + size;
 
-		if (p_vector.x<begin.x)
-			begin.x=p_vector.x;
-		if (p_vector.y<begin.y)
-			begin.y=p_vector.y;
+		if (p_vector.x < begin.x)
+			begin.x = p_vector.x;
+		if (p_vector.y < begin.y)
+			begin.y = p_vector.y;
 
-		if (p_vector.x>end.x)
-			end.x=p_vector.x;
-		if (p_vector.y>end.y)
-			end.y=p_vector.y;
+		if (p_vector.x > end.x)
+			end.x = p_vector.x;
+		if (p_vector.y > end.y)
+			end.y = p_vector.y;
 
-		pos=begin;
-		size=end-begin;
+		pos = begin;
+		size = end - begin;
 	}
 
-
 	operator String() const;
 
 	inline Rect2() {}
-	inline Rect2( real_t p_x, real_t p_y, real_t p_width, real_t p_height) { pos=Point2(p_x,p_y); size=Size2( p_width, p_height ); }
-	inline Rect2( const Point2& p_pos, const Size2& p_size ) { pos=p_pos; size=p_size; }
+	inline Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) {
+		pos = Point2(p_x, p_y);
+		size = Size2(p_width, p_height);
+	}
+	inline Rect2(const Point2 &p_pos, const Size2 &p_size) {
+		pos = p_pos;
+		size = p_size;
+	}
 };
 
-
-}
+} // namespace godot
 
 #endif // RECT2_H

+ 8 - 9
include/core/Ref.hpp

@@ -1,9 +1,9 @@
 #ifndef REF_H
 #define REF_H
 
-#include "Variant.hpp"
 #include "GodotGlobal.hpp"
 #include "Reference.hpp"
+#include "Variant.hpp"
 
 namespace godot {
 
@@ -80,7 +80,7 @@ public:
 	operator Variant() const {
 		// Note: the C API handles the cases where the object is a Reference,
 		// so the Variant will be correctly constructed with a RefPtr engine-side
-		return Variant((Object*)reference);
+		return Variant((Object *)reference);
 	}
 
 	void operator=(const Ref &p_from) {
@@ -99,7 +99,7 @@ public:
 		}
 		Ref r;
 		//r.reference = Object::cast_to<T>(refb);
-		r.reference = (T*)refb;
+		r.reference = (T *)refb;
 		ref(r);
 		r.reference = nullptr;
 	}
@@ -107,7 +107,7 @@ public:
 	void operator=(const Variant &p_variant) {
 
 		// TODO We need a safe cast
-		Reference *refb = (Reference *) T::___get_from_variant(p_variant);
+		Reference *refb = (Reference *)T::___get_from_variant(p_variant);
 		if (!refb) {
 			unref();
 			return;
@@ -156,7 +156,7 @@ public:
 
 		reference = nullptr;
 		// TODO We need a safe cast
-		Reference *refb = (Reference *) T::___get_from_variant(p_variant);
+		Reference *refb = (Reference *)T::___get_from_variant(p_variant);
 		if (!refb) {
 			unref();
 			return;
@@ -202,14 +202,13 @@ public:
 
 	// Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values,
 	// without adding to the refcount.
-	inline static Ref<T> __internal_constructor(Object *obj)
-	{
+	inline static Ref<T> __internal_constructor(Object *obj) {
 		Ref<T> r;
-		r.reference = (T*)obj;
+		r.reference = (T *)obj;
 		return r;
 	}
 };
 
-}
+} // namespace godot
 
 #endif

+ 1 - 2
include/core/String.hpp

@@ -132,12 +132,11 @@ public:
 	signed char casecmp_to(String p_str) const;
 	signed char nocasecmp_to(String p_str) const;
 	signed char naturalnocasecmp_to(String p_str) const;
-
 };
 
 String operator+(const char *a, const String &b);
 String operator+(const wchar_t *a, const String &b);
 
-}
+} // namespace godot
 
 #endif // STRING_H

+ 2 - 2
include/core/TagDB.hpp

@@ -12,8 +12,8 @@ bool is_type_known(size_t type_tag);
 void register_global_type(const char *name, size_t type_tag, size_t base_type_tag);
 bool is_type_compatible(size_t type_tag, size_t base_type_tag);
 
-}
+} // namespace _TagDB
 
-}
+} // namespace godot
 
 #endif // TAGDB_HPP

+ 33 - 35
include/core/Transform.hpp

@@ -3,14 +3,13 @@
 
 #include "Basis.hpp"
 
-#include "Plane.hpp"
 #include "AABB.hpp"
+#include "Plane.hpp"
 
 namespace godot {
 
 class Transform {
 public:
-
 	Basis basis;
 	Vector3 origin;
 
@@ -20,62 +19,61 @@ public:
 	void affine_invert();
 	Transform affine_inverse() const;
 
-	Transform rotated(const Vector3& p_axis,real_t p_phi) const;
+	Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
 
-	void rotate(const Vector3& p_axis,real_t p_phi);
-	void rotate_basis(const Vector3& p_axis,real_t p_phi);
+	void rotate(const Vector3 &p_axis, real_t p_phi);
+	void rotate_basis(const Vector3 &p_axis, real_t p_phi);
 
-	void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up );
-	Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const;
+	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
+	Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
 
-	void scale(const Vector3& p_scale);
-	Transform scaled(const Vector3& p_scale) const;
-	void scale_basis(const Vector3& p_scale);
-	void translate( real_t p_tx, real_t p_ty, real_t p_tz );
-	void translate( const Vector3& p_translation );
-	Transform translated( const Vector3& p_translation ) const;
+	void scale(const Vector3 &p_scale);
+	Transform scaled(const Vector3 &p_scale) const;
+	void scale_basis(const Vector3 &p_scale);
+	void translate(real_t p_tx, real_t p_ty, real_t p_tz);
+	void translate(const Vector3 &p_translation);
+	Transform translated(const Vector3 &p_translation) const;
 
-	inline const Basis& get_basis() const { return basis; }
-	inline void set_basis(const Basis& p_basis) { basis=p_basis; }
+	inline const Basis &get_basis() const { return basis; }
+	inline void set_basis(const Basis &p_basis) { basis = p_basis; }
 
-	inline const Vector3& get_origin() const { return origin; }
-	inline void set_origin(const Vector3& p_origin) { origin=p_origin; }
+	inline const Vector3 &get_origin() const { return origin; }
+	inline void set_origin(const Vector3 &p_origin) { origin = p_origin; }
 
 	void orthonormalize();
 	Transform orthonormalized() const;
 
-	bool operator==(const Transform& p_transform) const;
-	bool operator!=(const Transform& p_transform) const;
+	bool operator==(const Transform &p_transform) const;
+	bool operator!=(const Transform &p_transform) const;
 
-	Vector3 xform(const Vector3& p_vector) const;
-	Vector3 xform_inv(const Vector3& p_vector) const;
+	Vector3 xform(const Vector3 &p_vector) const;
+	Vector3 xform_inv(const Vector3 &p_vector) const;
 
-	Plane xform(const Plane& p_plane) const;
-	Plane xform_inv(const Plane& p_plane) const;
+	Plane xform(const Plane &p_plane) const;
+	Plane xform_inv(const Plane &p_plane) const;
 
-	AABB xform(const AABB& p_aabb) const;
-	AABB xform_inv(const AABB& p_aabb) const;
+	AABB xform(const AABB &p_aabb) const;
+	AABB xform_inv(const AABB &p_aabb) const;
 
-	void operator*=(const Transform& p_transform);
-	Transform operator*(const Transform& p_transform) const;
+	void operator*=(const Transform &p_transform);
+	Transform operator*(const Transform &p_transform) const;
 
-	Transform interpolate_with(const Transform& p_transform, real_t p_c) const;
+	Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
 
-	Transform inverse_xform(const Transform& t) const;
+	Transform inverse_xform(const Transform &t) const;
 
-	void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz,real_t tx, real_t ty, real_t tz);
+	void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz);
 
 	operator String() const;
 
-	inline Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz,real_t tx, real_t ty, real_t tz) {
-		set(xx, xy, xz, yx, yy, yz, zx, zy, zz,tx, ty, tz);
+	inline Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
+		set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz);
 	}
 
-	Transform(const Basis& p_basis, const Vector3& p_origin=Vector3());
+	Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
 	inline Transform() {}
-
 };
 
-}
+} // namespace godot
 
 #endif // TRANSFORM_H

+ 39 - 31
include/core/Transform2D.hpp

@@ -3,7 +3,6 @@
 
 #include "Vector2.hpp"
 
-
 namespace godot {
 
 typedef Vector2 Size2;
@@ -24,14 +23,20 @@ struct Transform2D {
 
 	Vector2 elements[3];
 
-	inline real_t tdotx(const Vector2& v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
-	inline real_t tdoty(const Vector2& v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
+	inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
+	inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
 
-	inline const Vector2& operator[](int p_idx) const { return elements[p_idx]; }
-	inline Vector2& operator[](int p_idx) { return elements[p_idx]; }
+	inline const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
+	inline Vector2 &operator[](int p_idx) { return elements[p_idx]; }
 
-	inline Vector2 get_axis(int p_axis) const { ERR_FAIL_INDEX_V(p_axis,3,Vector2()); return elements[p_axis]; }
-	inline void set_axis(int p_axis,const Vector2& p_vec) { ERR_FAIL_INDEX(p_axis,3); elements[p_axis]=p_vec; }
+	inline Vector2 get_axis(int p_axis) const {
+		ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
+		return elements[p_axis];
+	}
+	inline void set_axis(int p_axis, const Vector2 &p_vec) {
+		ERR_FAIL_INDEX(p_axis, 3);
+		elements[p_axis] = p_vec;
+	}
 
 	void invert();
 	Transform2D inverse() const;
@@ -41,24 +46,24 @@ struct Transform2D {
 
 	void set_rotation(real_t p_phi);
 	real_t get_rotation() const;
-	void set_rotation_and_scale(real_t p_phi,const Size2& p_scale);
+	void set_rotation_and_scale(real_t p_phi, const Size2 &p_scale);
 	void rotate(real_t p_phi);
 
-	void scale(const Size2& p_scale);
-	void scale_basis(const Size2& p_scale);
-	void translate( real_t p_tx, real_t p_ty);
-	void translate( const Vector2& p_translation );
+	void scale(const Size2 &p_scale);
+	void scale_basis(const Size2 &p_scale);
+	void translate(real_t p_tx, real_t p_ty);
+	void translate(const Vector2 &p_translation);
 
 	real_t basis_determinant() const;
 
 	Size2 get_scale() const;
 
-	inline const Vector2& get_origin() const { return elements[2]; }
-	inline void set_origin(const Vector2& p_origin) { elements[2]=p_origin; }
+	inline const Vector2 &get_origin() const { return elements[2]; }
+	inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
 
-	Transform2D scaled(const Size2& p_scale) const;
-	Transform2D basis_scaled(const Size2& p_scale) const;
-	Transform2D translated(const Vector2& p_offset) const;
+	Transform2D scaled(const Size2 &p_scale) const;
+	Transform2D basis_scaled(const Size2 &p_scale) const;
+	Transform2D translated(const Vector2 &p_offset) const;
 	Transform2D rotated(real_t p_phi) const;
 
 	Transform2D untranslated() const;
@@ -66,29 +71,32 @@ struct Transform2D {
 	void orthonormalize();
 	Transform2D orthonormalized() const;
 
-	bool operator==(const Transform2D& p_transform) const;
-	bool operator!=(const Transform2D& p_transform) const;
+	bool operator==(const Transform2D &p_transform) const;
+	bool operator!=(const Transform2D &p_transform) const;
 
-	void operator*=(const Transform2D& p_transform);
-	Transform2D operator*(const Transform2D& p_transform) const;
+	void operator*=(const Transform2D &p_transform);
+	Transform2D operator*(const Transform2D &p_transform) const;
 
-	Transform2D interpolate_with(const Transform2D& p_transform, real_t p_c) const;
+	Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
 
-	Vector2 basis_xform(const Vector2& p_vec) const;
-	Vector2 basis_xform_inv(const Vector2& p_vec) const;
-	Vector2 xform(const Vector2& p_vec) const;
-	Vector2 xform_inv(const Vector2& p_vec) const;
-	Rect2 xform(const Rect2& p_vec) const;
-	Rect2 xform_inv(const Rect2& p_vec) const;
+	Vector2 basis_xform(const Vector2 &p_vec) const;
+	Vector2 basis_xform_inv(const Vector2 &p_vec) const;
+	Vector2 xform(const Vector2 &p_vec) const;
+	Vector2 xform_inv(const Vector2 &p_vec) const;
+	Rect2 xform(const Rect2 &p_vec) const;
+	Rect2 xform_inv(const Rect2 &p_vec) const;
 
 	operator String() const;
 
 	Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy);
 
-	Transform2D(real_t p_rot, const Vector2& p_pos);
-	inline Transform2D() { elements[0][0]=1.0; elements[1][1]=1.0; }
+	Transform2D(real_t p_rot, const Vector2 &p_pos);
+	inline Transform2D() {
+		elements[0][0] = 1.0;
+		elements[1][1] = 1.0;
+	}
 };
 
-}
+} // namespace godot
 
 #endif // TRANSFORM2D_H

+ 52 - 55
include/core/Variant.hpp

@@ -12,8 +12,8 @@
 #include "Plane.hpp"
 #include "PoolArrays.hpp"
 #include "Quat.hpp"
-#include "Rect2.hpp"
 #include "RID.hpp"
+#include "Rect2.hpp"
 #include "String.hpp"
 #include "Transform.hpp"
 #include "Transform2D.hpp"
@@ -30,6 +30,7 @@ class Array;
 
 class Variant {
 	godot_variant _godot_variant;
+
 public:
 	enum Type {
 
@@ -43,31 +44,31 @@ public:
 
 		// math types
 
-		VECTOR2,		// 5
+		VECTOR2, // 5
 		RECT2,
 		VECTOR3,
 		TRANSFORM2D,
 		PLANE,
-		QUAT,			// 10
+		QUAT, // 10
 		RECT3, //sorry naming convention fail :( not like it's used often
 		BASIS,
 		TRANSFORM,
 
 		// misc types
 		COLOR,
-		NODE_PATH,              // 15
+		NODE_PATH, // 15
 		_RID,
 		OBJECT,
 		DICTIONARY,
 		ARRAY,
 
 		// arrays
-		POOL_BYTE_ARRAY,        // 20
+		POOL_BYTE_ARRAY, // 20
 		POOL_INT_ARRAY,
 		POOL_REAL_ARRAY,
 		POOL_STRING_ARRAY,
 		POOL_VECTOR2_ARRAY,
-		POOL_VECTOR3_ARRAY,     // 25
+		POOL_VECTOR3_ARRAY, // 25
 		POOL_COLOR_ARRAY,
 
 		VARIANT_MAX
@@ -116,7 +117,7 @@ public:
 
 	Variant();
 
-	Variant(const Variant& v);
+	Variant(const Variant &v);
 
 	Variant(bool p_bool);
 
@@ -126,11 +127,14 @@ public:
 
 	Variant(signed short p_short);
 
-	inline Variant(unsigned short p_short) : Variant((unsigned int) p_short) {}
+	inline Variant(unsigned short p_short) :
+			Variant((unsigned int)p_short) {}
 
-	inline Variant(signed char p_char) : Variant((signed int) p_char) {}
+	inline Variant(signed char p_char) :
+			Variant((signed int)p_char) {}
 
-	inline Variant(unsigned char p_char) : Variant((unsigned int) p_char) {}
+	inline Variant(unsigned char p_char) :
+			Variant((unsigned int)p_char) {}
 	Variant(int64_t p_char);
 
 	Variant(uint64_t p_char);
@@ -139,64 +143,61 @@ public:
 
 	Variant(double p_double);
 
-	Variant(const String& p_string);
-
-	Variant(const char * const p_cstring);
-
-	Variant(const wchar_t * p_wstring);
+	Variant(const String &p_string);
 
-	Variant(const Vector2& p_vector2);
+	Variant(const char *const p_cstring);
 
-	Variant(const Rect2& p_rect2);
+	Variant(const wchar_t *p_wstring);
 
-	Variant(const Vector3& p_vector3);
+	Variant(const Vector2 &p_vector2);
 
-	Variant(const Plane& p_plane);
+	Variant(const Rect2 &p_rect2);
 
+	Variant(const Vector3 &p_vector3);
 
-	Variant(const AABB& p_aabb);
+	Variant(const Plane &p_plane);
 
-	Variant(const Quat& p_quat);
+	Variant(const AABB &p_aabb);
 
-	Variant(const Basis& p_transform);
+	Variant(const Quat &p_quat);
 
-	Variant(const Transform2D& p_transform);
+	Variant(const Basis &p_transform);
 
-	Variant(const Transform& p_transform);
+	Variant(const Transform2D &p_transform);
 
-	Variant(const Color& p_color);
+	Variant(const Transform &p_transform);
 
-	Variant(const NodePath& p_path);
+	Variant(const Color &p_color);
 
-	Variant(const RID& p_rid);
+	Variant(const NodePath &p_path);
 
-	Variant(const Object* p_object);
+	Variant(const RID &p_rid);
 
-	Variant(const Dictionary& p_dictionary);
+	Variant(const Object *p_object);
 
-	Variant(const Array& p_array);
+	Variant(const Dictionary &p_dictionary);
 
-	Variant(const PoolByteArray& p_raw_array);
+	Variant(const Array &p_array);
 
-	Variant(const PoolIntArray& p_int_array);
+	Variant(const PoolByteArray &p_raw_array);
 
-	Variant(const PoolRealArray& p_real_array);
+	Variant(const PoolIntArray &p_int_array);
 
-	Variant(const PoolStringArray& p_string_array);
+	Variant(const PoolRealArray &p_real_array);
 
-	Variant(const PoolVector2Array& p_vector2_array);
+	Variant(const PoolStringArray &p_string_array);
 
-	Variant(const PoolVector3Array& p_vector3_array);
+	Variant(const PoolVector2Array &p_vector2_array);
 
-	Variant(const PoolColorArray& p_color_array);
+	Variant(const PoolVector3Array &p_vector3_array);
 
+	Variant(const PoolColorArray &p_color_array);
 
-	Variant &operator =(const Variant& v);
-
+	Variant &operator=(const Variant &v);
 
 	operator bool() const;
 	operator signed int() const;
-	operator unsigned int() const ;
+	operator unsigned int() const;
 	operator signed short() const;
 	operator unsigned short() const;
 	operator signed char() const;
@@ -204,7 +205,6 @@ public:
 	operator int64_t() const;
 	operator uint64_t() const;
 
-
 	operator wchar_t() const;
 
 	operator float() const;
@@ -225,7 +225,7 @@ public:
 
 	operator NodePath() const;
 	operator RID() const;
-	operator godot_object*() const;
+	operator godot_object *() const;
 
 	operator Dictionary() const;
 	operator Array() const;
@@ -240,32 +240,29 @@ public:
 
 	Type get_type() const;
 
+	Variant call(const String &method, const Variant **args, const int arg_count);
 
-	Variant call(const String& method, const Variant **args, const int arg_count);
-
-	bool has_method(const String& method);
+	bool has_method(const String &method);
 
-	bool operator ==(const Variant& b) const;
+	bool operator==(const Variant &b) const;
 
-	bool operator !=(const Variant& b) const;
+	bool operator!=(const Variant &b) const;
 
-	bool operator <(const Variant& b) const;
+	bool operator<(const Variant &b) const;
 
-	bool operator <=(const Variant& b) const;
+	bool operator<=(const Variant &b) const;
 
-	bool operator >(const Variant& b) const;
+	bool operator>(const Variant &b) const;
 
-	bool operator >=(const Variant& b) const;
+	bool operator>=(const Variant &b) const;
 
-	bool hash_compare(const Variant& b) const;
+	bool hash_compare(const Variant &b) const;
 
 	bool booleanize() const;
 
 	~Variant();
-
-
 };
 
-}
+} // namespace godot
 
 #endif // VARIANT_H

+ 38 - 40
include/core/Vector2.hpp

@@ -20,21 +20,20 @@ struct Vector2 {
 		real_t height;
 	};
 
-
-	inline real_t& operator[](int p_idx) {
-		return p_idx?y:x;
+	inline real_t &operator[](int p_idx) {
+		return p_idx ? y : x;
 	}
-	inline const real_t& operator[](int p_idx) const {
-		return p_idx?y:x;
+	inline const real_t &operator[](int p_idx) const {
+		return p_idx ? y : x;
 	}
 
-	Vector2 operator+(const Vector2& p_v) const;
+	Vector2 operator+(const Vector2 &p_v) const;
 
-	void operator+=(const Vector2& p_v);
+	void operator+=(const Vector2 &p_v);
 
-	Vector2 operator-(const Vector2& p_v) const;
+	Vector2 operator-(const Vector2 &p_v) const;
 
-	void operator-=(const Vector2& p_v);
+	void operator-=(const Vector2 &p_v);
 
 	Vector2 operator*(const Vector2 &p_v1) const;
 
@@ -52,13 +51,12 @@ struct Vector2 {
 
 	Vector2 operator-() const;
 
-	bool operator==(const Vector2& p_vec2) const;
-
-	bool operator!=(const Vector2& p_vec2) const;
+	bool operator==(const Vector2 &p_vec2) const;
 
-	inline bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<p_vec2.y):(x<p_vec2.x); }
-	inline bool operator<=(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<=p_vec2.y):(x<=p_vec2.x); }
+	bool operator!=(const Vector2 &p_vec2) const;
 
+	inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
+	inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
 
 	void normalize();
 
@@ -67,32 +65,31 @@ struct Vector2 {
 	real_t length() const;
 	real_t length_squared() const;
 
-	real_t distance_to(const Vector2& p_vector2) const;
-	real_t distance_squared_to(const Vector2& p_vector2) const;
+	real_t distance_to(const Vector2 &p_vector2) const;
+	real_t distance_squared_to(const Vector2 &p_vector2) const;
 
-	real_t angle_to(const Vector2& p_vector2) const;
-	real_t angle_to_point(const Vector2& p_vector2) const;
+	real_t angle_to(const Vector2 &p_vector2) const;
+	real_t angle_to_point(const Vector2 &p_vector2) const;
 
-	real_t dot(const Vector2& p_other) const;
+	real_t dot(const Vector2 &p_other) const;
 
-	real_t cross(const Vector2& p_other) const;
+	real_t cross(const Vector2 &p_other) const;
 	Vector2 cross(real_t p_other) const;
 
-	Vector2 project(const Vector2& p_vec) const;
+	Vector2 project(const Vector2 &p_vec) const;
 
-	Vector2 plane_project(real_t p_d, const Vector2& p_vec) const;
+	Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
 
 	Vector2 clamped(real_t p_len) const;
 
-	static Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t);
-
-	Vector2 linear_interpolate(const Vector2& p_b,real_t p_t) const;
-	Vector2 cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const;
+	static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
 
+	Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
+	Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
 
-	Vector2 slide(const Vector2& p_vec) const;
+	Vector2 slide(const Vector2 &p_vec) const;
 
-	Vector2 reflect(const Vector2& p_vec) const;
+	Vector2 reflect(const Vector2 &p_vec) const;
 
 	real_t angle() const;
 
@@ -105,24 +102,25 @@ struct Vector2 {
 
 	Vector2 floor() const;
 
-	Vector2 snapped(const Vector2& p_by) const;
-	inline real_t aspect() const { return width/height; }
-
+	Vector2 snapped(const Vector2 &p_by) const;
+	inline real_t aspect() const { return width / height; }
 
 	operator String() const;
 
-	inline Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; }
-	inline Vector2() { x=0; y=0; }
+	inline Vector2(real_t p_x, real_t p_y) {
+		x = p_x;
+		y = p_y;
+	}
+	inline Vector2() {
+		x = 0;
+		y = 0;
+	}
 };
 
-
-inline Vector2 operator*(real_t p_scalar, const Vector2& p_vec)
-{
-	return p_vec*p_scalar;
+inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
+	return p_vec * p_scalar;
 }
 
-
-
-}
+} // namespace godot
 
 #endif // VECTOR2_H

+ 32 - 36
include/core/Vector3.hpp

@@ -31,68 +31,67 @@ struct Vector3 {
 
 	Vector3();
 
-	const real_t& operator[](int p_axis) const;
+	const real_t &operator[](int p_axis) const;
 
-	real_t& operator[](int p_axis);
+	real_t &operator[](int p_axis);
 
-	Vector3& operator+=(const Vector3& p_v);
+	Vector3 &operator+=(const Vector3 &p_v);
 
-	Vector3 operator+(const Vector3& p_v) const;
+	Vector3 operator+(const Vector3 &p_v) const;
 
-	Vector3& operator-=(const Vector3& p_v);
+	Vector3 &operator-=(const Vector3 &p_v);
 
-	Vector3 operator-(const Vector3& p_v) const;
+	Vector3 operator-(const Vector3 &p_v) const;
 
-	Vector3& operator*=(const Vector3& p_v);
+	Vector3 &operator*=(const Vector3 &p_v);
 
-	Vector3 operator*(const Vector3& p_v) const;
+	Vector3 operator*(const Vector3 &p_v) const;
 
-	Vector3& operator/=(const Vector3& p_v);
+	Vector3 &operator/=(const Vector3 &p_v);
 
-	Vector3 operator/(const Vector3& p_v) const;
+	Vector3 operator/(const Vector3 &p_v) const;
 
-
-	Vector3& operator*=(real_t p_scalar);
+	Vector3 &operator*=(real_t p_scalar);
 
 	Vector3 operator*(real_t p_scalar) const;
 
-	Vector3& operator/=(real_t p_scalar);
+	Vector3 &operator/=(real_t p_scalar);
 
 	Vector3 operator/(real_t p_scalar) const;
 
 	Vector3 operator-() const;
 
-	bool operator==(const Vector3& p_v) const;
+	bool operator==(const Vector3 &p_v) const;
 
-	bool operator!=(const Vector3& p_v) const;
+	bool operator!=(const Vector3 &p_v) const;
 
-	bool operator<(const Vector3& p_v) const;
+	bool operator<(const Vector3 &p_v) const;
 
-	bool operator<=(const Vector3& p_v) const;
+	bool operator<=(const Vector3 &p_v) const;
 
 	Vector3 abs() const;
 
 	Vector3 ceil() const;
 
-	Vector3 cross(const Vector3& b) const;
+	Vector3 cross(const Vector3 &b) const;
 
-	Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
+	Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const;
 
-	Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const;
+	Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
 
-	Vector3 bounce(const Vector3& p_normal) const;
+	Vector3 bounce(const Vector3 &p_normal) const;
 
 	real_t length() const;
 
 	real_t length_squared() const;
 
-	real_t distance_squared_to(const Vector3& b) const;
+	real_t distance_squared_to(const Vector3 &b) const;
 
-	real_t distance_to(const Vector3& b) const;
+	real_t distance_to(const Vector3 &b) const;
 
-	real_t dot(const Vector3& b) const;
+	real_t dot(const Vector3 &b) const;
 
-	real_t angle_to(const Vector3& b) const;
+	real_t angle_to(const Vector3 &b) const;
 
 	Vector3 floor() const;
 
@@ -100,9 +99,7 @@ struct Vector3 {
 
 	bool is_normalized() const;
 
-	Basis outer(const Vector3& b) const;
-
-
+	Basis outer(const Vector3 &b) const;
 
 	int max_axis() const;
 
@@ -112,13 +109,13 @@ struct Vector3 {
 
 	Vector3 normalized() const;
 
-	Vector3 reflect(const Vector3& by) const;
+	Vector3 reflect(const Vector3 &by) const;
 
-	Vector3 rotated(const Vector3& axis, const real_t phi) const;
+	Vector3 rotated(const Vector3 &axis, const real_t phi) const;
 
-	void rotate(const Vector3& p_axis,real_t p_phi);
+	void rotate(const Vector3 &p_axis, real_t p_phi);
 
-	Vector3 slide(const Vector3& by) const;
+	Vector3 slide(const Vector3 &by) const;
 
 	void snap(real_t p_val);
 
@@ -127,16 +124,15 @@ struct Vector3 {
 	operator String() const;
 };
 
-inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
-{
+inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
 	return p_vec * p_scalar;
 }
 
-inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
+inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
 
 	return p_a.cross(p_b);
 }
 
-}
+} // namespace godot
 
 #endif // VECTOR3_H

+ 1 - 1
include/core/Wrapped.hpp

@@ -11,6 +11,6 @@ public:
 	size_t _type_tag;
 };
 
-}
+} // namespace godot
 
 #endif // WRAPPED_HPP

+ 18 - 0
misc/hooks/README.md

@@ -0,0 +1,18 @@
+# Git hooks for Godot Engine
+
+This folder contains git hooks meant to be installed locally by Godot Engine
+contributors to make sure they comply with our requirements.
+
+## List of hooks
+
+- Pre-commit hook for clang-format: Applies clang-format to the staged files
+  before accepting a commit; blocks the commit and generates a patch if the
+  style is not respected.
+  Should work on Linux and macOS. You may need to edit the file if your
+  clang-format binary is not in the $PATH, or if you want to enable colored
+  output with pygmentize.
+
+## Installation
+
+Copy all the files from this folder into your .git/hooks folder, and make sure
+the hooks and helper scripts are executable.

+ 48 - 0
misc/hooks/canonicalize_filename.sh

@@ -0,0 +1,48 @@
+#!/bin/sh
+
+# Provide the canonicalize filename (physical filename with out any symlinks)
+# like the GNU version readlink with the -f option regardless of the version of
+# readlink (GNU or BSD).
+
+# This file is part of a set of unofficial pre-commit hooks available
+# at github.
+# Link:    https://github.com/githubbrowser/Pre-commit-hooks
+# Contact: David Martin, [email protected]
+
+###########################################################
+# There should be no need to change anything below this line.
+
+# Canonicalize by recursively following every symlink in every component of the
+# specified filename.  This should reproduce the results of the GNU version of
+# readlink with the -f option.
+#
+# Reference: http://stackoverflow.com/questions/1055671/how-can-i-get-the-behavior-of-gnus-readlink-f-on-a-mac
+canonicalize_filename () {
+    local target_file="$1"
+    local physical_directory=""
+    local result=""
+
+    # Need to restore the working directory after work.
+    local working_dir="`pwd`"
+
+    cd -- "$(dirname -- "$target_file")"
+    target_file="$(basename -- "$target_file")"
+
+    # Iterate down a (possible) chain of symlinks
+    while [ -L "$target_file" ]
+    do
+        target_file="$(readlink -- "$target_file")"
+        cd -- "$(dirname -- "$target_file")"
+        target_file="$(basename -- "$target_file")"
+    done
+
+    # Compute the canonicalized name by finding the physical path
+    # for the directory we're in and appending the target file.
+    physical_directory="`pwd -P`"
+    result="$physical_directory/$target_file"
+
+    # restore the working directory after work.
+    cd -- "$working_dir"
+
+    echo "$result"
+}

+ 50 - 0
misc/hooks/pre-commit

@@ -0,0 +1,50 @@
+#!/bin/sh
+# Git pre-commit hook that runs multiple hooks specified in $HOOKS.
+# Make sure this script is executable. Bypass hooks with git commit --no-verify.
+
+# This file is part of a set of unofficial pre-commit hooks available
+# at github.
+# Link:    https://github.com/githubbrowser/Pre-commit-hooks
+# Contact: David Martin, [email protected]
+
+
+###########################################################
+# CONFIGURATION:
+# pre-commit hooks to be executed. They should be in the same .git/hooks/ folder
+# as this script. Hooks should return 0 if successful and nonzero to cancel the
+# commit. They are executed in the order in which they are listed.
+#HOOKS="pre-commit-compile pre-commit-uncrustify"
+HOOKS="pre-commit-clang-format"
+###########################################################
+# There should be no need to change anything below this line.
+
+. "$(dirname -- "$0")/canonicalize_filename.sh"
+
+# exit on error
+set -e
+
+# Absolute path to this script, e.g. /home/user/bin/foo.sh
+SCRIPT="$(canonicalize_filename "$0")"
+
+# Absolute path this script is in, thus /home/user/bin
+SCRIPTPATH="$(dirname -- "$SCRIPT")"
+
+
+for hook in $HOOKS
+do
+    echo "Running hook: $hook"
+    # run hook if it exists
+    # if it returns with nonzero exit with 1 and thus abort the commit
+    if [ -f "$SCRIPTPATH/$hook" ]; then
+        "$SCRIPTPATH/$hook"
+        if [ $? != 0 ]; then
+            exit 1
+        fi
+    else
+        echo "Error: file $hook not found."
+        echo "Aborting commit. Make sure the hook is in $SCRIPTPATH and executable."
+        echo "You can disable it by removing it from the list in $SCRIPT."
+        echo "You can skip all pre-commit hooks with --no-verify (not recommended)."
+        exit 1
+    fi
+done

+ 147 - 0
misc/hooks/pre-commit-clang-format

@@ -0,0 +1,147 @@
+#!/usr/bin/env bash
+
+# git pre-commit hook that runs a clang-format stylecheck.
+# Features:
+#  - abort commit when commit does not comply with the style guidelines
+#  - create a patch of the proposed style changes
+# Modifications for clang-format by [email protected]
+
+# This file is part of a set of unofficial pre-commit hooks available
+# at github.
+# Link:    https://github.com/githubbrowser/Pre-commit-hooks
+# Contact: David Martin, [email protected]
+
+# Some quality of life modifications made for Godot Engine.
+
+##################################################################
+# SETTINGS
+# Set path to clang-format binary
+# CLANG_FORMAT="/usr/bin/clang-format"
+CLANG_FORMAT=`which clang-format`
+
+# Remove any older patches from previous commits. Set to true or false.
+# DELETE_OLD_PATCHES=false
+DELETE_OLD_PATCHES=false
+
+# Only parse files with the extensions in FILE_EXTS. Set to true or false.
+# If false every changed file in the commit will be parsed with clang-format.
+# If true only files matching one of the extensions are parsed with clang-format.
+# PARSE_EXTS=true
+PARSE_EXTS=true
+
+# File types to parse. Only effective when PARSE_EXTS is true.
+# FILE_EXTS=".c .h .cpp .hpp"
+FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc .java .glsl"
+
+# Use pygmentize instead of cat to parse diff with highlighting.
+# Install it with `pip install pygments` (Linux) or `easy_install Pygments` (Mac)
+# READER="pygmentize -l diff"
+READER=cat
+
+##################################################################
+# There should be no need to change anything below this line.
+
+. "$(dirname -- "$0")/canonicalize_filename.sh"
+
+# exit on error
+set -e
+
+# check whether the given file matches any of the set extensions
+matches_extension() {
+    local filename=$(basename "$1")
+    local extension=".${filename##*.}"
+    local ext
+
+    for ext in $FILE_EXTS; do [[ "$ext" == "$extension" ]] && return 0; done
+
+    return 1
+}
+
+# necessary check for initial commit
+if git rev-parse --verify HEAD >/dev/null 2>&1 ; then
+    against=HEAD
+else
+    # Initial commit: diff against an empty tree object
+    against=4b825dc642cb6eb9a060e54bf8d69288fbee4904
+fi
+
+if [ ! -x "$CLANG_FORMAT" ] ; then
+    printf "Error: clang-format executable not found.\n"
+    printf "Set the correct path in $(canonicalize_filename "$0").\n"
+    exit 1
+fi
+
+# create a random filename to store our generated patch
+prefix="pre-commit-clang-format"
+suffix="$(date +%s)"
+patch="/tmp/$prefix-$suffix.patch"
+
+# clean up any older clang-format patches
+$DELETE_OLD_PATCHES && rm -f /tmp/$prefix*.patch
+
+# create one patch containing all changes to the files
+git diff-index --cached --diff-filter=ACMR --name-only $against -- | while read file;
+do
+    # ignore thirdparty files
+    if grep -q "thirdparty" <<< $file; then
+        continue;
+    fi
+
+    # ignore file if we do check for file extensions and the file
+    # does not match any of the extensions specified in $FILE_EXTS
+    if $PARSE_EXTS && ! matches_extension "$file"; then
+        continue;
+    fi
+
+    # clang-format our sourcefile, create a patch with diff and append it to our $patch
+    # The sed call is necessary to transform the patch from
+    #    --- $file timestamp
+    #    +++ - timestamp
+    # to both lines working on the same file and having a/ and b/ prefix.
+    # Else it can not be applied with 'git apply'.
+    "$CLANG_FORMAT" -style=file "$file" | \
+        diff -u "$file" - | \
+        sed -e "1s|--- |--- a/|" -e "2s|+++ -|+++ b/$file|" >> "$patch"
+done
+
+# if no patch has been generated all is ok, clean up the file stub and exit
+if [ ! -s "$patch" ] ; then
+    printf "Files in this commit comply with the clang-format rules.\n"
+    rm -f "$patch"
+    exit 0
+fi
+
+# a patch has been created, notify the user and exit
+printf "\nThe following differences were found between the code to commit "
+printf "and the clang-format rules:\n\n"
+$READER "$patch"
+printf "\n"
+
+# Allows us to read user input below, assigns stdin to keyboard
+exec < /dev/tty
+
+while true; do
+    read -p "Do you want to apply that patch (Y - Apply, N - Do not apply, S - Apply and stage files)? [Y/N/S] " yn
+    case $yn in
+        [Yy] ) git apply $patch;
+        printf "The patch was applied. You can now stage the changes and commit again.\n\n";
+        break
+        ;;
+        [Nn] ) printf "\nYou can apply these changes with:\n  git apply $patch\n";
+        printf "(may need to be called from the root directory of your repository)\n";
+        printf "Aborting commit. Apply changes and commit again or skip checking with";
+        printf " --no-verify (not recommended).\n\n";
+        break
+        ;;
+        [Ss] ) git apply $patch;
+        git diff-index --cached --diff-filter=ACMR --name-only $against -- | while read file;
+        do git add $file;
+        done
+        printf "The patch was applied and the changed files staged. You can now commit.\n\n";
+        break
+        ;;
+        * ) echo "Please answer yes or no."
+        ;;
+    esac
+done
+exit 1 # we don't commit in any case

+ 267 - 294
src/core/AABB.cpp

@@ -1,88 +1,86 @@
 #include "AABB.hpp"
-#include "Vector3.hpp"
 #include "Plane.hpp"
+#include "Vector3.hpp"
 
 #include <algorithm>
 
 namespace godot {
 
-bool AABB::intersects(const AABB& p_aabb) const {
+bool AABB::intersects(const AABB &p_aabb) const {
 
-	if ( position.x >= (p_aabb.position.x + p_aabb.size.x) )
+	if (position.x >= (p_aabb.position.x + p_aabb.size.x))
 		return false;
-	if ( (position.x+size.x) <= p_aabb.position.x  )
+	if ((position.x + size.x) <= p_aabb.position.x)
 		return false;
-	if ( position.y >= (p_aabb.position.y + p_aabb.size.y) )
+	if (position.y >= (p_aabb.position.y + p_aabb.size.y))
 		return false;
-	if ( (position.y+size.y) <= p_aabb.position.y  )
+	if ((position.y + size.y) <= p_aabb.position.y)
 		return false;
-	if ( position.z >= (p_aabb.position.z + p_aabb.size.z) )
+	if (position.z >= (p_aabb.position.z + p_aabb.size.z))
 		return false;
-	if ( (position.z+size.z) <= p_aabb.position.z  )
+	if ((position.z + size.z) <= p_aabb.position.z)
 		return false;
 
 	return true;
 }
 
-bool AABB::intersects_inclusive(const AABB& p_aabb) const {
+bool AABB::intersects_inclusive(const AABB &p_aabb) const {
 
-	if ( position.x > (p_aabb.position.x + p_aabb.size.x) )
+	if (position.x > (p_aabb.position.x + p_aabb.size.x))
 		return false;
-	if ( (position.x+size.x) < p_aabb.position.x  )
+	if ((position.x + size.x) < p_aabb.position.x)
 		return false;
-	if ( position.y > (p_aabb.position.y + p_aabb.size.y) )
+	if (position.y > (p_aabb.position.y + p_aabb.size.y))
 		return false;
-	if ( (position.y+size.y) < p_aabb.position.y  )
+	if ((position.y + size.y) < p_aabb.position.y)
 		return false;
-	if ( position.z > (p_aabb.position.z + p_aabb.size.z) )
+	if (position.z > (p_aabb.position.z + p_aabb.size.z))
 		return false;
-	if ( (position.z+size.z) < p_aabb.position.z  )
+	if ((position.z + size.z) < p_aabb.position.z)
 		return false;
 
 	return true;
 }
 
-bool AABB::encloses(const AABB & p_aabb) const {
+bool AABB::encloses(const AABB &p_aabb) const {
 
-	Vector3 src_min=position;
-	Vector3 src_max=position+size;
-	Vector3 dst_min=p_aabb.position;
-	Vector3 dst_max=p_aabb.position+p_aabb.size;
+	Vector3 src_min = position;
+	Vector3 src_max = position + size;
+	Vector3 dst_min = p_aabb.position;
+	Vector3 dst_max = p_aabb.position + p_aabb.size;
 
-	return  (
-		 (src_min.x <= dst_min.x) &&
+	return (
+			(src_min.x <= dst_min.x) &&
 			(src_max.x > dst_max.x) &&
 			(src_min.y <= dst_min.y) &&
 			(src_max.y > dst_max.y) &&
 			(src_min.z <= dst_min.z) &&
-			(src_max.z > dst_max.z) );
-
+			(src_max.z > dst_max.z));
 }
 
-Vector3 AABB::get_support(const Vector3& p_normal) const {
+Vector3 AABB::get_support(const Vector3 &p_normal) const {
 
 	Vector3 half_extents = size * 0.5;
 	Vector3 ofs = position + half_extents;
 
 	return Vector3(
-			(p_normal.x>0) ? -half_extents.x : half_extents.x,
-			(p_normal.y>0) ? -half_extents.y : half_extents.y,
-			(p_normal.z>0) ? -half_extents.z : half_extents.z
-		)+ofs;
+				   (p_normal.x > 0) ? -half_extents.x : half_extents.x,
+				   (p_normal.y > 0) ? -half_extents.y : half_extents.y,
+				   (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
+		   ofs;
 }
 
-
 Vector3 AABB::get_endpoint(int p_point) const {
 
-	switch(p_point) {
-		case 0: return Vector3( position.x	, position.y		, position.z		);
-		case 1: return Vector3( position.x	, position.y		, position.z+size.z	);
-		case 2: return Vector3( position.x	, position.y+size.y	, position.z		);
-		case 3: return Vector3( position.x	, position.y+size.y	, position.z+size.z	);
-		case 4: return Vector3( position.x+size.x	, position.y		, position.z		);
-		case 5: return Vector3( position.x+size.x	, position.y		, position.z+size.z	);
-		case 6: return Vector3( position.x+size.x	, position.y+size.y	, position.z		);
-		case 7: return Vector3( position.x+size.x	, position.y+size.y	, position.z+size.z	);
+	switch (p_point) {
+		case 0: return Vector3(position.x, position.y, position.z);
+		case 1: return Vector3(position.x, position.y, position.z + size.z);
+		case 2: return Vector3(position.x, position.y + size.y, position.z);
+		case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
+		case 4: return Vector3(position.x + size.x, position.y, position.z);
+		case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
+		case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
+		case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
 	};
 
 	ERR_FAIL_V(Vector3());
@@ -93,14 +91,13 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
 	Vector3 half_extents = size * 0.5;
 	Vector3 ofs = position + half_extents;
 
-	for(int i=0;i<p_plane_count;i++) {
-		const Plane &p=p_planes[i];
+	for (int i = 0; i < p_plane_count; i++) {
+		const Plane &p = p_planes[i];
 		Vector3 point(
-				(p.normal.x>0) ? -half_extents.x : half_extents.x,
-				(p.normal.y>0) ? -half_extents.y : half_extents.y,
-				(p.normal.z>0) ? -half_extents.z : half_extents.z
-			);
-		point+=ofs;
+				(p.normal.x > 0) ? -half_extents.x : half_extents.x,
+				(p.normal.y > 0) ? -half_extents.y : half_extents.y,
+				(p.normal.z > 0) ? -half_extents.z : half_extents.z);
+		point += ofs;
 		if (p.is_point_over(point))
 			return false;
 	}
@@ -108,69 +105,68 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
 	return true;
 }
 
-bool AABB::has_point(const Vector3& p_point) const {
+bool AABB::has_point(const Vector3 &p_point) const {
 
-	if (p_point.x<position.x)
+	if (p_point.x < position.x)
 		return false;
-	if (p_point.y<position.y)
+	if (p_point.y < position.y)
 		return false;
-	if (p_point.z<position.z)
+	if (p_point.z < position.z)
 		return false;
-	if (p_point.x>position.x+size.x)
+	if (p_point.x > position.x + size.x)
 		return false;
-	if (p_point.y>position.y+size.y)
+	if (p_point.y > position.y + size.y)
 		return false;
-	if (p_point.z>position.z+size.z)
+	if (p_point.z > position.z + size.z)
 		return false;
 
 	return true;
 }
 
+void AABB::expand_to(const Vector3 &p_vector) {
 
-void AABB::expand_to(const Vector3& p_vector) {
+	Vector3 begin = position;
+	Vector3 end = position + size;
 
-	Vector3 begin=position;
-	Vector3 end=position+size;
+	if (p_vector.x < begin.x)
+		begin.x = p_vector.x;
+	if (p_vector.y < begin.y)
+		begin.y = p_vector.y;
+	if (p_vector.z < begin.z)
+		begin.z = p_vector.z;
 
-	if (p_vector.x<begin.x)
-		begin.x=p_vector.x;
-	if (p_vector.y<begin.y)
-		begin.y=p_vector.y;
-	if (p_vector.z<begin.z)
-		begin.z=p_vector.z;
+	if (p_vector.x > end.x)
+		end.x = p_vector.x;
+	if (p_vector.y > end.y)
+		end.y = p_vector.y;
+	if (p_vector.z > end.z)
+		end.z = p_vector.z;
 
-	if (p_vector.x>end.x)
-		end.x=p_vector.x;
-	if (p_vector.y>end.y)
-		end.y=p_vector.y;
-	if (p_vector.z>end.z)
-		end.z=p_vector.z;
-
-	position=begin;
-	size=end-begin;
+	position = begin;
+	size = end - begin;
 }
 
-void AABB::project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const {
+void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
 
-	Vector3 half_extents( size.x * 0.5, size.y * 0.5, size.z * 0.5 );
-	Vector3 center( position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z );
+	Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
+	Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
 
 	real_t length = p_plane.normal.abs().dot(half_extents);
-	real_t distance = p_plane.distance_to( center );
+	real_t distance = p_plane.distance_to(center);
 	r_min = distance - length;
 	r_max = distance + length;
 }
 
 real_t AABB::get_longest_axis_size() const {
 
-	real_t max_size=size.x;
+	real_t max_size = size.x;
 
-	if (size.y > max_size ) {
-		max_size=size.y;
+	if (size.y > max_size) {
+		max_size = size.y;
 	}
 
-	if (size.z > max_size ) {
-		max_size=size.z;
+	if (size.z > max_size) {
+		max_size = size.z;
 	}
 
 	return max_size;
@@ -178,167 +174,156 @@ real_t AABB::get_longest_axis_size() const {
 
 real_t AABB::get_shortest_axis_size() const {
 
-	real_t max_size=size.x;
+	real_t max_size = size.x;
 
-	if (size.y < max_size ) {
-		max_size=size.y;
+	if (size.y < max_size) {
+		max_size = size.y;
 	}
 
-	if (size.z < max_size ) {
-		max_size=size.z;
+	if (size.z < max_size) {
+		max_size = size.z;
 	}
 
 	return max_size;
 }
 
-bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const {
+bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t0, real_t t1) const {
 
-	real_t divx=1.0/dir.x;
-	real_t divy=1.0/dir.y;
-	real_t divz=1.0/dir.z;
+	real_t divx = 1.0 / dir.x;
+	real_t divy = 1.0 / dir.y;
+	real_t divz = 1.0 / dir.z;
 
-	Vector3 upbound=position+size;
+	Vector3 upbound = position + size;
 	real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
 	if (dir.x >= 0) {
 		tmin = (position.x - from.x) * divx;
 		tmax = (upbound.x - from.x) * divx;
-	}
-	else {
+	} else {
 		tmin = (upbound.x - from.x) * divx;
 		tmax = (position.x - from.x) * divx;
 	}
 	if (dir.y >= 0) {
 		tymin = (position.y - from.y) * divy;
 		tymax = (upbound.y - from.y) * divy;
-	}
-	else {
+	} else {
 		tymin = (upbound.y - from.y) * divy;
 		tymax = (position.y - from.y) * divy;
 	}
-	if ( (tmin > tymax) || (tymin > tmax) )
+	if ((tmin > tymax) || (tymin > tmax))
 		return false;
 	if (tymin > tmin)
-			tmin = tymin;
+		tmin = tymin;
 	if (tymax < tmax)
 		tmax = tymax;
 	if (dir.z >= 0) {
 		tzmin = (position.z - from.z) * divz;
 		tzmax = (upbound.z - from.z) * divz;
-	}
-	else {
+	} else {
 		tzmin = (upbound.z - from.z) * divz;
 		tzmax = (position.z - from.z) * divz;
 	}
-	if ( (tmin > tzmax) || (tzmin > tmax) )
+	if ((tmin > tzmax) || (tzmin > tmax))
 		return false;
 	if (tzmin > tmin)
 		tmin = tzmin;
 	if (tzmax < tmax)
 		tmax = tzmax;
-	return ( (tmin < t1) && (tmax > t0) );
+	return ((tmin < t1) && (tmax > t0));
 }
 
 void AABB::grow_by(real_t p_amount) {
 
-	position.x-=p_amount;
-	position.y-=p_amount;
-	position.z-=p_amount;
-	size.x+=2.0*p_amount;
-	size.y+=2.0*p_amount;
-	size.z+=2.0*p_amount;
+	position.x -= p_amount;
+	position.y -= p_amount;
+	position.z -= p_amount;
+	size.x += 2.0 * p_amount;
+	size.y += 2.0 * p_amount;
+	size.z += 2.0 * p_amount;
 }
 
-
 real_t AABB::get_area() const {
 
-	return size.x*size.y*size.z;
-
+	return size.x * size.y * size.z;
 }
 
-bool AABB::operator==(const AABB& p_rval) const {
-
-	return ((position==p_rval.position) && (size==p_rval.size));
+bool AABB::operator==(const AABB &p_rval) const {
 
+	return ((position == p_rval.position) && (size == p_rval.size));
 }
-bool AABB::operator!=(const AABB& p_rval) const {
-
-	return ((position!=p_rval.position) || (size!=p_rval.size));
+bool AABB::operator!=(const AABB &p_rval) const {
 
+	return ((position != p_rval.position) || (size != p_rval.size));
 }
 
-void AABB::merge_with(const AABB& p_aabb) {
+void AABB::merge_with(const AABB &p_aabb) {
 
-	Vector3 beg_1,beg_2;
-	Vector3 end_1,end_2;
-	Vector3 min,max;
+	Vector3 beg_1, beg_2;
+	Vector3 end_1, end_2;
+	Vector3 min, max;
 
-	beg_1=position;
-	beg_2=p_aabb.position;
-	end_1=Vector3(size.x,size.y,size.z)+beg_1;
-	end_2=Vector3(p_aabb.size.x,p_aabb.size.y,p_aabb.size.z)+beg_2;
+	beg_1 = position;
+	beg_2 = p_aabb.position;
+	end_1 = Vector3(size.x, size.y, size.z) + beg_1;
+	end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2;
 
-	min.x=(beg_1.x<beg_2.x)?beg_1.x:beg_2.x;
-	min.y=(beg_1.y<beg_2.y)?beg_1.y:beg_2.y;
-	min.z=(beg_1.z<beg_2.z)?beg_1.z:beg_2.z;
+	min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
+	min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
+	min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z;
 
-	max.x=(end_1.x>end_2.x)?end_1.x:end_2.x;
-	max.y=(end_1.y>end_2.y)?end_1.y:end_2.y;
-	max.z=(end_1.z>end_2.z)?end_1.z:end_2.z;
+	max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x;
+	max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y;
+	max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z;
 
-	position=min;
-	size=max-min;
+	position = min;
+	size = max - min;
 }
 
-AABB AABB::intersection(const AABB& p_aabb) const {
+AABB AABB::intersection(const AABB &p_aabb) const {
 
-	Vector3 src_min=position;
-	Vector3 src_max=position+size;
-	Vector3 dst_min=p_aabb.position;
-	Vector3 dst_max=p_aabb.position+p_aabb.size;
+	Vector3 src_min = position;
+	Vector3 src_max = position + size;
+	Vector3 dst_min = p_aabb.position;
+	Vector3 dst_max = p_aabb.position + p_aabb.size;
 
-	Vector3 min,max;
+	Vector3 min, max;
 
-	if (src_min.x > dst_max.x || src_max.x < dst_min.x )
+	if (src_min.x > dst_max.x || src_max.x < dst_min.x)
 		return AABB();
 	else {
 
-		min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
-		max.x= ( src_max.x < dst_max.x ) ? src_max.x :dst_max.x;
-
+		min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
+		max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
 	}
 
-	if (src_min.y > dst_max.y || src_max.y < dst_min.y )
+	if (src_min.y > dst_max.y || src_max.y < dst_min.y)
 		return AABB();
 	else {
 
-		min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
-		max.y= ( src_max.y < dst_max.y ) ? src_max.y :dst_max.y;
-
+		min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
+		max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
 	}
 
-	if (src_min.z > dst_max.z || src_max.z < dst_min.z )
+	if (src_min.z > dst_max.z || src_max.z < dst_min.z)
 		return AABB();
 	else {
 
-		min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
-		max.z= ( src_max.z < dst_max.z ) ? src_max.z :dst_max.z;
-
+		min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
+		max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
 	}
 
-
-	return AABB( min, max-min );
+	return AABB(min, max - min);
 }
 
-bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
+bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
 
 	Vector3 c1, c2;
-	Vector3 end = position+size;
-	real_t near=-1e20;
-	real_t far=1e20;
-	int axis=0;
+	Vector3 end = position + size;
+	real_t near = -1e20;
+	real_t far = 1e20;
+	int axis = 0;
 
-	for (int i=0;i<3;i++){
-		if (p_dir[i] == 0){
+	for (int i = 0; i < 3; i++) {
+		if (p_dir[i] == 0) {
 			if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
 				return false;
 			}
@@ -346,71 +331,69 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
 			c1[i] = (position[i] - p_from[i]) / p_dir[i];
 			c2[i] = (end[i] - p_from[i]) / p_dir[i];
 
-			if(c1[i] > c2[i]){
-				std::swap(c1,c2);
+			if (c1[i] > c2[i]) {
+				std::swap(c1, c2);
 			}
-			if (c1[i] > near){
+			if (c1[i] > near) {
 				near = c1[i];
-				axis=i;
+				axis = i;
 			}
-			if (c2[i] < far){
+			if (c2[i] < far) {
 				far = c2[i];
 			}
-			if( (near > far) || (far < 0) ){
+			if ((near > far) || (far < 0)) {
 				return false;
 			}
 		}
 	}
 
 	if (r_clip)
-		*r_clip=c1;
+		*r_clip = c1;
 	if (r_normal) {
-		*r_normal=Vector3();
-		(*r_normal)[axis]=p_dir[axis]?-1:1;
+		*r_normal = Vector3();
+		(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
 	}
 
 	return true;
-
 }
 
+bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
 
-bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
+	real_t min = 0, max = 1;
+	int axis = 0;
+	real_t sign = 0;
 
-	real_t min=0,max=1;
-	int axis=0;
-	real_t sign=0;
-
-	for(int i=0;i<3;i++) {
-		real_t seg_from=p_from[i];
-		real_t seg_to=p_to[i];
-		real_t box_begin=position[i];
-		real_t box_end=box_begin+size[i];
-		real_t cmin,cmax;
+	for (int i = 0; i < 3; i++) {
+		real_t seg_from = p_from[i];
+		real_t seg_to = p_to[i];
+		real_t box_begin = position[i];
+		real_t box_end = box_begin + size[i];
+		real_t cmin, cmax;
 		real_t csign;
 
 		if (seg_from < seg_to) {
 
 			if (seg_from > box_end || seg_to < box_begin)
 				return false;
-			real_t length=seg_to-seg_from;
-			cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
-			cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
-			csign=-1.0;
+			real_t length = seg_to - seg_from;
+			cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
+			cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
+			csign = -1.0;
 
 		} else {
 
 			if (seg_to > box_end || seg_from < box_begin)
 				return false;
-			real_t length=seg_to-seg_from;
-			cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
-			cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
-			csign=1.0;
+			real_t length = seg_to - seg_from;
+			cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
+			cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
+			csign = 1.0;
 		}
 
 		if (cmin > min) {
 			min = cmin;
-			axis=i;
-			sign=csign;
+			axis = i;
+			sign = csign;
 		}
 		if (cmax < max)
 			max = cmax;
@@ -418,217 +401,207 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
 			return false;
 	}
 
-
-	Vector3 rel=p_to-p_from;
+	Vector3 rel = p_to - p_from;
 
 	if (r_normal) {
 		Vector3 normal;
-		normal[axis]=sign;
-		*r_normal=normal;
+		normal[axis] = sign;
+		*r_normal = normal;
 	}
 
 	if (r_clip)
-		*r_clip=p_from+rel*min;
+		*r_clip = p_from + rel * min;
 
 	return true;
-
 }
 
-
 bool AABB::intersects_plane(const Plane &p_plane) const {
 
 	Vector3 points[8] = {
-		Vector3( position.x	, position.y		, position.z		),
-		Vector3( position.x	, position.y		, position.z+size.z	),
-		Vector3( position.x	, position.y+size.y	, position.z		),
-		Vector3( position.x	, position.y+size.y	, position.z+size.z	),
-		Vector3( position.x+size.x	, position.y		, position.z		),
-		Vector3( position.x+size.x	, position.y		, position.z+size.z	),
-		Vector3( position.x+size.x	, position.y+size.y	, position.z		),
-		Vector3( position.x+size.x	, position.y+size.y	, position.z+size.z	),
+		Vector3(position.x, position.y, position.z),
+		Vector3(position.x, position.y, position.z + size.z),
+		Vector3(position.x, position.y + size.y, position.z),
+		Vector3(position.x, position.y + size.y, position.z + size.z),
+		Vector3(position.x + size.x, position.y, position.z),
+		Vector3(position.x + size.x, position.y, position.z + size.z),
+		Vector3(position.x + size.x, position.y + size.y, position.z),
+		Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
 	};
 
-	bool over=false;
-	bool under=false;
+	bool over = false;
+	bool under = false;
 
-	for (int i=0;i<8;i++) {
+	for (int i = 0; i < 8; i++) {
 
-		if (p_plane.distance_to(points[i])>0)
-			over=true;
+		if (p_plane.distance_to(points[i]) > 0)
+			over = true;
 		else
-			under=true;
-
+			under = true;
 	}
 
 	return under && over;
 }
 
-
-
 Vector3 AABB::get_longest_axis() const {
 
-	Vector3 axis(1,0,0);
-	real_t max_size=size.x;
+	Vector3 axis(1, 0, 0);
+	real_t max_size = size.x;
 
-	if (size.y > max_size ) {
-		axis=Vector3(0,1,0);
-		max_size=size.y;
+	if (size.y > max_size) {
+		axis = Vector3(0, 1, 0);
+		max_size = size.y;
 	}
 
-	if (size.z > max_size ) {
-		axis=Vector3(0,0,1);
-		max_size=size.z;
+	if (size.z > max_size) {
+		axis = Vector3(0, 0, 1);
+		max_size = size.z;
 	}
 
 	return axis;
 }
 int AABB::get_longest_axis_index() const {
 
-	int axis=0;
-	real_t max_size=size.x;
+	int axis = 0;
+	real_t max_size = size.x;
 
-	if (size.y > max_size ) {
-		axis=1;
-		max_size=size.y;
+	if (size.y > max_size) {
+		axis = 1;
+		max_size = size.y;
 	}
 
-	if (size.z > max_size ) {
-		axis=2;
-		max_size=size.z;
+	if (size.z > max_size) {
+		axis = 2;
+		max_size = size.z;
 	}
 
 	return axis;
 }
 
-
 Vector3 AABB::get_shortest_axis() const {
 
-	Vector3 axis(1,0,0);
-	real_t max_size=size.x;
+	Vector3 axis(1, 0, 0);
+	real_t max_size = size.x;
 
-	if (size.y < max_size ) {
-		axis=Vector3(0,1,0);
-		max_size=size.y;
+	if (size.y < max_size) {
+		axis = Vector3(0, 1, 0);
+		max_size = size.y;
 	}
 
-	if (size.z < max_size ) {
-		axis=Vector3(0,0,1);
-		max_size=size.z;
+	if (size.z < max_size) {
+		axis = Vector3(0, 0, 1);
+		max_size = size.z;
 	}
 
 	return axis;
 }
 int AABB::get_shortest_axis_index() const {
 
-	int axis=0;
-	real_t max_size=size.x;
+	int axis = 0;
+	real_t max_size = size.x;
 
-	if (size.y < max_size ) {
-		axis=1;
-		max_size=size.y;
+	if (size.y < max_size) {
+		axis = 1;
+		max_size = size.y;
 	}
 
-	if (size.z < max_size ) {
-		axis=2;
-		max_size=size.z;
+	if (size.z < max_size) {
+		axis = 2;
+		max_size = size.z;
 	}
 
 	return axis;
 }
 
-AABB AABB::merge(const AABB& p_with) const {
+AABB AABB::merge(const AABB &p_with) const {
 
-	AABB aabb=*this;
+	AABB aabb = *this;
 	aabb.merge_with(p_with);
 	return aabb;
 }
-AABB AABB::expand(const Vector3& p_vector) const {
-	AABB aabb=*this;
+AABB AABB::expand(const Vector3 &p_vector) const {
+	AABB aabb = *this;
 	aabb.expand_to(p_vector);
 	return aabb;
-
 }
 AABB AABB::grow(real_t p_by) const {
 
-	AABB aabb=*this;
+	AABB aabb = *this;
 	aabb.grow_by(p_by);
 	return aabb;
 }
 
-void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
+void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
 
-	ERR_FAIL_INDEX(p_edge,12);
-	switch(p_edge) {
+	ERR_FAIL_INDEX(p_edge, 12);
+	switch (p_edge) {
 
-		case 0:{
+		case 0: {
 
-			r_from=Vector3( position.x+size.x	, position.y		, position.z		);
-			r_to=Vector3( position.x	, position.y		, position.z		);
+			r_from = Vector3(position.x + size.x, position.y, position.z);
+			r_to = Vector3(position.x, position.y, position.z);
 		} break;
-		case 1:{
+		case 1: {
 
-			r_from=Vector3( position.x+size.x	, position.y		, position.z+size.z	);
-			r_to=Vector3( position.x+size.x	, position.y		, position.z		);
+			r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
+			r_to = Vector3(position.x + size.x, position.y, position.z);
 		} break;
-		case 2:{
-			r_from=Vector3( position.x	, position.y		, position.z+size.z	);
-			r_to=Vector3( position.x+size.x	, position.y		, position.z+size.z	);
+		case 2: {
+			r_from = Vector3(position.x, position.y, position.z + size.z);
+			r_to = Vector3(position.x + size.x, position.y, position.z + size.z);
 
 		} break;
-		case 3:{
+		case 3: {
 
-			r_from=Vector3( position.x	, position.y		, position.z		);
-			r_to=Vector3( position.x	, position.y		, position.z+size.z	);
+			r_from = Vector3(position.x, position.y, position.z);
+			r_to = Vector3(position.x, position.y, position.z + size.z);
 
 		} break;
-		case 4:{
+		case 4: {
 
-			r_from=Vector3( position.x	, position.y+size.y		, position.z		);
-			r_to=Vector3( position.x+size.x	, position.y+size.y		, position.z		);
+			r_from = Vector3(position.x, position.y + size.y, position.z);
+			r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
 		} break;
-		case 5:{
+		case 5: {
 
-			r_from=Vector3( position.x+size.x	, position.y+size.y		, position.z		);
-			r_to=Vector3( position.x+size.x	, position.y+size.y		, position.z+size.z	);
+			r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
+			r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
 		} break;
-		case 6:{
-			r_from=Vector3( position.x+size.x	, position.y+size.y		, position.z+size.z	);
-			r_to=Vector3( position.x	, position.y+size.y		, position.z+size.z	);
+		case 6: {
+			r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
+			r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
 
 		} break;
-		case 7:{
+		case 7: {
 
-			r_from=Vector3( position.x	, position.y+size.y		, position.z+size.z	);
-			r_to=Vector3( position.x	, position.y+size.y		, position.z		);
+			r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
+			r_to = Vector3(position.x, position.y + size.y, position.z);
 
 		} break;
-		case 8:{
+		case 8: {
 
-			r_from=Vector3( position.x	, position.y		, position.z+size.z	);
-			r_to=Vector3( position.x	, position.y+size.y		, position.z+size.z	);
+			r_from = Vector3(position.x, position.y, position.z + size.z);
+			r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
 
 		} break;
-		case 9:{
+		case 9: {
 
-			r_from=Vector3( position.x	, position.y		, position.z		);
-			r_to=Vector3( position.x	, position.y+size.y	, position.z		);
+			r_from = Vector3(position.x, position.y, position.z);
+			r_to = Vector3(position.x, position.y + size.y, position.z);
 
 		} break;
-		case 10:{
+		case 10: {
 
-			r_from=Vector3( position.x+size.x	, position.y		, position.z		);
-			r_to=Vector3( position.x+size.x	, position.y+size.y	, position.z		);
+			r_from = Vector3(position.x + size.x, position.y, position.z);
+			r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
 
 		} break;
-		case 11:{
+		case 11: {
 
-			r_from=Vector3( position.x+size.x	, position.y		, position.z+size.z		);
-			r_to=Vector3( position.x+size.x	, position.y+size.y	, position.z+size.z		);
+			r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
+			r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
 
 		} break;
-
 	}
-
 }
 
 AABB::operator String() const {
@@ -636,4 +609,4 @@ AABB::operator String() const {
 	return String() + position + " - " + size;
 }
 
-}
+} // namespace godot

+ 63 - 99
src/core/Array.cpp

@@ -1,6 +1,6 @@
 #include "Array.hpp"
-#include "Variant.hpp"
 #include "GodotGlobal.hpp"
+#include "Variant.hpp"
 
 #include <cstdlib>
 
@@ -8,194 +8,158 @@ namespace godot {
 
 class Object;
 
-Array::Array()
-{
+Array::Array() {
 	godot::api->godot_array_new(&_godot_array);
 }
 
-Array::Array(const Array & other)
-{
+Array::Array(const Array &other) {
 	godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
 }
 
-Array & Array::operator=(const Array & other)
-{
+Array &Array::operator=(const Array &other) {
 	godot::api->godot_array_destroy(&_godot_array);
 	godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
 	return *this;
 }
 
-Array::Array(const PoolByteArray& a)
-{
-	godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *) &a);
+Array::Array(const PoolByteArray &a) {
+	godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
 }
 
-Array::Array(const PoolIntArray& a)
-{
-	godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *) &a);
+Array::Array(const PoolIntArray &a) {
+	godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
 }
 
-Array::Array(const PoolRealArray& a)
-{
-	godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *) &a);
+Array::Array(const PoolRealArray &a) {
+	godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
 }
 
-Array::Array(const PoolStringArray& a)
-{
-	godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *) &a);
+Array::Array(const PoolStringArray &a) {
+	godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
 }
 
-Array::Array(const PoolVector2Array& a)
-{
-	godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *) &a);
+Array::Array(const PoolVector2Array &a) {
+	godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
 }
 
-Array::Array(const PoolVector3Array& a)
-{
-	godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *) &a);
+Array::Array(const PoolVector3Array &a) {
+	godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
 }
 
-Array::Array(const PoolColorArray& a)
-{
-	godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *) &a);
+Array::Array(const PoolColorArray &a) {
+	godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
 }
 
-Variant& Array::operator [](const int idx)
-{
+Variant &Array::operator[](const int idx) {
 	godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
-	return *(Variant *) v;
+	return *(Variant *)v;
 }
 
-Variant Array::operator [](const int idx) const
-{
+Variant Array::operator[](const int idx) const {
 	// Yes, I'm casting away the const... you can hate me now.
 	// since the result is
-	godot_variant *v = godot::api->godot_array_operator_index((godot_array *) &_godot_array, idx);
-	return *(Variant *) v;
+	godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
+	return *(Variant *)v;
 }
 
-void Array::append(const Variant& v)
-{
-	godot::api->godot_array_append(&_godot_array, (godot_variant *) &v);
+void Array::append(const Variant &v) {
+	godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
 }
 
-void Array::clear()
-{
+void Array::clear() {
 	godot::api->godot_array_clear(&_godot_array);
 }
 
-int Array::count(const Variant& v)
-{
-	return godot::api->godot_array_count(&_godot_array, (godot_variant *) &v);
+int Array::count(const Variant &v) {
+	return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
 }
 
-bool Array::empty() const
-{
+bool Array::empty() const {
 	return godot::api->godot_array_empty(&_godot_array);
 }
 
-void Array::erase(const Variant& v)
-{
-	godot::api->godot_array_erase(&_godot_array, (godot_variant *) &v);
+void Array::erase(const Variant &v) {
+	godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
 }
 
-Variant Array::front() const
-{
+Variant Array::front() const {
 	godot_variant v = godot::api->godot_array_front(&_godot_array);
-	return *(Variant *) &v;
+	return *(Variant *)&v;
 }
 
-Variant Array::back() const
-{
+Variant Array::back() const {
 	godot_variant v = godot::api->godot_array_back(&_godot_array);
-	return *(Variant *) &v;
+	return *(Variant *)&v;
 }
 
-int Array::find(const Variant& what, const int from)
-{
-	return godot::api->godot_array_find(&_godot_array, (godot_variant *) &what, from);
+int Array::find(const Variant &what, const int from) {
+	return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
 }
 
-int Array::find_last(const Variant& what)
-{
-	return godot::api->godot_array_find_last(&_godot_array, (godot_variant *) &what);
+int Array::find_last(const Variant &what) {
+	return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
 }
 
-bool Array::has(const Variant& what) const
-{
-	return godot::api->godot_array_has(&_godot_array, (godot_variant *) &what);
+bool Array::has(const Variant &what) const {
+	return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
 }
 
-uint32_t Array::hash() const
-{
+uint32_t Array::hash() const {
 	return godot::api->godot_array_hash(&_godot_array);
 }
 
-void Array::insert(const int pos, const Variant& value)
-{
-	godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *) &value);
+void Array::insert(const int pos, const Variant &value) {
+	godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
 }
 
-void Array::invert()
-{
+void Array::invert() {
 	godot::api->godot_array_invert(&_godot_array);
 }
 
-Variant Array::pop_back()
-{
+Variant Array::pop_back() {
 	godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
-	return *(Variant *) &v;
+	return *(Variant *)&v;
 }
 
-Variant Array::pop_front()
-{
+Variant Array::pop_front() {
 	godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
-	return *(Variant *) &v;
+	return *(Variant *)&v;
 }
 
-void Array::push_back(const Variant& v)
-{
-	godot::api->godot_array_push_back(&_godot_array, (godot_variant *) &v);
+void Array::push_back(const Variant &v) {
+	godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
 }
 
-void Array::push_front(const Variant& v)
-{
-	godot::api->godot_array_push_front(&_godot_array, (godot_variant *) &v);
+void Array::push_front(const Variant &v) {
+	godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
 }
 
-void Array::remove(const int idx)
-{
+void Array::remove(const int idx) {
 	godot::api->godot_array_remove(&_godot_array, idx);
 }
 
-int Array::size() const
-{
+int Array::size() const {
 	return godot::api->godot_array_size(&_godot_array);
 }
 
-void Array::resize(const int size)
-{
+void Array::resize(const int size) {
 	godot::api->godot_array_resize(&_godot_array, size);
 }
 
-int Array::rfind(const Variant& what, const int from)
-{
-	return godot::api->godot_array_rfind(&_godot_array, (godot_variant *) &what, from);
+int Array::rfind(const Variant &what, const int from) {
+	return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
 }
 
-void Array::sort()
-{
+void Array::sort() {
 	godot::api->godot_array_sort(&_godot_array);
 }
 
-void Array::sort_custom(Object *obj, const String& func)
-{
-	godot::api->godot_array_sort_custom(&_godot_array, (godot_object *) obj, (godot_string *) &func);
+void Array::sort_custom(Object *obj, const String &func) {
+	godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
 }
 
-Array::~Array()
-{
+Array::~Array() {
 	godot::api->godot_array_destroy(&_godot_array);
 }
 
-}
+} // namespace godot

+ 196 - 255
src/core/Basis.cpp

@@ -1,18 +1,16 @@
 #include "Basis.hpp"
 #include "Defs.hpp"
-#include "Vector3.hpp"
 #include "Quat.hpp"
+#include "Vector3.hpp"
 
 #include <algorithm>
 
 namespace godot {
 
-
-Basis::Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2)
-{
-	elements[0]=row0;
-	elements[1]=row1;
-	elements[2]=row2;
+Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
+	elements[0] = row0;
+	elements[1] = row1;
+	elements[2] = row2;
 }
 
 Basis::Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
@@ -22,58 +20,52 @@ Basis::Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, r
 
 Basis::Basis() {
 
-	elements[0][0]=1;
-	elements[0][1]=0;
-	elements[0][2]=0;
-	elements[1][0]=0;
-	elements[1][1]=1;
-	elements[1][2]=0;
-	elements[2][0]=0;
-	elements[2][1]=0;
-	elements[2][2]=1;
+	elements[0][0] = 1;
+	elements[0][1] = 0;
+	elements[0][2] = 0;
+	elements[1][0] = 0;
+	elements[1][1] = 1;
+	elements[1][2] = 0;
+	elements[2][0] = 0;
+	elements[2][1] = 0;
+	elements[2][2] = 1;
 }
 
-
-
-
-
-const Vector3& Basis::operator[](int axis) const {
+const Vector3 &Basis::operator[](int axis) const {
 
 	return elements[axis];
 }
-Vector3&Basis:: operator[](int axis) {
+Vector3 &Basis::operator[](int axis) {
 
 	return elements[axis];
 }
 
-#define cofac(row1,col1, row2, col2)\
-(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
+#define cofac(row1, col1, row2, col2) \
+	(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
 
-void Basis::invert()
-{
-	real_t co[3]={
+void Basis::invert() {
+	real_t co[3] = {
 		cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)
 	};
-	real_t det =	elements[0][0] * co[0]+
-			elements[0][1] * co[1]+
-			elements[0][2] * co[2];
+	real_t det = elements[0][0] * co[0] +
+				 elements[0][1] * co[1] +
+				 elements[0][2] * co[2];
 
-	
 	ERR_FAIL_COND(det == 0);
-	
-	real_t s = 1.0/det;
 
-	set(  co[0]*s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
-	      co[1]*s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
-	      co[2]*s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s );
+	real_t s = 1.0 / det;
+
+	set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
+			co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
+			co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s);
 }
 #undef cofac
 
-bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
+bool Basis::isequal_approx(const Basis &a, const Basis &b) const {
 
-	for (int i=0;i<3;i++) {
-		for (int j=0;j<3;j++) {
-			if ((::fabs(a.elements[i][j]-b.elements[i][j]) < CMP_EPSILON) == false)
+	for (int i = 0; i < 3; i++) {
+		for (int j = 0; j < 3; j++) {
+			if ((::fabs(a.elements[i][j] - b.elements[i][j]) < CMP_EPSILON) == false)
 				return false;
 		}
 	}
@@ -81,102 +73,89 @@ bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
 	return true;
 }
 
-
-bool Basis::is_orthogonal() const
-{
+bool Basis::is_orthogonal() const {
 	Basis id;
-	Basis m = (*this)*transposed();
+	Basis m = (*this) * transposed();
 
-	return isequal_approx(id,m);
+	return isequal_approx(id, m);
 }
 
-bool Basis::is_rotation() const
-{
-	return ::fabs(determinant()-1) < CMP_EPSILON && is_orthogonal();
+bool Basis::is_rotation() const {
+	return ::fabs(determinant() - 1) < CMP_EPSILON && is_orthogonal();
 }
 
-void Basis::transpose()
-{
-	std::swap(elements[0][1],elements[1][0]);
-	std::swap(elements[0][2],elements[2][0]);
-	std::swap(elements[1][2],elements[2][1]);
+void Basis::transpose() {
+	std::swap(elements[0][1], elements[1][0]);
+	std::swap(elements[0][2], elements[2][0]);
+	std::swap(elements[1][2], elements[2][1]);
 }
 
-Basis Basis::inverse() const
-{
+Basis Basis::inverse() const {
 	Basis b = *this;
 	b.invert();
 	return b;
 }
 
-Basis Basis::transposed() const
-{
+Basis Basis::transposed() const {
 	Basis b = *this;
 	b.transpose();
 	return b;
 }
 
-real_t Basis::determinant() const
-{
-	return elements[0][0]*(elements[1][1]*elements[2][2] - elements[2][1]*elements[1][2]) -
-	       elements[1][0]*(elements[0][1]*elements[2][2] - elements[2][1]*elements[0][2]) +
-	       elements[2][0]*(elements[0][1]*elements[1][2] - elements[1][1]*elements[0][2]);
+real_t Basis::determinant() const {
+	return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
+		   elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
+		   elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
 }
 
 Vector3 Basis::get_axis(int p_axis) const {
 	// get actual basis axis (elements is transposed for performance)
-	return Vector3( elements[0][p_axis], elements[1][p_axis], elements[2][p_axis] );
+	return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
 }
-void Basis::set_axis(int p_axis, const Vector3& p_value) {
+void Basis::set_axis(int p_axis, const Vector3 &p_value) {
 	// get actual basis axis (elements is transposed for performance)
-	elements[0][p_axis]=p_value.x;
-	elements[1][p_axis]=p_value.y;
-	elements[2][p_axis]=p_value.z;
+	elements[0][p_axis] = p_value.x;
+	elements[1][p_axis] = p_value.y;
+	elements[2][p_axis] = p_value.z;
 }
 
-void Basis::rotate(const Vector3& p_axis, real_t p_phi)
-{
+void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
 	*this = rotated(p_axis, p_phi);
 }
 
-Basis Basis::rotated(const Vector3& p_axis, real_t p_phi) const
-{
+Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
 	return Basis(p_axis, p_phi) * (*this);
 }
 
-void Basis::scale( const Vector3& p_scale )
-{
-	elements[0][0]*=p_scale.x;
-	elements[0][1]*=p_scale.x;
-	elements[0][2]*=p_scale.x;
-	elements[1][0]*=p_scale.y;
-	elements[1][1]*=p_scale.y;
-	elements[1][2]*=p_scale.y;
-	elements[2][0]*=p_scale.z;
-	elements[2][1]*=p_scale.z;
-	elements[2][2]*=p_scale.z;
+void Basis::scale(const Vector3 &p_scale) {
+	elements[0][0] *= p_scale.x;
+	elements[0][1] *= p_scale.x;
+	elements[0][2] *= p_scale.x;
+	elements[1][0] *= p_scale.y;
+	elements[1][1] *= p_scale.y;
+	elements[1][2] *= p_scale.y;
+	elements[2][0] *= p_scale.z;
+	elements[2][1] *= p_scale.z;
+	elements[2][2] *= p_scale.z;
 }
 
-Basis Basis::scaled( const Vector3& p_scale ) const
-{
+Basis Basis::scaled(const Vector3 &p_scale) const {
 	Basis b = *this;
 	b.scale(p_scale);
 	return b;
 }
 
-Vector3 Basis::get_scale() const
-{
+Vector3 Basis::get_scale() const {
 	// We are assuming M = R.S, and performing a polar decomposition to extract R and S.
 	// FIXME: We eventually need a proper polar decomposition.
 	// As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1
 	// (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix.
 	// As such, it works in conjuction with get_rotation().
 	real_t det_sign = determinant() > 0 ? 1 : -1;
-	return det_sign*Vector3(
-		Vector3(elements[0][0],elements[1][0],elements[2][0]).length(),
-		Vector3(elements[0][1],elements[1][1],elements[2][1]).length(),
-		Vector3(elements[0][2],elements[1][2],elements[2][2]).length()
-	);
+	return det_sign * Vector3(
+							  Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
+							  Vector3(elements[0][1], elements[1][1], elements[2][1]).length(),
+							  Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
 }
 
 // get_euler_xyz returns a vector containing the Euler angles in the format
@@ -322,23 +301,20 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
 	*this = ymat * xmat * zmat;
 }
 
-
-
 // transposed dot products
-real_t Basis::tdotx(const Vector3& v) const  {
+real_t Basis::tdotx(const Vector3 &v) const {
 	return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
 }
-real_t Basis::tdoty(const Vector3& v) const {
+real_t Basis::tdoty(const Vector3 &v) const {
 	return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
 }
-real_t Basis::tdotz(const Vector3& v) const {
+real_t Basis::tdotz(const Vector3 &v) const {
 	return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
 }
 
-bool Basis::operator==(const Basis& p_matrix) const
-{
-	for (int i=0;i<3;i++) {
-		for (int j=0;j<3;j++) {
+bool Basis::operator==(const Basis &p_matrix) const {
+	for (int i = 0; i < 3; i++) {
+		for (int j = 0; j < 3; j++) {
 			if (elements[i][j] != p_matrix.elements[i][j])
 				return false;
 		}
@@ -347,69 +323,61 @@ bool Basis::operator==(const Basis& p_matrix) const
 	return true;
 }
 
-bool Basis::operator!=(const Basis& p_matrix) const
-{
-	return (!(*this==p_matrix));
+bool Basis::operator!=(const Basis &p_matrix) const {
+	return (!(*this == p_matrix));
 }
 
-Vector3 Basis::xform(const Vector3& p_vector) const {
+Vector3 Basis::xform(const Vector3 &p_vector) const {
 
 	return Vector3(
-		elements[0].dot(p_vector),
-		elements[1].dot(p_vector),
-		elements[2].dot(p_vector)
-	);
+			elements[0].dot(p_vector),
+			elements[1].dot(p_vector),
+			elements[2].dot(p_vector));
 }
 
-Vector3 Basis::xform_inv(const Vector3& p_vector) const {
+Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
 
 	return Vector3(
-		(elements[0][0]*p_vector.x ) + ( elements[1][0]*p_vector.y ) + ( elements[2][0]*p_vector.z ),
-		(elements[0][1]*p_vector.x ) + ( elements[1][1]*p_vector.y ) + ( elements[2][1]*p_vector.z ),
-		(elements[0][2]*p_vector.x ) + ( elements[1][2]*p_vector.y ) + ( elements[2][2]*p_vector.z )
-	);
+			(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
+			(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
+			(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
 }
-void Basis::operator*=(const Basis& p_matrix)
-{
+void Basis::operator*=(const Basis &p_matrix) {
 	set(
-		p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
-		p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
-		p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
-
+			p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
+			p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
+			p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
 }
 
-Basis Basis::operator*(const Basis& p_matrix) const
-{
+Basis Basis::operator*(const Basis &p_matrix) const {
 	return Basis(
-		p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
-		p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
-		p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]) );
-
+			p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
+			p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
+			p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
 }
 
-
-void Basis::operator+=(const Basis& p_matrix) {
+void Basis::operator+=(const Basis &p_matrix) {
 
 	elements[0] += p_matrix.elements[0];
 	elements[1] += p_matrix.elements[1];
 	elements[2] += p_matrix.elements[2];
 }
 
-Basis Basis::operator+(const Basis& p_matrix) const {
+Basis Basis::operator+(const Basis &p_matrix) const {
 
 	Basis ret(*this);
 	ret += p_matrix;
 	return ret;
 }
 
-void Basis::operator-=(const Basis& p_matrix) {
+void Basis::operator-=(const Basis &p_matrix) {
 
 	elements[0] -= p_matrix.elements[0];
 	elements[1] -= p_matrix.elements[1];
 	elements[2] -= p_matrix.elements[2];
 }
 
-Basis Basis::operator-(const Basis& p_matrix) const {
+Basis Basis::operator-(const Basis &p_matrix) const {
 
 	Basis ret(*this);
 	ret -= p_matrix;
@@ -418,21 +386,19 @@ Basis Basis::operator-(const Basis& p_matrix) const {
 
 void Basis::operator*=(real_t p_val) {
 
-	elements[0]*=p_val;
-	elements[1]*=p_val;
-	elements[2]*=p_val;
+	elements[0] *= p_val;
+	elements[1] *= p_val;
+	elements[2] *= p_val;
 }
 
 Basis Basis::operator*(real_t p_val) const {
 
-		Basis ret(*this);
-		ret *= p_val;
-		return ret;
+	Basis ret(*this);
+	ret *= p_val;
+	return ret;
 }
 
-
-Basis::operator String() const
-{
+Basis::operator String() const {
 	String s;
 	for (int i = 0; i < 3; i++) {
 
@@ -449,82 +415,77 @@ Basis::operator String() const
 
 /* create / set */
 
-
 void Basis::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
 
-	elements[0][0]=xx;
-	elements[0][1]=xy;
-	elements[0][2]=xz;
-	elements[1][0]=yx;
-	elements[1][1]=yy;
-	elements[1][2]=yz;
-	elements[2][0]=zx;
-	elements[2][1]=zy;
-	elements[2][2]=zz;
+	elements[0][0] = xx;
+	elements[0][1] = xy;
+	elements[0][2] = xz;
+	elements[1][0] = yx;
+	elements[1][1] = yy;
+	elements[1][2] = yz;
+	elements[2][0] = zx;
+	elements[2][1] = zy;
+	elements[2][2] = zz;
 }
 Vector3 Basis::get_column(int i) const {
 
-	return Vector3(elements[0][i],elements[1][i],elements[2][i]);
+	return Vector3(elements[0][i], elements[1][i], elements[2][i]);
 }
 
 Vector3 Basis::get_row(int i) const {
 
-	return Vector3(elements[i][0],elements[i][1],elements[i][2]);
+	return Vector3(elements[i][0], elements[i][1], elements[i][2]);
 }
 Vector3 Basis::get_main_diagonal() const {
-	return Vector3(elements[0][0],elements[1][1],elements[2][2]);
+	return Vector3(elements[0][0], elements[1][1], elements[2][2]);
 }
 
-void Basis::set_row(int i, const Vector3& p_row) {
-	elements[i][0]=p_row.x;
-	elements[i][1]=p_row.y;
-	elements[i][2]=p_row.z;
+void Basis::set_row(int i, const Vector3 &p_row) {
+	elements[i][0] = p_row.x;
+	elements[i][1] = p_row.y;
+	elements[i][2] = p_row.z;
 }
 
-Basis Basis::transpose_xform(const Basis& m) const
-{
+Basis Basis::transpose_xform(const Basis &m) const {
 	return Basis(
-		elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
-		elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
-		elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
-		elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
-		elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
-		elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
-		elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
-		elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
-		elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
-}
-
-void Basis::orthonormalize()
-{
+			elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
+			elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
+			elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
+			elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
+			elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
+			elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
+			elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
+			elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
+			elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
+}
+
+void Basis::orthonormalize() {
 	ERR_FAIL_COND(determinant() == 0);
 
 	// Gram-Schmidt Process
 
-	Vector3 x=get_axis(0);
-	Vector3 y=get_axis(1);
-	Vector3 z=get_axis(2);
+	Vector3 x = get_axis(0);
+	Vector3 y = get_axis(1);
+	Vector3 z = get_axis(2);
 
 	x.normalize();
-	y = (y-x*(x.dot(y)));
+	y = (y - x * (x.dot(y)));
 	y.normalize();
-	z = (z-x*(x.dot(z))-y*(y.dot(z)));
+	z = (z - x * (x.dot(z)) - y * (y.dot(z)));
 	z.normalize();
 
-	set_axis(0,x);
-	set_axis(1,y);
-	set_axis(2,z);
+	set_axis(0, x);
+	set_axis(1, y);
+	set_axis(2, z);
 }
 
-Basis Basis::orthonormalized() const
-{
+Basis Basis::orthonormalized() const {
 	Basis b = *this;
 	b.orthonormalize();
 	return b;
 }
 
-bool Basis::is_symmetric() const
-{
+bool Basis::is_symmetric() const {
 	if (::fabs(elements[0][1] - elements[1][0]) > CMP_EPSILON)
 		return false;
 	if (::fabs(elements[0][2] - elements[2][0]) > CMP_EPSILON)
@@ -535,8 +496,7 @@ bool Basis::is_symmetric() const
 	return true;
 }
 
-Basis Basis::diagonalize()
-{
+Basis Basis::diagonalize() {
 	// I love copy paste
 
 	if (!is_symmetric())
@@ -548,7 +508,7 @@ Basis Basis::diagonalize()
 
 	int ite = 0;
 	Basis acc_rot;
-	while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max ) {
+	while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max) {
 		real_t el01_2 = elements[0][1] * elements[0][1];
 		real_t el02_2 = elements[0][2] * elements[0][2];
 		real_t el12_2 = elements[1][2] * elements[1][2];
@@ -583,7 +543,7 @@ Basis Basis::diagonalize()
 		// Compute the rotation matrix
 		Basis rot;
 		rot.elements[i][i] = rot.elements[j][j] = ::cos(angle);
-		rot.elements[i][j] = - (rot.elements[j][i] = ::sin(angle));
+		rot.elements[i][j] = -(rot.elements[j][i] = ::sin(angle));
 
 		// Update the off matrix norm
 		off_matrix_norm_2 -= elements[i][j] * elements[i][j];
@@ -596,8 +556,7 @@ Basis Basis::diagonalize()
 	return acc_rot;
 }
 
-
-static const Basis _ortho_bases[24]={
+static const Basis _ortho_bases[24] = {
 	Basis(1, 0, 0, 0, 1, 0, 0, 0, 1),
 	Basis(0, -1, 0, 1, 0, 0, 0, 0, 1),
 	Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1),
@@ -624,95 +583,84 @@ static const Basis _ortho_bases[24]={
 	Basis(0, -1, 0, 0, 0, -1, 1, 0, 0)
 };
 
-
-int Basis::get_orthogonal_index() const
-{
+int Basis::get_orthogonal_index() const {
 	//could be sped up if i come up with a way
-	Basis orth=*this;
-	for(int i=0;i<3;i++) {
-		for(int j=0;j<3;j++) {
+	Basis orth = *this;
+	for (int i = 0; i < 3; i++) {
+		for (int j = 0; j < 3; j++) {
 
 			real_t v = orth[i][j];
-			if (v>0.5)
-				v=1.0;
-			else if (v<-0.5)
-				v=-1.0;
+			if (v > 0.5)
+				v = 1.0;
+			else if (v < -0.5)
+				v = -1.0;
 			else
-				v=0;
+				v = 0;
 
-			orth[i][j]=v;
+			orth[i][j] = v;
 		}
 	}
 
-	for(int i=0;i<24;i++) {
+	for (int i = 0; i < 24; i++) {
 
-		if (_ortho_bases[i]==orth)
+		if (_ortho_bases[i] == orth)
 			return i;
-
-
 	}
 
 	return 0;
 }
 
-
-void Basis::set_orthogonal_index(int p_index){
+void Basis::set_orthogonal_index(int p_index) {
 
 	//there only exist 24 orthogonal bases in r3
 	ERR_FAIL_COND(p_index >= 24);
 
-	*this=_ortho_bases[p_index];
-
+	*this = _ortho_bases[p_index];
 }
 
+Basis::Basis(const Vector3 &p_euler) {
 
-
-Basis::Basis(const Vector3& p_euler) {
-
-	set_euler( p_euler );
-
+	set_euler(p_euler);
 }
 
-}
+} // namespace godot
 
 #include "Quat.hpp"
 
 namespace godot {
 
-Basis::Basis(const Quat& p_quat) {
+Basis::Basis(const Quat &p_quat) {
 
 	real_t d = p_quat.length_squared();
 	real_t s = 2.0 / d;
-	real_t xs = p_quat.x * s,   ys = p_quat.y * s,   zs = p_quat.z * s;
-	real_t wx = p_quat.w * xs,  wy = p_quat.w * ys,  wz = p_quat.w * zs;
-	real_t xx = p_quat.x * xs,  xy = p_quat.x * ys,  xz = p_quat.x * zs;
-	real_t yy = p_quat.y * ys,  yz = p_quat.y * zs,  zz = p_quat.z * zs;
-	set(	1.0 - (yy + zz), xy - wz, xz + wy,
-		xy + wz, 1.0 - (xx + zz), yz - wx,
-		xz - wy, yz + wx, 1.0 - (xx + yy))	;
-
+	real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
+	real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs;
+	real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs;
+	real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs;
+	set(1.0 - (yy + zz), xy - wz, xz + wy,
+			xy + wz, 1.0 - (xx + zz), yz - wx,
+			xz - wy, yz + wx, 1.0 - (xx + yy));
 }
 
-Basis::Basis(const Vector3& p_axis, real_t p_phi) {
+Basis::Basis(const Vector3 &p_axis, real_t p_phi) {
 	// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
 
-	Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
-
-	real_t cosine= ::cos(p_phi);
-	real_t sine= ::sin(p_phi);
+	Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
 
-	elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
-	elements[0][1] = p_axis.x * p_axis.y *  ( 1.0 - cosine ) - p_axis.z * sine;
-	elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
+	real_t cosine = ::cos(p_phi);
+	real_t sine = ::sin(p_phi);
 
-	elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
-	elements[1][1] = axis_sq.y + cosine  * ( 1.0 - axis_sq.y );
-	elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
+	elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
+	elements[0][1] = p_axis.x * p_axis.y * (1.0 - cosine) - p_axis.z * sine;
+	elements[0][2] = p_axis.z * p_axis.x * (1.0 - cosine) + p_axis.y * sine;
 
-	elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
-	elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
-	elements[2][2] = axis_sq.z + cosine  * ( 1.0 - axis_sq.z );
+	elements[1][0] = p_axis.x * p_axis.y * (1.0 - cosine) + p_axis.z * sine;
+	elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
+	elements[1][2] = p_axis.y * p_axis.z * (1.0 - cosine) - p_axis.x * sine;
 
+	elements[2][0] = p_axis.z * p_axis.x * (1.0 - cosine) - p_axis.y * sine;
+	elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine;
+	elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
 }
 
 Basis::operator Quat() const {
@@ -722,21 +670,18 @@ Basis::operator Quat() const {
 	real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
 	real_t temp[4];
 
-	if (trace > 0.0)
-	{
+	if (trace > 0.0) {
 		real_t s = ::sqrt(trace + 1.0);
-		temp[3]=(s * 0.5);
+		temp[3] = (s * 0.5);
 		s = 0.5 / s;
 
-		temp[0]=((elements[2][1] - elements[1][2]) * s);
-		temp[1]=((elements[0][2] - elements[2][0]) * s);
-		temp[2]=((elements[1][0] - elements[0][1]) * s);
-	}
-	else
-	{
+		temp[0] = ((elements[2][1] - elements[1][2]) * s);
+		temp[1] = ((elements[0][2] - elements[2][0]) * s);
+		temp[2] = ((elements[1][0] - elements[0][1]) * s);
+	} else {
 		int i = elements[0][0] < elements[1][1] ?
-			(elements[1][1] < elements[2][2] ? 2 : 1) :
-			(elements[0][0] < elements[2][2] ? 2 : 0);
+						(elements[1][1] < elements[2][2] ? 2 : 1) :
+						(elements[0][0] < elements[2][2] ? 2 : 0);
 		int j = (i + 1) % 3;
 		int k = (i + 2) % 3;
 
@@ -749,11 +694,7 @@ Basis::operator Quat() const {
 		temp[k] = (elements[k][i] + elements[i][k]) * s;
 	}
 
-	return Quat(temp[0],temp[1],temp[2],temp[3]);
-
+	return Quat(temp[0], temp[1], temp[2], temp[3]);
 }
 
-
-
-
-}
+} // namespace godot

+ 170 - 194
src/core/Color.cpp

@@ -12,138 +12,128 @@ namespace godot {
 
 static String _to_hex(float p_val);
 
-static float _parse_col(const String& p_str, int p_ofs) {
+static float _parse_col(const String &p_str, int p_ofs) {
 
-	int ig=0;
+	int ig = 0;
 
-	for(int i=0;i<2;i++) {
+	for (int i = 0; i < 2; i++) {
 
-		int c= (int) (wchar_t) p_str[i+p_ofs];
-		int v=0;
+		int c = (int)(wchar_t)p_str[i + p_ofs];
+		int v = 0;
 
-		if (c>='0' && c<='9') {
-			v=c-'0';
-		} else if (c>='a' && c<='f') {
-			v=c-'a';
-			v+=10;
-		} else if (c>='A' && c<='F') {
-			v=c-'A';
-			v+=10;
+		if (c >= '0' && c <= '9') {
+			v = c - '0';
+		} else if (c >= 'a' && c <= 'f') {
+			v = c - 'a';
+			v += 10;
+		} else if (c >= 'A' && c <= 'F') {
+			v = c - 'A';
+			v += 10;
 		} else {
 			return -1;
 		}
 
-		if (i==0)
-			ig+=v*16;
+		if (i == 0)
+			ig += v * 16;
 		else
-			ig+=v;
-
+			ig += v;
 	}
 
 	return ig;
-
 }
 
-uint32_t Color::to_32() const
-{
+uint32_t Color::to_32() const {
 
-	uint32_t c=(uint8_t)(a*255);
-	c<<=8;
-	c|=(uint8_t)(r*255);
-	c<<=8;
-	c|=(uint8_t)(g*255);
-	c<<=8;
-	c|=(uint8_t)(b*255);
+	uint32_t c = (uint8_t)(a * 255);
+	c <<= 8;
+	c |= (uint8_t)(r * 255);
+	c <<= 8;
+	c |= (uint8_t)(g * 255);
+	c <<= 8;
+	c |= (uint8_t)(b * 255);
 
 	return c;
 }
 
-uint32_t Color::to_ARGB32() const
-{
-	uint32_t c=(uint8_t)(a*255);
-	c<<=8;
-	c|=(uint8_t)(r*255);
-	c<<=8;
-	c|=(uint8_t)(g*255);
-	c<<=8;
-	c|=(uint8_t)(b*255);
+uint32_t Color::to_ARGB32() const {
+	uint32_t c = (uint8_t)(a * 255);
+	c <<= 8;
+	c |= (uint8_t)(r * 255);
+	c <<= 8;
+	c |= (uint8_t)(g * 255);
+	c <<= 8;
+	c |= (uint8_t)(b * 255);
 
 	return c;
 }
 
-float Color::gray() const
-{
-	return (r+g+b)/3.0;
+float Color::gray() const {
+	return (r + g + b) / 3.0;
 }
 
-float Color::get_h() const
-{
+float Color::get_h() const {
 
-	float min = MIN( r, g );
-	min = MIN( min, b );
-	float max = MAX( r, g );
-	max = MAX( max, b );
+	float min = MIN(r, g);
+	min = MIN(min, b);
+	float max = MAX(r, g);
+	max = MAX(max, b);
 
 	float delta = max - min;
 
-	if( delta == 0 )
+	if (delta == 0)
 		return 0;
 
 	float h;
-	if( r == max )
-		h = ( g - b ) / delta;		// between yellow & magenta
-	else if( g == max )
-		h = 2 + ( b - r ) / delta;	// between cyan & yellow
+	if (r == max)
+		h = (g - b) / delta; // between yellow & magenta
+	else if (g == max)
+		h = 2 + (b - r) / delta; // between cyan & yellow
 	else
-		h = 4 + ( r - g ) / delta;	// between magenta & cyan
+		h = 4 + (r - g) / delta; // between magenta & cyan
 
-	h/=6.0;
-	if (h<0)
-		h+=1.0;
+	h /= 6.0;
+	if (h < 0)
+		h += 1.0;
 
 	return h;
 }
 
-float Color::get_s() const
-{
-	float min = MIN( r, g );
-	min = MIN( min, b );
-	float max = MAX( r, g );
-	max = MAX( max, b );
+float Color::get_s() const {
+	float min = MIN(r, g);
+	min = MIN(min, b);
+	float max = MAX(r, g);
+	max = MAX(max, b);
 	float delta = max - min;
-	return (max!=0) ? (delta / max) : 0;
-
+	return (max != 0) ? (delta / max) : 0;
 }
 
-float Color::get_v() const
-{
-	float max = MAX( r, g );
-	max = MAX( max, b );
+float Color::get_v() const {
+	float max = MAX(r, g);
+	max = MAX(max, b);
 	return max;
 }
 
-void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha)
-{
+void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
 	int i;
 	float f, p, q, t;
-	a=p_alpha;
+	a = p_alpha;
 
-	if( p_s == 0 ) {
+	if (p_s == 0) {
 		// acp_hromatic (grey)
 		r = g = b = p_v;
 		return;
 	}
 
-	p_h *=6.0;
-	p_h = ::fmod(p_h,6);
-	i = ::floor( p_h );
+	p_h *= 6.0;
+	p_h = ::fmod(p_h, 6);
+	i = ::floor(p_h);
 
 	f = p_h - i;
-	p = p_v * ( 1 - p_s );
-	q = p_v * ( 1 - p_s * f );
-	t = p_v * ( 1 - p_s * ( 1 - f ) );
+	p = p_v * (1 - p_s);
+	q = p_v * (1 - p_s * f);
+	t = p_v * (1 - p_s * (1 - f));
 
-	switch( i ) {
+	switch (i) {
 		case 0: // Red is the dominant color
 			r = p_v;
 			g = t;
@@ -177,56 +167,51 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha)
 	}
 }
 
-void Color::invert()
-{
-	r=1.0-r;
-	g=1.0-g;
-	b=1.0-b;
+void Color::invert() {
+	r = 1.0 - r;
+	g = 1.0 - g;
+	b = 1.0 - b;
 }
 
-void Color::contrast()
-{
-	r=::fmod(r+0.5,1.0);
-	g=::fmod(g+0.5,1.0);
-	b=::fmod(b+0.5,1.0);
+void Color::contrast() {
+	r = ::fmod(r + 0.5, 1.0);
+	g = ::fmod(g + 0.5, 1.0);
+	b = ::fmod(b + 0.5, 1.0);
 }
-Color Color::inverted() const
-{
-	Color c=*this;
+Color Color::inverted() const {
+	Color c = *this;
 	c.invert();
 	return c;
 }
-Color Color::contrasted() const
-{
-	Color c=*this;
+Color Color::contrasted() const {
+	Color c = *this;
 	c.contrast();
 	return c;
 }
 
-Color Color::linear_interpolate(const Color& p_b, float p_t) const {
+Color Color::linear_interpolate(const Color &p_b, float p_t) const {
 
-	Color res=*this;
+	Color res = *this;
 
-	res.r+= (p_t * (p_b.r-r));
-	res.g+= (p_t * (p_b.g-g));
-	res.b+= (p_t * (p_b.b-b));
-	res.a+= (p_t * (p_b.a-a));
+	res.r += (p_t * (p_b.r - r));
+	res.g += (p_t * (p_b.g - g));
+	res.b += (p_t * (p_b.b - b));
+	res.a += (p_t * (p_b.a - a));
 
 	return res;
 }
 
-Color Color::blend(const Color& p_over) const {
-
+Color Color::blend(const Color &p_over) const {
 
 	Color res;
 	float sa = 1.0 - p_over.a;
-	res.a = a*sa+p_over.a;
-	if (res.a==0) {
-		return Color(0,0,0,0);
+	res.a = a * sa + p_over.a;
+	if (res.a == 0) {
+		return Color(0, 0, 0, 0);
 	} else {
-		res.r = (r*a*sa + p_over.r * p_over.a)/res.a;
-		res.g = (g*a*sa + p_over.g * p_over.a)/res.a;
-		res.b = (b*a*sa + p_over.b * p_over.a)/res.a;
+		res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
+		res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
+		res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
 	}
 	return res;
 }
@@ -234,114 +219,110 @@ Color Color::blend(const Color& p_over) const {
 Color Color::to_linear() const {
 
 	return Color(
-		r<0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
-		g<0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
-		b<0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
-		a
-	);
+			r < 0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
+			g < 0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
+			b < 0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
+			a);
 }
 
-Color Color::hex(uint32_t p_hex)
-{
-	float a = (p_hex&0xFF)/255.0;
-	p_hex>>=8;
-	float b = (p_hex&0xFF)/255.0;
-	p_hex>>=8;
-	float g = (p_hex&0xFF)/255.0;
-	p_hex>>=8;
-	float r = (p_hex&0xFF)/255.0;
-
-	return Color(r,g,b,a);
+Color Color::hex(uint32_t p_hex) {
+	float a = (p_hex & 0xFF) / 255.0;
+	p_hex >>= 8;
+	float b = (p_hex & 0xFF) / 255.0;
+	p_hex >>= 8;
+	float g = (p_hex & 0xFF) / 255.0;
+	p_hex >>= 8;
+	float r = (p_hex & 0xFF) / 255.0;
+
+	return Color(r, g, b, a);
 }
 
-Color Color::html(const String& p_color)
-{
+Color Color::html(const String &p_color) {
 	String color = p_color;
-	if (color.length()==0)
+	if (color.length() == 0)
 		return Color();
-	if (color[0]=='#')
-		color=color.substr(1,color.length()-1);
+	if (color[0] == '#')
+		color = color.substr(1, color.length() - 1);
 
-	bool alpha=false;
+	bool alpha = false;
 
-	if (color.length()==8) {
-		alpha=true;
-	} else if (color.length()==6) {
-		alpha=false;
+	if (color.length() == 8) {
+		alpha = true;
+	} else if (color.length() == 6) {
+		alpha = false;
 	} else {
 		ERR_PRINTS(String("Invalid Color Code: ") + p_color);
 		ERR_FAIL_V(Color());
 	}
 
-	int a=255;
+	int a = 255;
 	if (alpha) {
-		a=_parse_col(color,0);
-		if (a<0) {
+		a = _parse_col(color, 0);
+		if (a < 0) {
 			ERR_PRINTS(String("Invalid Color Code: ") + p_color);
 			ERR_FAIL_V(Color());
 		}
 	}
 
-	int from=alpha?2:0;
+	int from = alpha ? 2 : 0;
 
-	int r=_parse_col(color,from+0);
-	if (r<0) {
+	int r = _parse_col(color, from + 0);
+	if (r < 0) {
 		ERR_PRINTS(String("Invalid Color Code: ") + p_color);
 		ERR_FAIL_V(Color());
 	}
-	int g=_parse_col(color,from+2);
-	if (g<0) {
+	int g = _parse_col(color, from + 2);
+	if (g < 0) {
 		ERR_PRINTS(String("Invalid Color Code: ") + p_color);
 		ERR_FAIL_V(Color());
 	}
-	int b=_parse_col(color,from+4);
-	if (b<0) {
+	int b = _parse_col(color, from + 4);
+	if (b < 0) {
 		ERR_PRINTS(String("Invalid Color Code: ") + p_color);
 		ERR_FAIL_V(Color());
 	}
 
-	return Color(r/255.0,g/255.0,b/255.0,a/255.0);
+	return Color(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
 }
 
-bool Color::html_is_valid(const String& p_color)
-{
+bool Color::html_is_valid(const String &p_color) {
 	String color = p_color;
 
-	if (color.length()==0)
+	if (color.length() == 0)
 		return false;
-	if (color[0]=='#')
-		color=color.substr(1,color.length()-1);
+	if (color[0] == '#')
+		color = color.substr(1, color.length() - 1);
 
-	bool alpha=false;
+	bool alpha = false;
 
-	if (color.length()==8) {
-		alpha=true;
-	} else if (color.length()==6) {
-		alpha=false;
+	if (color.length() == 8) {
+		alpha = true;
+	} else if (color.length() == 6) {
+		alpha = false;
 	} else {
 		return false;
 	}
 
-	int a=255;
+	int a = 255;
 	if (alpha) {
-		a=_parse_col(color,0);
-		if (a<0) {
+		a = _parse_col(color, 0);
+		if (a < 0) {
 			return false;
 		}
 	}
 
-	int from=alpha?2:0;
+	int from = alpha ? 2 : 0;
 
-	int r=_parse_col(color,from+0);
-	if (r<0) {
+	int r = _parse_col(color, from + 0);
+	if (r < 0) {
 		return false;
 	}
-	int g=_parse_col(color,from+2);
-	if (g<0) {
+	int g = _parse_col(color, from + 2);
+	if (g < 0) {
 		return false;
 	}
-	int b=_parse_col(color,from+4);
-	if (b<0) {
+	int b = _parse_col(color, from + 4);
+	if (b < 0) {
 		return false;
 	}
 
@@ -349,62 +330,57 @@ bool Color::html_is_valid(const String& p_color)
 }
 
 #ifndef CLAMP
-#define CLAMP(m_a,m_min,m_max) (((m_a)<(m_min))?(m_min):(((m_a)>(m_max))?m_max:m_a))
+#define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
 #endif
 static String _to_hex(float p_val) {
 
 	int v = p_val * 255;
-	v = CLAMP(v,0,255);
+	v = CLAMP(v, 0, 255);
 	String ret;
 
-	for(int i=0;i<2;i++) {
+	for (int i = 0; i < 2; i++) {
 
-		wchar_t c[2]={0,0};
-		int lv = v&0xF;
-		if (lv<10)
-			c[0]='0'+lv;
+		wchar_t c[2] = { 0, 0 };
+		int lv = v & 0xF;
+		if (lv < 10)
+			c[0] = '0' + lv;
 		else
-			c[0]='a'+lv-10;
+			c[0] = 'a' + lv - 10;
 
-		v>>=4;
-		String cs=(const wchar_t*)c;
+		v >>= 4;
+		String cs = (const wchar_t *)c;
 		ret = cs + ret;
 	}
 
 	return ret;
-
 }
 
-String Color::to_html(bool p_alpha) const
-{
+String Color::to_html(bool p_alpha) const {
 	String txt;
-	txt+=_to_hex(r);
-	txt+=_to_hex(g);
-	txt+=_to_hex(b);
+	txt += _to_hex(r);
+	txt += _to_hex(g);
+	txt += _to_hex(b);
 	if (p_alpha)
-		txt=_to_hex(a)+txt;
+		txt = _to_hex(a) + txt;
 	return txt;
 }
 
-Color::operator String() const
-{
+Color::operator String() const {
 	return String::num(r) + ", " + String::num(g) + ", " + String::num(b) + ", " + String::num(a);
 }
 
+bool Color::operator<(const Color &p_color) const {
 
-bool Color::operator<(const Color& p_color) const {
-
-	if (r==p_color.r) {
-		if (g==p_color.g) {
-			if(b==p_color.b) {
-				return (a<p_color.a);
+	if (r == p_color.r) {
+		if (g == p_color.g) {
+			if (b == p_color.b) {
+				return (a < p_color.a);
 			} else
-				return (b<p_color.b);
+				return (b < p_color.b);
 		} else
-			return g<p_color.g;
+			return g < p_color.g;
 	} else
-		return r<p_color.r;
-
+		return r < p_color.r;
 }
 
-}
+} // namespace godot

+ 26 - 43
src/core/Dictionary.cpp

@@ -1,95 +1,78 @@
 #include "Dictionary.hpp"
-#include "Variant.hpp"
 #include "Array.hpp"
 #include "GodotGlobal.hpp"
+#include "Variant.hpp"
 
 namespace godot {
 
-Dictionary::Dictionary()
-{
+Dictionary::Dictionary() {
 	godot::api->godot_dictionary_new(&_godot_dictionary);
 }
 
-Dictionary::Dictionary(const Dictionary & other)
-{
+Dictionary::Dictionary(const Dictionary &other) {
 	godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
 }
 
-Dictionary & Dictionary::operator=(const Dictionary & other)
-{
+Dictionary &Dictionary::operator=(const Dictionary &other) {
 	godot::api->godot_dictionary_destroy(&_godot_dictionary);
 	godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
 	return *this;
 }
 
-void Dictionary::clear()
-{
+void Dictionary::clear() {
 	godot::api->godot_dictionary_clear(&_godot_dictionary);
 }
 
-bool Dictionary::empty() const
-{
+bool Dictionary::empty() const {
 	return godot::api->godot_dictionary_empty(&_godot_dictionary);
 }
 
-void Dictionary::erase(const Variant& key)
-{
-	godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key);
+void Dictionary::erase(const Variant &key) {
+	godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
 }
 
-bool Dictionary::has(const Variant& key) const
-{
-	return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key);
+bool Dictionary::has(const Variant &key) const {
+	return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key);
 }
 
-bool Dictionary::has_all(const Array& keys) const
-{
-	return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys);
+bool Dictionary::has_all(const Array &keys) const {
+	return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys);
 }
 
-uint32_t Dictionary::hash() const
-{
+uint32_t Dictionary::hash() const {
 	return godot::api->godot_dictionary_hash(&_godot_dictionary);
 }
 
-Array Dictionary::keys() const
-{
+Array Dictionary::keys() const {
 	godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
-	return *(Array *) &a;
+	return *(Array *)&a;
 }
 
-Variant &Dictionary::operator [](const Variant& key)
-{
-	return *(Variant *) godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key);
+Variant &Dictionary::operator[](const Variant &key) {
+	return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
 }
 
-const Variant &Dictionary::operator [](const Variant& key) const
-{
+const Variant &Dictionary::operator[](const Variant &key) const {
 	// oops I did it again
-	return *(Variant *) godot::api->godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key);
+	return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
 }
 
-int Dictionary::size() const
-{
+int Dictionary::size() const {
 	return godot::api->godot_dictionary_size(&_godot_dictionary);
 }
 
-String Dictionary::to_json() const
-{
+String Dictionary::to_json() const {
 	godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
-	return *(String *) &s;
+	return *(String *)&s;
 }
 
-Array Dictionary::values() const
-{
+Array Dictionary::values() const {
 	godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
-	return *(Array *) &a;
+	return *(Array *)&a;
 }
 
-Dictionary::~Dictionary()
-{
+Dictionary::~Dictionary() {
 	godot::api->godot_dictionary_destroy(&_godot_dictionary);
 }
 
-
-}
+} // namespace godot

+ 25 - 35
src/core/GodotGlobal.cpp

@@ -4,20 +4,18 @@
 
 #include "Wrapped.hpp"
 
-static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance)
-{
-	godot::_Wrapped *wrapper_memory = (godot::_Wrapped *) godot::api->godot_alloc(sizeof(godot::_Wrapped));
+static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance) {
+	godot::_Wrapped *wrapper_memory = (godot::_Wrapped *)godot::api->godot_alloc(sizeof(godot::_Wrapped));
 
 	if (!wrapper_memory)
 		return NULL;
 	wrapper_memory->_owner = instance;
-	wrapper_memory->_type_tag = (size_t) type_tag;
+	wrapper_memory->_type_tag = (size_t)type_tag;
 
-	return (void *) wrapper_memory;
+	return (void *)wrapper_memory;
 }
 
-static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper)
-{
+static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper) {
 	if (wrapper)
 		godot::api->godot_free(wrapper);
 }
@@ -32,20 +30,18 @@ const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api = nul
 
 const void *gdnlib = NULL;
 
-void Godot::print(const String& message)
-{
-	godot::api->godot_print((godot_string *) &message);
+void Godot::print(const String &message) {
+	godot::api->godot_print((godot_string *)&message);
 }
 
-void Godot::print_warning(const String& description, const String& function, const String& file, int line)
-{
+void Godot::print_warning(const String &description, const String &function, const String &file, int line) {
 	int len;
 
-	char * c_desc = description.alloc_c_string();
-	char * c_func = function.alloc_c_string();
-	char * c_file = file.alloc_c_string();
+	char *c_desc = description.alloc_c_string();
+	char *c_func = function.alloc_c_string();
+	char *c_file = file.alloc_c_string();
 
-	if (c_desc != nullptr && c_func !=nullptr && c_file != nullptr) {
+	if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) {
 		godot::api->godot_print_warning(c_desc, c_func, c_file, line);
 	};
 
@@ -54,15 +50,14 @@ void Godot::print_warning(const String& description, const String& function, con
 	if (c_file != nullptr) godot::api->godot_free(c_file);
 }
 
-void Godot::print_error(const String& description, const String& function, const String& file, int line)
-{
+void Godot::print_error(const String &description, const String &function, const String &file, int line) {
 	int len;
 
-	char * c_desc = description.alloc_c_string();
-	char * c_func = function.alloc_c_string();
-	char * c_file = file.alloc_c_string();
+	char *c_desc = description.alloc_c_string();
+	char *c_func = function.alloc_c_string();
+	char *c_file = file.alloc_c_string();
 
-	if (c_desc != nullptr && c_func !=nullptr && c_file != nullptr) {
+	if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) {
 		godot::api->godot_print_error(c_desc, c_func, c_file, line);
 	};
 
@@ -73,22 +68,21 @@ void Godot::print_error(const String& description, const String& function, const
 
 void ___register_types();
 
-void Godot::gdnative_init(godot_gdnative_init_options *options)
-{
+void Godot::gdnative_init(godot_gdnative_init_options *options) {
 	godot::api = options->api_struct;
 	godot::gdnlib = options->gd_native_library;
 
 	// now find our extensions
 	for (int i = 0; i < godot::api->num_extensions; i++) {
 		switch (godot::api->extensions[i]->type) {
-		        case GDNATIVE_EXT_NATIVESCRIPT: {
-			        godot::nativescript_api = (const godot_gdnative_ext_nativescript_api_struct *)godot::api->extensions[i];
+			case GDNATIVE_EXT_NATIVESCRIPT: {
+				godot::nativescript_api = (const godot_gdnative_ext_nativescript_api_struct *)godot::api->extensions[i];
 
 				const godot_gdnative_api_struct *extension = godot::nativescript_api->next;
 
 				while (extension) {
 					if (extension->version.major == 1 && extension->version.minor == 1) {
-						godot::nativescript_1_1_api = (const godot_gdnative_ext_nativescript_1_1_api_struct *) extension;
+						godot::nativescript_1_1_api = (const godot_gdnative_ext_nativescript_1_1_api_struct *)extension;
 					}
 
 					extension = extension->next;
@@ -97,16 +91,13 @@ void Godot::gdnative_init(godot_gdnative_init_options *options)
 			default: break;
 		}
 	}
-
 }
 
-void Godot::gdnative_terminate(godot_gdnative_terminate_options *options)
-{
+void Godot::gdnative_terminate(godot_gdnative_terminate_options *options) {
 	// reserved for future use.
 }
 
-void Godot::nativescript_init(void *handle)
-{
+void Godot::nativescript_init(void *handle) {
 	godot::_RegisterState::nativescript_handle = handle;
 
 	godot_instance_binding_functions binding_funcs = {};
@@ -118,9 +109,8 @@ void Godot::nativescript_init(void *handle)
 	___register_types();
 }
 
-void Godot::nativescript_terminate(void *handle)
-{
+void Godot::nativescript_terminate(void *handle) {
 	godot::nativescript_1_1_api->godot_nativescript_unregister_instance_binding_data_functions(godot::_RegisterState::language_index);
 }
 
-}
+} // namespace godot

+ 25 - 42
src/core/NodePath.cpp

@@ -1,94 +1,77 @@
 #include "NodePath.hpp"
-#include "String.hpp"
 #include "GodotGlobal.hpp"
+#include "String.hpp"
 
 #include <gdnative/node_path.h>
 
 namespace godot {
 
-
-NodePath::NodePath()
-{
+NodePath::NodePath() {
 	String from = "";
-	godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
+	godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
 }
 
-NodePath::NodePath(const NodePath &other)
-{
+NodePath::NodePath(const NodePath &other) {
 	String from = other;
-	godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
+	godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
 }
 
-NodePath::NodePath(const String &from)
-{
-	godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
+NodePath::NodePath(const String &from) {
+	godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
 }
 
-NodePath::NodePath(const char *contents)
-{
+NodePath::NodePath(const char *contents) {
 	String from = contents;
-	godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
+	godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
 }
 
-String NodePath::get_name(const int idx) const
-{
+String NodePath::get_name(const int idx) const {
 	godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
 
-	return *(String *) &str;
+	return *(String *)&str;
 }
 
-int NodePath::get_name_count() const
-{
+int NodePath::get_name_count() const {
 	return godot::api->godot_node_path_get_name_count(&_node_path);
 }
 
-String NodePath::get_subname(const int idx) const
-{
+String NodePath::get_subname(const int idx) const {
 	godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
-	return *(String *) &str;
+	return *(String *)&str;
 }
 
-int NodePath::get_subname_count() const
-{
+int NodePath::get_subname_count() const {
 	return godot::api->godot_node_path_get_subname_count(&_node_path);
 }
 
-bool NodePath::is_absolute() const
-{
+bool NodePath::is_absolute() const {
 	return godot::api->godot_node_path_is_absolute(&_node_path);
 }
 
-bool NodePath::is_empty() const
-{
+bool NodePath::is_empty() const {
 	return godot::api->godot_node_path_is_empty(&_node_path);
 }
 
-NodePath::operator String() const
-{
+NodePath::operator String() const {
 	godot_string str = godot::api->godot_node_path_as_string(&_node_path);
 
-	return *(String *) &str;
+	return *(String *)&str;
 }
 
-bool NodePath::operator ==(const NodePath& other)
-{
+bool NodePath::operator==(const NodePath &other) {
 	return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
 }
 
-void NodePath::operator =(const NodePath& other)
-{
+void NodePath::operator=(const NodePath &other) {
 	godot::api->godot_node_path_destroy(&_node_path);
 
-	String other_string = (String) other;
+	String other_string = (String)other;
 
-	godot::api->godot_node_path_new(&_node_path, (godot_string *) &other_string);
+	godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string);
 }
 
-NodePath::~NodePath()
-{
+NodePath::~NodePath() {
 	godot::api->godot_node_path_destroy(&_node_path);
 }
 
-
-
-}
+} // namespace godot

+ 56 - 71
src/core/Plane.cpp

@@ -5,27 +5,24 @@
 
 namespace godot {
 
-
-void Plane::set_normal(const Vector3& p_normal)
-{
+void Plane::set_normal(const Vector3 &p_normal) {
 	this->normal = p_normal;
 }
 
-Vector3 Plane::project(const Vector3& p_point) const {
+Vector3 Plane::project(const Vector3 &p_point) const {
 
 	return p_point - normal * distance_to(p_point);
 }
 
-
 void Plane::normalize() {
 
 	real_t l = normal.length();
-	if (l==0) {
-		*this=Plane(0,0,0,0);
+	if (l == 0) {
+		*this = Plane(0, 0, 0, 0);
 		return;
 	}
-	normal/=l;
-	d/=l;
+	normal /= l;
+	d /= l;
 }
 
 Plane Plane::normalized() const {
@@ -37,96 +34,95 @@ Plane Plane::normalized() const {
 
 Vector3 Plane::get_any_point() const {
 
-	return get_normal()*d;
+	return get_normal() * d;
 }
 
 Vector3 Plane::get_any_perpendicular_normal() const {
 
-	static const Vector3 p1 = Vector3(1,0,0);
-	static const Vector3 p2 = Vector3(0,1,0);
+	static const Vector3 p1 = Vector3(1, 0, 0);
+	static const Vector3 p2 = Vector3(0, 1, 0);
 	Vector3 p;
 
 	if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1
-		p=p2; // use p2
+		p = p2; // use p2
 	else
-		p=p1; // use p1
+		p = p1; // use p1
 
-	p-=normal * normal.dot(p);
+	p -= normal * normal.dot(p);
 	p.normalize();
 
 	return p;
 }
 
-
 /* intersections */
 
 bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
 
-	const Plane &p_plane0=*this;
-	Vector3 normal0=p_plane0.normal;
-	Vector3 normal1=p_plane1.normal;
-	Vector3 normal2=p_plane2.normal;
+	const Plane &p_plane0 = *this;
+	Vector3 normal0 = p_plane0.normal;
+	Vector3 normal1 = p_plane1.normal;
+	Vector3 normal2 = p_plane2.normal;
 
-	real_t denom=vec3_cross(normal0,normal1).dot(normal2);
+	real_t denom = vec3_cross(normal0, normal1).dot(normal2);
 
-	if (::fabs(denom)<=CMP_EPSILON)
+	if (::fabs(denom) <= CMP_EPSILON)
 		return false;
 
 	if (r_result) {
-		*r_result = 	( (vec3_cross(normal1, normal2) * p_plane0.d) +
-			(vec3_cross(normal2, normal0) * p_plane1.d) +
-			(vec3_cross(normal0, normal1) * p_plane2.d) )/denom;
+		*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
+							(vec3_cross(normal2, normal0) * p_plane1.d) +
+							(vec3_cross(normal0, normal1) * p_plane2.d)) /
+					denom;
 	}
 
 	return true;
 }
 
+bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const {
 
-bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection)  const {
-
-	Vector3 segment=p_dir;
-	real_t den=normal.dot( segment );
+	Vector3 segment = p_dir;
+	real_t den = normal.dot(segment);
 
 	//printf("den is %i\n",den);
-	if (::fabs(den)<=CMP_EPSILON) {
+	if (::fabs(den) <= CMP_EPSILON) {
 
 		return false;
 	}
 
-	real_t dist=(normal.dot( p_from ) - d) / den;
+	real_t dist = (normal.dot(p_from) - d) / den;
 	//printf("dist is %i\n",dist);
 
-	if (dist>CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
+	if (dist > CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
 
 		return false;
 	}
 
-	dist=-dist;
+	dist = -dist;
 	*p_intersection = p_from + segment * dist;
 
 	return true;
 }
 
-bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection)  const {
+bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const {
 
-	Vector3 segment= p_begin - p_end;
-	real_t den=normal.dot( segment );
+	Vector3 segment = p_begin - p_end;
+	real_t den = normal.dot(segment);
 
 	//printf("den is %i\n",den);
-	if (::fabs(den)<=CMP_EPSILON) {
+	if (::fabs(den) <= CMP_EPSILON) {
 
 		return false;
 	}
 
-	real_t dist=(normal.dot( p_begin ) - d) / den;
+	real_t dist = (normal.dot(p_begin) - d) / den;
 	//printf("dist is %i\n",dist);
 
-	if (dist<-CMP_EPSILON || dist > (1.0 +CMP_EPSILON)) {
+	if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
 
 		return false;
 	}
 
-	dist=-dist;
+	dist = -dist;
 	*p_intersection = p_begin + segment * dist;
 
 	return true;
@@ -134,20 +130,17 @@ bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_inters
 
 /* misc */
 
-bool Plane::is_almost_like(const Plane& p_plane) const {
+bool Plane::is_almost_like(const Plane &p_plane) const {
 
-	return (normal.dot( p_plane.normal ) > _PLANE_EQ_DOT_EPSILON && ::fabs(d-p_plane.d) < _PLANE_EQ_D_EPSILON);
+	return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && ::fabs(d - p_plane.d) < _PLANE_EQ_D_EPSILON);
 }
 
-
 Plane::operator String() const {
 
 	// return normal.operator String() + ", " + rtos(d);
 	return String(); // @Todo
 }
 
-
-
 bool Plane::is_point_over(const Vector3 &p_point) const {
 
 	return (normal.dot(p_point) > d);
@@ -155,55 +148,47 @@ bool Plane::is_point_over(const Vector3 &p_point) const {
 
 real_t Plane::distance_to(const Vector3 &p_point) const {
 
-	return (normal.dot(p_point)-d);
+	return (normal.dot(p_point) - d);
 }
 
-bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {
-
-	real_t dist=normal.dot(p_point) - d;
-	dist=::fabs(dist);
-	return ( dist <= _epsilon);
+bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
 
+	real_t dist = normal.dot(p_point) - d;
+	dist = ::fabs(dist);
+	return (dist <= _epsilon);
 }
 
 Plane::Plane(const Vector3 &p_normal, real_t p_d) {
 
-	normal=p_normal;
-	d=p_d;
+	normal = p_normal;
+	d = p_d;
 }
 
-Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {
+Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) {
 
-	normal=p_normal;
-	d=p_normal.dot(p_point);
+	normal = p_normal;
+	d = p_normal.dot(p_point);
 }
 
-Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) {
+Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
 
 	if (p_dir == CLOCKWISE)
-		normal=(p_point1-p_point3).cross(p_point1-p_point2);
+		normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
 	else
-		normal=(p_point1-p_point2).cross(p_point1-p_point3);
-
+		normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
 
 	normal.normalize();
 	d = normal.dot(p_point1);
-
-
 }
 
-bool Plane::operator==(const Plane& p_plane) const {
+bool Plane::operator==(const Plane &p_plane) const {
 
-	return normal==p_plane.normal && d == p_plane.d;
+	return normal == p_plane.normal && d == p_plane.d;
 }
 
-bool Plane::operator!=(const Plane& p_plane) const {
-
-	return normal!=p_plane.normal || d != p_plane.d;
+bool Plane::operator!=(const Plane &p_plane) const {
 
+	return normal != p_plane.normal || d != p_plane.d;
 }
 
-
-
-
-}
+} // namespace godot

+ 149 - 287
src/core/PoolArrays.cpp

@@ -1,679 +1,541 @@
 #include "PoolArrays.hpp"
+#include "Color.hpp"
 #include "Defs.hpp"
+#include "GodotGlobal.hpp"
 #include "String.hpp"
-#include "Color.hpp"
 #include "Vector2.hpp"
 #include "Vector3.hpp"
-#include "GodotGlobal.hpp"
 
 #include <gdnative/pool_arrays.h>
 
 namespace godot {
 
-PoolByteArray::PoolByteArray()
-{
+PoolByteArray::PoolByteArray() {
 	godot::api->godot_pool_byte_array_new(&_godot_array);
 }
 
-PoolByteArray::PoolByteArray(const PoolByteArray &p_other)
-{
+PoolByteArray::PoolByteArray(const PoolByteArray &p_other) {
 	godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolByteArray &PoolByteArray::operator=(const PoolByteArray & p_other)
-{
+PoolByteArray &PoolByteArray::operator=(const PoolByteArray &p_other) {
 	godot::api->godot_pool_byte_array_destroy(&_godot_array);
 	godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolByteArray::PoolByteArray(const Array& array)
-{
-	godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolByteArray::PoolByteArray(const Array &array) {
+	godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolByteArray::Read PoolByteArray::read() const
-{
+PoolByteArray::Read PoolByteArray::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_byte_array_read(&_godot_array);
 	return read;
 }
 
-PoolByteArray::Write PoolByteArray::write()
-{
+PoolByteArray::Write PoolByteArray::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_byte_array_write(&_godot_array);
 	return write;
 }
 
-void PoolByteArray::append(const uint8_t data)
-{
+void PoolByteArray::append(const uint8_t data) {
 	godot::api->godot_pool_byte_array_append(&_godot_array, data);
 }
 
-void PoolByteArray::append_array(const PoolByteArray& array)
-{
+void PoolByteArray::append_array(const PoolByteArray &array) {
 	godot::api->godot_pool_byte_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolByteArray::insert(const int idx, const uint8_t data)
-{
+int PoolByteArray::insert(const int idx, const uint8_t data) {
 	return godot::api->godot_pool_byte_array_insert(&_godot_array, idx, data);
 }
 
-void PoolByteArray::invert()
-{
+void PoolByteArray::invert() {
 	godot::api->godot_pool_byte_array_invert(&_godot_array);
 }
 
-void PoolByteArray::push_back(const uint8_t data)
-{
+void PoolByteArray::push_back(const uint8_t data) {
 	godot::api->godot_pool_byte_array_push_back(&_godot_array, data);
 }
 
-void PoolByteArray::remove(const int idx)
-{
+void PoolByteArray::remove(const int idx) {
 	godot::api->godot_pool_byte_array_remove(&_godot_array, idx);
 }
 
-void PoolByteArray::resize(const int size)
-{
+void PoolByteArray::resize(const int size) {
 	godot::api->godot_pool_byte_array_resize(&_godot_array, size);
 }
 
-void PoolByteArray::set(const int idx, const uint8_t data)
-{
+void PoolByteArray::set(const int idx, const uint8_t data) {
 	godot::api->godot_pool_byte_array_set(&_godot_array, idx, data);
 }
 
-uint8_t PoolByteArray::operator [](const int idx)
-{
+uint8_t PoolByteArray::operator[](const int idx) {
 	return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
 }
 
-int PoolByteArray::size() const
-{
+int PoolByteArray::size() const {
 	return godot::api->godot_pool_byte_array_size(&_godot_array);
 }
 
-
-PoolByteArray::~PoolByteArray()
-{
+PoolByteArray::~PoolByteArray() {
 	godot::api->godot_pool_byte_array_destroy(&_godot_array);
 }
 
-
-
-PoolIntArray::PoolIntArray()
-{
+PoolIntArray::PoolIntArray() {
 	godot::api->godot_pool_int_array_new(&_godot_array);
 }
 
-PoolIntArray::PoolIntArray(const PoolIntArray &p_other)
-{
+PoolIntArray::PoolIntArray(const PoolIntArray &p_other) {
 	godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other)
-{
+PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other) {
 	godot::api->godot_pool_int_array_destroy(&_godot_array);
 	godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolIntArray::PoolIntArray(const Array& array)
-{
-	godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolIntArray::PoolIntArray(const Array &array) {
+	godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolIntArray::Read PoolIntArray::read() const
-{
+PoolIntArray::Read PoolIntArray::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_int_array_read(&_godot_array);
 	return read;
 }
 
-PoolIntArray::Write PoolIntArray::write()
-{
+PoolIntArray::Write PoolIntArray::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_int_array_write(&_godot_array);
 	return write;
 }
 
-void PoolIntArray::append(const int data)
-{
+void PoolIntArray::append(const int data) {
 	godot::api->godot_pool_int_array_append(&_godot_array, data);
 }
 
-void PoolIntArray::append_array(const PoolIntArray& array)
-{
+void PoolIntArray::append_array(const PoolIntArray &array) {
 	godot::api->godot_pool_int_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolIntArray::insert(const int idx, const int data)
-{
+int PoolIntArray::insert(const int idx, const int data) {
 	return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data);
 }
 
-void PoolIntArray::invert()
-{
+void PoolIntArray::invert() {
 	godot::api->godot_pool_int_array_invert(&_godot_array);
 }
 
-void PoolIntArray::push_back(const int data)
-{
+void PoolIntArray::push_back(const int data) {
 	godot::api->godot_pool_int_array_push_back(&_godot_array, data);
 }
 
-void PoolIntArray::remove(const int idx)
-{
+void PoolIntArray::remove(const int idx) {
 	godot::api->godot_pool_int_array_remove(&_godot_array, idx);
 }
 
-void PoolIntArray::resize(const int size)
-{
+void PoolIntArray::resize(const int size) {
 	godot::api->godot_pool_int_array_resize(&_godot_array, size);
 }
 
-void PoolIntArray::set(const int idx, const int data)
-{
+void PoolIntArray::set(const int idx, const int data) {
 	godot::api->godot_pool_int_array_set(&_godot_array, idx, data);
 }
 
-int PoolIntArray::operator [](const int idx)
-{
+int PoolIntArray::operator[](const int idx) {
 	return godot::api->godot_pool_int_array_get(&_godot_array, idx);
 }
 
-int PoolIntArray::size() const
-{
+int PoolIntArray::size() const {
 	return godot::api->godot_pool_int_array_size(&_godot_array);
 }
 
-
-PoolIntArray::~PoolIntArray()
-{
+PoolIntArray::~PoolIntArray() {
 	godot::api->godot_pool_int_array_destroy(&_godot_array);
 }
 
-
-PoolRealArray::PoolRealArray()
-{
+PoolRealArray::PoolRealArray() {
 	godot::api->godot_pool_real_array_new(&_godot_array);
 }
 
-PoolRealArray::PoolRealArray(const PoolRealArray &p_other)
-{
+PoolRealArray::PoolRealArray(const PoolRealArray &p_other) {
 	godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other)
-{
+PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other) {
 	godot::api->godot_pool_real_array_destroy(&_godot_array);
 	godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolRealArray::Read PoolRealArray::read() const
-{
+PoolRealArray::Read PoolRealArray::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_real_array_read(&_godot_array);
 	return read;
 }
 
-PoolRealArray::Write PoolRealArray::write()
-{
+PoolRealArray::Write PoolRealArray::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_real_array_write(&_godot_array);
 	return write;
 }
 
-PoolRealArray::PoolRealArray(const Array& array)
-{
-	godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolRealArray::PoolRealArray(const Array &array) {
+	godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-void PoolRealArray::append(const real_t data)
-{
+void PoolRealArray::append(const real_t data) {
 	godot::api->godot_pool_real_array_append(&_godot_array, data);
 }
 
-void PoolRealArray::append_array(const PoolRealArray& array)
-{
+void PoolRealArray::append_array(const PoolRealArray &array) {
 	godot::api->godot_pool_real_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolRealArray::insert(const int idx, const real_t data)
-{
+int PoolRealArray::insert(const int idx, const real_t data) {
 	return godot::api->godot_pool_real_array_insert(&_godot_array, idx, data);
 }
 
-void PoolRealArray::invert()
-{
+void PoolRealArray::invert() {
 	godot::api->godot_pool_real_array_invert(&_godot_array);
 }
 
-void PoolRealArray::push_back(const real_t data)
-{
+void PoolRealArray::push_back(const real_t data) {
 	godot::api->godot_pool_real_array_push_back(&_godot_array, data);
 }
 
-void PoolRealArray::remove(const int idx)
-{
+void PoolRealArray::remove(const int idx) {
 	godot::api->godot_pool_real_array_remove(&_godot_array, idx);
 }
 
-void PoolRealArray::resize(const int size)
-{
+void PoolRealArray::resize(const int size) {
 	godot::api->godot_pool_real_array_resize(&_godot_array, size);
 }
 
-void PoolRealArray::set(const int idx, const real_t data)
-{
+void PoolRealArray::set(const int idx, const real_t data) {
 	godot::api->godot_pool_real_array_set(&_godot_array, idx, data);
 }
 
-real_t PoolRealArray::operator [](const int idx)
-{
+real_t PoolRealArray::operator[](const int idx) {
 	return godot::api->godot_pool_real_array_get(&_godot_array, idx);
 }
 
-int PoolRealArray::size() const
-{
+int PoolRealArray::size() const {
 	return godot::api->godot_pool_real_array_size(&_godot_array);
 }
 
-
-PoolRealArray::~PoolRealArray()
-{
+PoolRealArray::~PoolRealArray() {
 	godot::api->godot_pool_real_array_destroy(&_godot_array);
 }
 
-
-
-PoolStringArray::PoolStringArray()
-{
+PoolStringArray::PoolStringArray() {
 	godot::api->godot_pool_string_array_new(&_godot_array);
 }
 
-PoolStringArray::PoolStringArray(const PoolStringArray &p_other)
-{
+PoolStringArray::PoolStringArray(const PoolStringArray &p_other) {
 	godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other)
-{
+PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other) {
 	godot::api->godot_pool_string_array_destroy(&_godot_array);
 	godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolStringArray::PoolStringArray(const Array& array)
-{
-	godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolStringArray::PoolStringArray(const Array &array) {
+	godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolStringArray::Read PoolStringArray::read() const
-{
+PoolStringArray::Read PoolStringArray::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_string_array_read(&_godot_array);
 	return read;
 }
 
-PoolStringArray::Write PoolStringArray::write()
-{
+PoolStringArray::Write PoolStringArray::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_string_array_write(&_godot_array);
 	return write;
 }
 
-void PoolStringArray::append(const String& data)
-{
-	godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *) &data);
+void PoolStringArray::append(const String &data) {
+	godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *)&data);
 }
 
-void PoolStringArray::append_array(const PoolStringArray& array)
-{
+void PoolStringArray::append_array(const PoolStringArray &array) {
 	godot::api->godot_pool_string_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolStringArray::insert(const int idx, const String& data)
-{
-	return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data);
+int PoolStringArray::insert(const int idx, const String &data) {
+	return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *)&data);
 }
 
-void PoolStringArray::invert()
-{
+void PoolStringArray::invert() {
 	godot::api->godot_pool_string_array_invert(&_godot_array);
 }
 
-void PoolStringArray::push_back(const String& data)
-{
-	godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data);
+void PoolStringArray::push_back(const String &data) {
+	godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *)&data);
 }
 
-void PoolStringArray::remove(const int idx)
-{
+void PoolStringArray::remove(const int idx) {
 	godot::api->godot_pool_string_array_remove(&_godot_array, idx);
 }
 
-void PoolStringArray::resize(const int size)
-{
+void PoolStringArray::resize(const int size) {
 	godot::api->godot_pool_string_array_resize(&_godot_array, size);
 }
 
-void PoolStringArray::set(const int idx, const String& data)
-{
-	godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
+void PoolStringArray::set(const int idx, const String &data) {
+	godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *)&data);
 }
 
-const String PoolStringArray::operator [](const int idx)
-{
+const String PoolStringArray::operator[](const int idx) {
 	String s;
 	godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx);
-	godot::api->godot_string_new_copy((godot_string *) &s, &str);
+	godot::api->godot_string_new_copy((godot_string *)&s, &str);
 	godot::api->godot_string_destroy(&str);
 	return s;
 }
 
-int PoolStringArray::size() const
-{
+int PoolStringArray::size() const {
 	return godot::api->godot_pool_string_array_size(&_godot_array);
 }
 
-
-PoolStringArray::~PoolStringArray()
-{
+PoolStringArray::~PoolStringArray() {
 	godot::api->godot_pool_string_array_destroy(&_godot_array);
 }
 
-
-
-PoolVector2Array::PoolVector2Array()
-{
+PoolVector2Array::PoolVector2Array() {
 	godot::api->godot_pool_vector2_array_new(&_godot_array);
 }
 
-PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other)
-{
+PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other) {
 	godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other)
-{
+PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other) {
 	godot::api->godot_pool_vector2_array_destroy(&_godot_array);
 	godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolVector2Array::PoolVector2Array(const Array& array)
-{
-	godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolVector2Array::PoolVector2Array(const Array &array) {
+	godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolVector2Array::Read PoolVector2Array::read() const
-{
+PoolVector2Array::Read PoolVector2Array::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_vector2_array_read(&_godot_array);
 	return read;
 }
 
-PoolVector2Array::Write PoolVector2Array::write()
-{
+PoolVector2Array::Write PoolVector2Array::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_vector2_array_write(&_godot_array);
 	return write;
 }
 
-void PoolVector2Array::append(const Vector2& data)
-{
-	godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data);
+void PoolVector2Array::append(const Vector2 &data) {
+	godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *)&data);
 }
 
-void PoolVector2Array::append_array(const PoolVector2Array& array)
-{
+void PoolVector2Array::append_array(const PoolVector2Array &array) {
 	godot::api->godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolVector2Array::insert(const int idx, const Vector2& data)
-{
-	return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data);
+int PoolVector2Array::insert(const int idx, const Vector2 &data) {
+	return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *)&data);
 }
 
-void PoolVector2Array::invert()
-{
+void PoolVector2Array::invert() {
 	godot::api->godot_pool_vector2_array_invert(&_godot_array);
 }
 
-void PoolVector2Array::push_back(const Vector2& data)
-{
-	godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data);
+void PoolVector2Array::push_back(const Vector2 &data) {
+	godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *)&data);
 }
 
-void PoolVector2Array::remove(const int idx)
-{
+void PoolVector2Array::remove(const int idx) {
 	godot::api->godot_pool_vector2_array_remove(&_godot_array, idx);
 }
 
-void PoolVector2Array::resize(const int size)
-{
+void PoolVector2Array::resize(const int size) {
 	godot::api->godot_pool_vector2_array_resize(&_godot_array, size);
 }
 
-void PoolVector2Array::set(const int idx, const Vector2& data)
-{
-	godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
+void PoolVector2Array::set(const int idx, const Vector2 &data) {
+	godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *)&data);
 }
 
-const Vector2 PoolVector2Array::operator [](const int idx)
-{
+const Vector2 PoolVector2Array::operator[](const int idx) {
 	Vector2 v;
-	*(godot_vector2 *) &v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
+	*(godot_vector2 *)&v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
 	return v;
 }
 
-int PoolVector2Array::size() const
-{
+int PoolVector2Array::size() const {
 	return godot::api->godot_pool_vector2_array_size(&_godot_array);
 }
 
-
-PoolVector2Array::~PoolVector2Array()
-{
+PoolVector2Array::~PoolVector2Array() {
 	godot::api->godot_pool_vector2_array_destroy(&_godot_array);
 }
 
-
-
-PoolVector3Array::PoolVector3Array()
-{
+PoolVector3Array::PoolVector3Array() {
 	godot::api->godot_pool_vector3_array_new(&_godot_array);
 }
 
-PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other)
-{
+PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other) {
 	godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other)
-{
+PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other) {
 	godot::api->godot_pool_vector3_array_destroy(&_godot_array);
 	godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolVector3Array::PoolVector3Array(const Array& array)
-{
-	godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolVector3Array::PoolVector3Array(const Array &array) {
+	godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolVector3Array::Read PoolVector3Array::read() const
-{
+PoolVector3Array::Read PoolVector3Array::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_vector3_array_read(&_godot_array);
 	return read;
 }
 
-PoolVector3Array::Write PoolVector3Array::write()
-{
+PoolVector3Array::Write PoolVector3Array::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_vector3_array_write(&_godot_array);
 	return write;
 }
 
-void PoolVector3Array::append(const Vector3& data)
-{
-	godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data);
+void PoolVector3Array::append(const Vector3 &data) {
+	godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *)&data);
 }
 
-void PoolVector3Array::append_array(const PoolVector3Array& array)
-{
+void PoolVector3Array::append_array(const PoolVector3Array &array) {
 	godot::api->godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolVector3Array::insert(const int idx, const Vector3& data)
-{
-	return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data);
+int PoolVector3Array::insert(const int idx, const Vector3 &data) {
+	return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *)&data);
 }
 
-void PoolVector3Array::invert()
-{
+void PoolVector3Array::invert() {
 	godot::api->godot_pool_vector3_array_invert(&_godot_array);
 }
 
-void PoolVector3Array::push_back(const Vector3& data)
-{
-	godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data);
+void PoolVector3Array::push_back(const Vector3 &data) {
+	godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *)&data);
 }
 
-void PoolVector3Array::remove(const int idx)
-{
+void PoolVector3Array::remove(const int idx) {
 	godot::api->godot_pool_vector3_array_remove(&_godot_array, idx);
 }
 
-void PoolVector3Array::resize(const int size)
-{
+void PoolVector3Array::resize(const int size) {
 	godot::api->godot_pool_vector3_array_resize(&_godot_array, size);
 }
 
-void PoolVector3Array::set(const int idx, const Vector3& data)
-{
-	godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
+void PoolVector3Array::set(const int idx, const Vector3 &data) {
+	godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *)&data);
 }
 
-const Vector3 PoolVector3Array::operator [](const int idx)
-{
+const Vector3 PoolVector3Array::operator[](const int idx) {
 	Vector3 v;
-	*(godot_vector3 *) &v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
+	*(godot_vector3 *)&v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
 	return v;
 }
 
-int PoolVector3Array::size() const
-{
+int PoolVector3Array::size() const {
 	return godot::api->godot_pool_vector3_array_size(&_godot_array);
 }
 
-
-PoolVector3Array::~PoolVector3Array()
-{
+PoolVector3Array::~PoolVector3Array() {
 	godot::api->godot_pool_vector3_array_destroy(&_godot_array);
 }
 
-
-PoolColorArray::PoolColorArray()
-{
+PoolColorArray::PoolColorArray() {
 	godot::api->godot_pool_color_array_new(&_godot_array);
 }
 
-PoolColorArray::PoolColorArray(const PoolColorArray &p_other)
-{
+PoolColorArray::PoolColorArray(const PoolColorArray &p_other) {
 	godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
 }
 
-PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other)
-{
+PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other) {
 	godot::api->godot_pool_color_array_destroy(&_godot_array);
 	godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
 	return *this;
 }
 
-PoolColorArray::PoolColorArray(const Array& array)
-{
-	godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array);
+PoolColorArray::PoolColorArray(const Array &array) {
+	godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *)&array);
 }
 
-PoolColorArray::Read PoolColorArray::read() const
-{
+PoolColorArray::Read PoolColorArray::read() const {
 	Read read;
 	read._read_access = godot::api->godot_pool_color_array_read(&_godot_array);
 	return read;
 }
 
-PoolColorArray::Write PoolColorArray::write()
-{
+PoolColorArray::Write PoolColorArray::write() {
 	Write write;
 	write._write_access = godot::api->godot_pool_color_array_write(&_godot_array);
 	return write;
 }
 
-void PoolColorArray::append(const Color& data)
-{
-	godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *) &data);
+void PoolColorArray::append(const Color &data) {
+	godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *)&data);
 }
 
-void PoolColorArray::append_array(const PoolColorArray& array)
-{
+void PoolColorArray::append_array(const PoolColorArray &array) {
 	godot::api->godot_pool_color_array_append_array(&_godot_array, &array._godot_array);
 }
 
-int PoolColorArray::insert(const int idx, const Color& data)
-{
-	return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data);
+int PoolColorArray::insert(const int idx, const Color &data) {
+	return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *)&data);
 }
 
-void PoolColorArray::invert()
-{
+void PoolColorArray::invert() {
 	godot::api->godot_pool_color_array_invert(&_godot_array);
 }
 
-void PoolColorArray::push_back(const Color& data)
-{
-	godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data);
+void PoolColorArray::push_back(const Color &data) {
+	godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *)&data);
 }
 
-void PoolColorArray::remove(const int idx)
-{
+void PoolColorArray::remove(const int idx) {
 	godot::api->godot_pool_color_array_remove(&_godot_array, idx);
 }
 
-void PoolColorArray::resize(const int size)
-{
+void PoolColorArray::resize(const int size) {
 	godot::api->godot_pool_color_array_resize(&_godot_array, size);
 }
 
-void PoolColorArray::set(const int idx, const Color& data)
-{
-	godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
+void PoolColorArray::set(const int idx, const Color &data) {
+	godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *)&data);
 }
 
-const Color PoolColorArray::operator [](const int idx)
-{
+const Color PoolColorArray::operator[](const int idx) {
 	Color v;
-	*(godot_color *) &v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
+	*(godot_color *)&v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
 	return v;
 }
 
-int PoolColorArray::size() const
-{
+int PoolColorArray::size() const {
 	return godot::api->godot_pool_color_array_size(&_godot_array);
 }
 
-
-PoolColorArray::~PoolColorArray()
-{
+PoolColorArray::~PoolColorArray() {
 	godot::api->godot_pool_color_array_destroy(&_godot_array);
 }
 
-
-
-}
+} // namespace godot

+ 99 - 107
src/core/Quat.cpp

@@ -1,7 +1,7 @@
 #include "Quat.hpp"
+#include "Basis.hpp"
 #include "Defs.hpp"
 #include "Vector3.hpp"
-#include "Basis.hpp"
 
 #include <cmath>
 
@@ -77,53 +77,47 @@ Vector3 Quat::get_euler_yxz() const {
 	return m.get_euler_yxz();
 }
 
-real_t Quat::length() const
-{
+real_t Quat::length() const {
 	return ::sqrt(length_squared());
 }
 
-void Quat::normalize()
-{
+void Quat::normalize() {
 	*this /= length();
 }
 
-Quat Quat::normalized() const
-{
+Quat Quat::normalized() const {
 	return *this / length();
 }
 
-Quat Quat::inverse() const
-{
-	return Quat( -x, -y, -z, w );
+Quat Quat::inverse() const {
+	return Quat(-x, -y, -z, w);
 }
 
-Quat Quat::slerp(const Quat& q, const real_t& t) const {
-
-	Quat          to1;
-	real_t        omega, cosom, sinom, scale0, scale1;
+Quat Quat::slerp(const Quat &q, const real_t &t) const {
 
+	Quat to1;
+	real_t omega, cosom, sinom, scale0, scale1;
 
 	// calc cosine
 	cosom = dot(q);
 
 	// adjust signs (if necessary)
-	if ( cosom <0.0 ) {
+	if (cosom < 0.0) {
 		cosom = -cosom;
-		to1.x = - q.x;
-		to1.y = - q.y;
-		to1.z = - q.z;
-		to1.w = - q.w;
-	} else  {
+		to1.x = -q.x;
+		to1.y = -q.y;
+		to1.z = -q.z;
+		to1.w = -q.w;
+	} else {
 		to1.x = q.x;
 		to1.y = q.y;
 		to1.z = q.z;
 		to1.w = q.w;
 	}
 
-
 	// calculate coefficients
 
-	if ( (1.0 - cosom) > CMP_EPSILON ) {
+	if ((1.0 - cosom) > CMP_EPSILON) {
 		// standard case (slerp)
 		omega = ::acos(cosom);
 		sinom = ::sin(omega);
@@ -137,14 +131,13 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
 	}
 	// calculate final values
 	return Quat(
-		scale0 * x + scale1 * to1.x,
-		scale0 * y + scale1 * to1.y,
-		scale0 * z + scale1 * to1.z,
-		scale0 * w + scale1 * to1.w
-	);
+			scale0 * x + scale1 * to1.x,
+			scale0 * y + scale1 * to1.y,
+			scale0 * z + scale1 * to1.z,
+			scale0 * w + scale1 * to1.w);
 }
 
-Quat Quat::slerpni(const Quat& q, const real_t& t) const {
+Quat Quat::slerpni(const Quat &q, const real_t &t) const {
 
 	const Quat &from = *this;
 
@@ -152,162 +145,161 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
 
 	if (::fabs(dot) > 0.9999) return from;
 
-	real_t	theta		= ::acos(dot),
-		sinT		= 1.0 / ::sin(theta),
-		newFactor	= ::sin(t * theta) * sinT,
-		invFactor	= ::sin((1.0 - t) * theta) * sinT;
+	real_t theta = ::acos(dot),
+		   sinT = 1.0 / ::sin(theta),
+		   newFactor = ::sin(t * theta) * sinT,
+		   invFactor = ::sin((1.0 - t) * theta) * sinT;
 
 	return Quat(invFactor * from.x + newFactor * q.x,
-				invFactor * from.y + newFactor * q.y,
-				invFactor * from.z + newFactor * q.z,
-				invFactor * from.w + newFactor * q.w);
+			invFactor * from.y + newFactor * q.y,
+			invFactor * from.z + newFactor * q.z,
+			invFactor * from.w + newFactor * q.w);
 }
 
-Quat Quat::cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const
-{
+Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const {
 	//the only way to do slerp :|
-	real_t t2 = (1.0-t)*t*2;
-	Quat sp = this->slerp(q,t);
-	Quat sq = prep.slerpni(postq,t);
-	return sp.slerpni(sq,t2);
+	real_t t2 = (1.0 - t) * t * 2;
+	Quat sp = this->slerp(q, t);
+	Quat sq = prep.slerpni(postq, t);
+	return sp.slerpni(sq, t2);
 }
 
-void Quat::get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
+void Quat::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const {
 	r_angle = 2 * ::acos(w);
-	r_axis.x = x / ::sqrt(1-w*w);
-	r_axis.y = y / ::sqrt(1-w*w);
-	r_axis.z = z / ::sqrt(1-w*w);
+	r_axis.x = x / ::sqrt(1 - w * w);
+	r_axis.y = y / ::sqrt(1 - w * w);
+	r_axis.z = z / ::sqrt(1 - w * w);
 }
 
-
-
-Quat Quat::operator*(const Vector3& v) const
-{
-	return Quat( w * v.x + y * v.z - z * v.y,
-		w * v.y + z * v.x - x * v.z,
-		w * v.z + x * v.y - y * v.x,
-		-x * v.x - y * v.y - z * v.z);
+Quat Quat::operator*(const Vector3 &v) const {
+	return Quat(w * v.x + y * v.z - z * v.y,
+			w * v.y + z * v.x - x * v.z,
+			w * v.z + x * v.y - y * v.x,
+			-x * v.x - y * v.y - z * v.z);
 }
 
-Vector3 Quat::xform(const Vector3& v) const {
+Vector3 Quat::xform(const Vector3 &v) const {
 
 	Quat q = *this * v;
 	q *= this->inverse();
-	return Vector3(q.x,q.y,q.z);
+	return Vector3(q.x, q.y, q.z);
 }
 
-
-Quat::operator String() const
-{
+Quat::operator String() const {
 	return String(); // @Todo
 }
 
-
-Quat::Quat(const Vector3& axis, const real_t& angle)
-{
+Quat::Quat(const Vector3 &axis, const real_t &angle) {
 	real_t d = axis.length();
-	if (d==0)
-		set(0,0,0,0);
+	if (d == 0)
+		set(0, 0, 0, 0);
 	else {
 		real_t sin_angle = ::sin(angle * 0.5);
 		real_t cos_angle = ::cos(angle * 0.5);
 		real_t s = sin_angle / d;
 		set(axis.x * s, axis.y * s, axis.z * s,
-			cos_angle);
+				cos_angle);
 	}
 }
 
-Quat::Quat(const Vector3& v0, const Vector3& v1) // shortest arc
+Quat::Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc
 {
 	Vector3 c = v0.cross(v1);
-	real_t  d = v0.dot(v1);
+	real_t d = v0.dot(v1);
 
 	if (d < -1.0 + CMP_EPSILON) {
-		x=0;
-		y=1;
-		z=0;
-		w=0;
+		x = 0;
+		y = 1;
+		z = 0;
+		w = 0;
 	} else {
 
-		real_t  s = ::sqrt((1.0 + d) * 2.0);
+		real_t s = ::sqrt((1.0 + d) * 2.0);
 		real_t rs = 1.0 / s;
 
-		x=c.x*rs;
-		y=c.y*rs;
-		z=c.z*rs;
-		w=s * 0.5;
+		x = c.x * rs;
+		y = c.y * rs;
+		z = c.z * rs;
+		w = s * 0.5;
 	}
 }
 
-
-real_t Quat::dot(const Quat& q) const {
-	return x * q.x+y * q.y+z * q.z+w * q.w;
+real_t Quat::dot(const Quat &q) const {
+	return x * q.x + y * q.y + z * q.z + w * q.w;
 }
 
 real_t Quat::length_squared() const {
 	return dot(*this);
 }
 
-void Quat::operator+=(const Quat& q) {
-	x += q.x; y += q.y; z += q.z; w += q.w;
+void Quat::operator+=(const Quat &q) {
+	x += q.x;
+	y += q.y;
+	z += q.z;
+	w += q.w;
 }
 
-void Quat::operator-=(const Quat& q) {
-	x -= q.x; y -= q.y; z -= q.z; w -= q.w;
+void Quat::operator-=(const Quat &q) {
+	x -= q.x;
+	y -= q.y;
+	z -= q.z;
+	w -= q.w;
 }
 
-void Quat::operator*=(const Quat& q) {
-	x *= q.x; y *= q.y; z *= q.z; w *= q.w;
+void Quat::operator*=(const Quat &q) {
+	x *= q.x;
+	y *= q.y;
+	z *= q.z;
+	w *= q.w;
 }
 
-
-void Quat::operator*=(const real_t& s) {
-	x *= s; y *= s; z *= s; w *= s;
+void Quat::operator*=(const real_t &s) {
+	x *= s;
+	y *= s;
+	z *= s;
+	w *= s;
 }
 
-
-void Quat::operator/=(const real_t& s) {
+void Quat::operator/=(const real_t &s) {
 
 	*this *= 1.0 / s;
 }
 
-Quat Quat::operator+(const Quat& q2) const {
-	const Quat& q1 = *this;
-	return Quat( q1.x+q2.x, q1.y+q2.y, q1.z+q2.z, q1.w+q2.w );
+Quat Quat::operator+(const Quat &q2) const {
+	const Quat &q1 = *this;
+	return Quat(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w);
 }
 
-Quat Quat::operator-(const Quat& q2) const {
-	const Quat& q1 = *this;
-	return Quat( q1.x-q2.x, q1.y-q2.y, q1.z-q2.z, q1.w-q2.w);
+Quat Quat::operator-(const Quat &q2) const {
+	const Quat &q1 = *this;
+	return Quat(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w);
 }
 
-Quat Quat::operator*(const Quat& q2) const {
+Quat Quat::operator*(const Quat &q2) const {
 	Quat q1 = *this;
 	q1 *= q2;
 	return q1;
 }
 
-
 Quat Quat::operator-() const {
-	const Quat& q2 = *this;
-	return Quat( -q2.x, -q2.y,  -q2.z,  -q2.w);
+	const Quat &q2 = *this;
+	return Quat(-q2.x, -q2.y, -q2.z, -q2.w);
 }
 
-Quat Quat::operator*(const real_t& s) const {
+Quat Quat::operator*(const real_t &s) const {
 	return Quat(x * s, y * s, z * s, w * s);
 }
 
-Quat Quat::operator/(const real_t& s) const {
+Quat Quat::operator/(const real_t &s) const {
 	return *this * (1.0 / s);
 }
 
-
-bool Quat::operator==(const Quat& p_quat) const {
-	return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w;
+bool Quat::operator==(const Quat &p_quat) const {
+	return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w;
 }
 
-bool Quat::operator!=(const Quat& p_quat) const {
-	return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w;
+bool Quat::operator!=(const Quat &p_quat) const {
+	return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w;
 }
 
-}
+} // namespace godot

+ 11 - 21
src/core/RID.cpp

@@ -6,50 +6,40 @@
 
 namespace godot {
 
-RID::RID()
-{
+RID::RID() {
 	godot::api->godot_rid_new(&_godot_rid);
 }
 
-RID::RID(Object *p)
-{
-	godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *) p);
+RID::RID(Object *p) {
+	godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *)p);
 }
 
-int32_t RID::get_rid() const
-{
+int32_t RID::get_rid() const {
 	return godot::api->godot_rid_get_id(&_godot_rid);
 }
 
-bool RID::operator==(const RID & p_other) const
-{
+bool RID::operator==(const RID &p_other) const {
 	return godot::api->godot_rid_operator_equal(&_godot_rid, &p_other._godot_rid);
 }
 
-bool RID::operator!=(const RID & p_other) const
-{
+bool RID::operator!=(const RID &p_other) const {
 	return !(*this == p_other);
 }
 
-bool RID::operator<(const RID & p_other) const
-{
+bool RID::operator<(const RID &p_other) const {
 	return godot::api->godot_rid_operator_less(&_godot_rid, &p_other._godot_rid);
 }
 
-bool RID::operator>(const RID & p_other) const
-{
+bool RID::operator>(const RID &p_other) const {
 	return !(*this < p_other) && *this != p_other;
 }
 
-bool RID::operator<=(const RID & p_other) const
-{
+bool RID::operator<=(const RID &p_other) const {
 	return (*this < p_other) || *this == p_other;
 }
 
-bool RID::operator>=(const RID & p_other) const
-{
+bool RID::operator>=(const RID &p_other) const {
 	return !(*this < p_other);
 }
 
-
-}
+} // namespace godot

+ 128 - 140
src/core/Rect2.cpp

@@ -1,7 +1,7 @@
 #include "Rect2.hpp"
-#include "Vector2.hpp"
 #include "String.hpp"
 #include "Transform2D.hpp"
+#include "Vector2.hpp"
 
 #include <cmath>
 
@@ -15,110 +15,104 @@ namespace godot {
 #define MIN(a, b) (a < b ? a : b)
 #endif
 
+real_t Rect2::distance_to(const Vector2 &p_point) const {
 
-real_t Rect2::distance_to(const Vector2& p_point) const {
-
-		real_t dist = 1e20;
-
-		if (p_point.x < pos.x) {
-			dist=MIN(dist,pos.x-p_point.x);
-		}
-		if (p_point.y < pos.y) {
-			dist=MIN(dist,pos.y-p_point.y);
-		}
-		if (p_point.x >= (pos.x+size.x) ) {
-			dist=MIN(p_point.x-(pos.x+size.x),dist);
-		}
-		if (p_point.y >= (pos.y+size.y) ) {
-			dist=MIN(p_point.y-(pos.y+size.y),dist);
-		}
+	real_t dist = 1e20;
 
-		if (dist==1e20)
-			return 0;
-		else
-			return dist;
+	if (p_point.x < pos.x) {
+		dist = MIN(dist, pos.x - p_point.x);
+	}
+	if (p_point.y < pos.y) {
+		dist = MIN(dist, pos.y - p_point.y);
 	}
+	if (p_point.x >= (pos.x + size.x)) {
+		dist = MIN(p_point.x - (pos.x + size.x), dist);
+	}
+	if (p_point.y >= (pos.y + size.y)) {
+		dist = MIN(p_point.y - (pos.y + size.y), dist);
+	}
+
+	if (dist == 1e20)
+		return 0;
+	else
+		return dist;
+}
 
-Rect2 Rect2::clip(const Rect2& p_rect) const { /// return a clipped rect
+Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect
 
-	Rect2 new_rect=p_rect;
+	Rect2 new_rect = p_rect;
 
-	if (!intersects( new_rect ))
+	if (!intersects(new_rect))
 		return Rect2();
 
-	new_rect.pos.x = MAX( p_rect.pos.x , pos.x );
-	new_rect.pos.y = MAX( p_rect.pos.y , pos.y );
+	new_rect.pos.x = MAX(p_rect.pos.x, pos.x);
+	new_rect.pos.y = MAX(p_rect.pos.y, pos.y);
 
-	Point2 p_rect_end=p_rect.pos+p_rect.size;
-	Point2 end=pos+size;
+	Point2 p_rect_end = p_rect.pos + p_rect.size;
+	Point2 end = pos + size;
 
-	new_rect.size.x=MIN(p_rect_end.x,end.x) - new_rect.pos.x;
-	new_rect.size.y=MIN(p_rect_end.y,end.y) - new_rect.pos.y;
+	new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.pos.x;
+	new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.pos.y;
 
 	return new_rect;
 }
 
-Rect2 Rect2::merge(const Rect2& p_rect) const { ///< return a merged rect
+Rect2 Rect2::merge(const Rect2 &p_rect) const { ///< return a merged rect
 
 	Rect2 new_rect;
 
-	new_rect.pos.x=MIN( p_rect.pos.x , pos.x );
-	new_rect.pos.y=MIN( p_rect.pos.y , pos.y );
-
+	new_rect.pos.x = MIN(p_rect.pos.x, pos.x);
+	new_rect.pos.y = MIN(p_rect.pos.y, pos.y);
 
-	new_rect.size.x = MAX( p_rect.pos.x+p_rect.size.x , pos.x+size.x );
-	new_rect.size.y = MAX( p_rect.pos.y+p_rect.size.y , pos.y+size.y );
+	new_rect.size.x = MAX(p_rect.pos.x + p_rect.size.x, pos.x + size.x);
+	new_rect.size.y = MAX(p_rect.pos.y + p_rect.size.y, pos.y + size.y);
 
 	new_rect.size = new_rect.size - new_rect.pos; //make relative again
 
 	return new_rect;
 }
 
-
-
-Rect2::operator String() const
-{
-	return String(pos)+", "+String(size);
+Rect2::operator String() const {
+	return String(pos) + ", " + String(size);
 }
 
+bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
 
-bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos,Point2* r_normal) const {
-
-	real_t min=0,max=1;
-	int axis=0;
-	real_t sign=0;
+	real_t min = 0, max = 1;
+	int axis = 0;
+	real_t sign = 0;
 
-	for(int i=0;i<2;i++) {
-		real_t seg_from=p_from[i];
-		real_t seg_to=p_to[i];
-		real_t box_begin=pos[i];
-		real_t box_end=box_begin+size[i];
-		real_t cmin,cmax;
+	for (int i = 0; i < 2; i++) {
+		real_t seg_from = p_from[i];
+		real_t seg_to = p_to[i];
+		real_t box_begin = pos[i];
+		real_t box_end = box_begin + size[i];
+		real_t cmin, cmax;
 		real_t csign;
 
 		if (seg_from < seg_to) {
 
 			if (seg_from > box_end || seg_to < box_begin)
 				return false;
-			real_t length=seg_to-seg_from;
-			cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
-			cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
-			csign=-1.0;
+			real_t length = seg_to - seg_from;
+			cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
+			cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
+			csign = -1.0;
 
 		} else {
 
 			if (seg_to > box_end || seg_from < box_begin)
 				return false;
-			real_t length=seg_to-seg_from;
-			cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
-			cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
-			csign=1.0;
+			real_t length = seg_to - seg_from;
+			cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
+			cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
+			csign = 1.0;
 		}
 
 		if (cmin > min) {
 			min = cmin;
-			axis=i;
-			sign=csign;
+			axis = i;
+			sign = csign;
 		}
 		if (cmax < max)
 			max = cmax;
@@ -126,175 +120,169 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
 			return false;
 	}
 
-
-	Vector2 rel=p_to-p_from;
+	Vector2 rel = p_to - p_from;
 
 	if (r_normal) {
 		Vector2 normal;
-		normal[axis]=sign;
-		*r_normal=normal;
+		normal[axis] = sign;
+		*r_normal = normal;
 	}
 
 	if (r_pos)
-		*r_pos=p_from+rel*min;
+		*r_pos = p_from + rel * min;
 
 	return true;
 }
 
-
-bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const {
+bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
 
 	//SAT intersection between local and transformed rect2
 
-	Vector2 xf_points[4]={
+	Vector2 xf_points[4] = {
 		p_xform.xform(p_rect.pos),
-		p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y)),
-		p_xform.xform(Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y)),
-		p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y)),
+		p_xform.xform(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y)),
+		p_xform.xform(Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.y)),
+		p_xform.xform(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y + p_rect.size.y)),
 	};
 
 	real_t low_limit;
 
 	//base rect2 first (faster)
 
-	if (xf_points[0].y>pos.y)
+	if (xf_points[0].y > pos.y)
 		goto next1;
-	if (xf_points[1].y>pos.y)
+	if (xf_points[1].y > pos.y)
 		goto next1;
-	if (xf_points[2].y>pos.y)
+	if (xf_points[2].y > pos.y)
 		goto next1;
-	if (xf_points[3].y>pos.y)
+	if (xf_points[3].y > pos.y)
 		goto next1;
 
 	return false;
 
-	next1:
+next1:
 
-	low_limit=pos.y+size.y;
+	low_limit = pos.y + size.y;
 
-	if (xf_points[0].y<low_limit)
+	if (xf_points[0].y < low_limit)
 		goto next2;
-	if (xf_points[1].y<low_limit)
+	if (xf_points[1].y < low_limit)
 		goto next2;
-	if (xf_points[2].y<low_limit)
+	if (xf_points[2].y < low_limit)
 		goto next2;
-	if (xf_points[3].y<low_limit)
+	if (xf_points[3].y < low_limit)
 		goto next2;
 
 	return false;
 
-	next2:
+next2:
 
-	if (xf_points[0].x>pos.x)
+	if (xf_points[0].x > pos.x)
 		goto next3;
-	if (xf_points[1].x>pos.x)
+	if (xf_points[1].x > pos.x)
 		goto next3;
-	if (xf_points[2].x>pos.x)
+	if (xf_points[2].x > pos.x)
 		goto next3;
-	if (xf_points[3].x>pos.x)
+	if (xf_points[3].x > pos.x)
 		goto next3;
 
 	return false;
 
-	next3:
+next3:
 
-	low_limit=pos.x+size.x;
+	low_limit = pos.x + size.x;
 
-	if (xf_points[0].x<low_limit)
+	if (xf_points[0].x < low_limit)
 		goto next4;
-	if (xf_points[1].x<low_limit)
+	if (xf_points[1].x < low_limit)
 		goto next4;
-	if (xf_points[2].x<low_limit)
+	if (xf_points[2].x < low_limit)
 		goto next4;
-	if (xf_points[3].x<low_limit)
+	if (xf_points[3].x < low_limit)
 		goto next4;
 
 	return false;
 
-	next4:
+next4:
 
-	Vector2 xf_points2[4]={
+	Vector2 xf_points2[4] = {
 		pos,
-		Vector2(pos.x+size.x,pos.y),
-		Vector2(pos.x,pos.y+size.y),
-		Vector2(pos.x+size.x,pos.y+size.y),
+		Vector2(pos.x + size.x, pos.y),
+		Vector2(pos.x, pos.y + size.y),
+		Vector2(pos.x + size.x, pos.y + size.y),
 	};
 
-	real_t maxa=p_xform.elements[0].dot(xf_points2[0]);
-	real_t mina=maxa;
+	real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
+	real_t mina = maxa;
 
 	real_t dp = p_xform.elements[0].dot(xf_points2[1]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
 	dp = p_xform.elements[0].dot(xf_points2[2]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
 	dp = p_xform.elements[0].dot(xf_points2[3]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
-	real_t maxb=p_xform.elements[0].dot(xf_points[0]);
-	real_t minb=maxb;
+	real_t maxb = p_xform.elements[0].dot(xf_points[0]);
+	real_t minb = maxb;
 
 	dp = p_xform.elements[0].dot(xf_points[1]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
 	dp = p_xform.elements[0].dot(xf_points[2]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
 	dp = p_xform.elements[0].dot(xf_points[3]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
-
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
-	if ( mina > maxb )
+	if (mina > maxb)
 		return false;
-	if ( minb > maxa  )
+	if (minb > maxa)
 		return false;
 
-	maxa=p_xform.elements[1].dot(xf_points2[0]);
-	mina=maxa;
+	maxa = p_xform.elements[1].dot(xf_points2[0]);
+	mina = maxa;
 
 	dp = p_xform.elements[1].dot(xf_points2[1]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
 	dp = p_xform.elements[1].dot(xf_points2[2]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
 	dp = p_xform.elements[1].dot(xf_points2[3]);
-	maxa=MAX(dp,maxa);
-	mina=MIN(dp,mina);
+	maxa = MAX(dp, maxa);
+	mina = MIN(dp, mina);
 
-	maxb=p_xform.elements[1].dot(xf_points[0]);
-	minb=maxb;
+	maxb = p_xform.elements[1].dot(xf_points[0]);
+	minb = maxb;
 
 	dp = p_xform.elements[1].dot(xf_points[1]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
 	dp = p_xform.elements[1].dot(xf_points[2]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
 	dp = p_xform.elements[1].dot(xf_points[3]);
-	maxb=MAX(dp,maxb);
-	minb=MIN(dp,minb);
-
+	maxb = MAX(dp, maxb);
+	minb = MIN(dp, minb);
 
-	if ( mina > maxb )
+	if (mina > maxb)
 		return false;
-	if ( minb > maxa  )
+	if (minb > maxa)
 		return false;
 
-
 	return true;
-
 }
 
-}
+} // namespace godot

+ 3 - 4
src/core/String.cpp

@@ -1,10 +1,10 @@
 #include "String.hpp"
 
 #include "Array.hpp"
+#include "GodotGlobal.hpp"
 #include "NodePath.hpp"
 #include "PoolArrays.hpp"
 #include "Variant.hpp"
-#include "GodotGlobal.hpp"
 
 #include <gdnative/string.h>
 
@@ -169,7 +169,7 @@ char *String::alloc_c_string() const {
 
 	int length = godot::api->godot_char_string_length(&contents);
 
-	char *result = (char *) godot::api->godot_alloc(length + 1);
+	char *result = (char *)godot::api->godot_alloc(length + 1);
 
 	if (result) {
 		memcpy(result, godot::api->godot_char_string_get_data(&contents), length + 1);
@@ -549,11 +549,10 @@ signed char String::casecmp_to(String p_str) const {
 
 signed char String::nocasecmp_to(String p_str) const {
 	return godot::api->godot_string_nocasecmp_to(&_godot_string, &p_str._godot_string);
-
 }
 
 signed char String::naturalnocasecmp_to(String p_str) const {
 	return godot::api->godot_string_naturalnocasecmp_to(&_godot_string, &p_str._godot_string);
 }
 
-}
+} // namespace godot

+ 7 - 12
src/core/TagDB.cpp

@@ -10,29 +10,25 @@ namespace _TagDB {
 
 std::unordered_map<size_t, size_t> parent_to;
 
-void register_type(size_t type_tag, size_t base_type_tag)
-{
+void register_type(size_t type_tag, size_t base_type_tag) {
 	if (type_tag == base_type_tag) {
 		return;
 	}
 	parent_to[type_tag] = base_type_tag;
 }
 
-bool is_type_known(size_t type_tag)
-{
+bool is_type_known(size_t type_tag) {
 	return parent_to.find(type_tag) != parent_to.end();
 }
 
-void register_global_type(const char *name, size_t type_tag, size_t base_type_tag)
-{
+void register_global_type(const char *name, size_t type_tag, size_t base_type_tag) {
 
-	godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *) type_tag);
+	godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *)type_tag);
 
 	register_type(type_tag, base_type_tag);
 }
 
-bool is_type_compatible(size_t ask_tag, size_t have_tag)
-{
+bool is_type_compatible(size_t ask_tag, size_t have_tag) {
 
 	if (have_tag == 0)
 		return false;
@@ -49,7 +45,6 @@ bool is_type_compatible(size_t ask_tag, size_t have_tag)
 	return false;
 }
 
-}
-
+} // namespace _TagDB
 
-}
+} // namespace godot

+ 111 - 130
src/core/Transform.cpp

@@ -2,134 +2,122 @@
 
 #include "Basis.hpp"
 
-#include "Plane.hpp"
 #include "AABB.hpp"
+#include "Plane.hpp"
 
 #include "Quat.hpp"
 
 namespace godot {
 
-
-
-Transform Transform::inverse_xform(const Transform& t) const {
+Transform Transform::inverse_xform(const Transform &t) const {
 
 	Vector3 v = t.origin - origin;
 	return Transform(basis.transpose_xform(t.basis),
-		basis.xform(v));
+			basis.xform(v));
 }
 
-void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz,real_t tx, real_t ty, real_t tz) {
+void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
 
-	basis.elements[0][0]=xx;
-	basis.elements[0][1]=xy;
-	basis.elements[0][2]=xz;
-	basis.elements[1][0]=yx;
-	basis.elements[1][1]=yy;
-	basis.elements[1][2]=yz;
-	basis.elements[2][0]=zx;
-	basis.elements[2][1]=zy;
-	basis.elements[2][2]=zz;
-	origin.x=tx;
-	origin.y=ty;
-	origin.z=tz;
+	basis.elements[0][0] = xx;
+	basis.elements[0][1] = xy;
+	basis.elements[0][2] = xz;
+	basis.elements[1][0] = yx;
+	basis.elements[1][1] = yy;
+	basis.elements[1][2] = yz;
+	basis.elements[2][0] = zx;
+	basis.elements[2][1] = zy;
+	basis.elements[2][2] = zz;
+	origin.x = tx;
+	origin.y = ty;
+	origin.z = tz;
 }
 
-
-
-Vector3 Transform::xform(const Vector3& p_vector) const {
+Vector3 Transform::xform(const Vector3 &p_vector) const {
 
 	return Vector3(
-		basis[0].dot(p_vector)+origin.x,
-		basis[1].dot(p_vector)+origin.y,
-		basis[2].dot(p_vector)+origin.z
-	);
+			basis[0].dot(p_vector) + origin.x,
+			basis[1].dot(p_vector) + origin.y,
+			basis[2].dot(p_vector) + origin.z);
 }
-Vector3 Transform::xform_inv(const Vector3& p_vector) const {
+Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
 
 	Vector3 v = p_vector - origin;
 
 	return Vector3(
-		(basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
-		(basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
-		(basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
-	);
+			(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
+			(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
+			(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
 }
 
-Plane Transform::xform(const Plane& p_plane) const {
+Plane Transform::xform(const Plane &p_plane) const {
 
+	Vector3 point = p_plane.normal * p_plane.d;
+	Vector3 point_dir = point + p_plane.normal;
+	point = xform(point);
+	point_dir = xform(point_dir);
 
-	Vector3 point=p_plane.normal*p_plane.d;
-	Vector3 point_dir=point+p_plane.normal;
-	point=xform(point);
-	point_dir=xform(point_dir);
-
-	Vector3 normal=point_dir-point;
+	Vector3 normal = point_dir - point;
 	normal.normalize();
-	real_t d=normal.dot(point);
-
-	return Plane(normal,d);
+	real_t d = normal.dot(point);
 
+	return Plane(normal, d);
 }
-Plane Transform::xform_inv(const Plane& p_plane) const {
+Plane Transform::xform_inv(const Plane &p_plane) const {
 
-	Vector3 point=p_plane.normal*p_plane.d;
-	Vector3 point_dir=point+p_plane.normal;
-	point=xform_inv(point);
-	point_dir=xform_inv(point_dir);
+	Vector3 point = p_plane.normal * p_plane.d;
+	Vector3 point_dir = point + p_plane.normal;
+	point = xform_inv(point);
+	point_dir = xform_inv(point_dir);
 
-	Vector3 normal=point_dir-point;
+	Vector3 normal = point_dir - point;
 	normal.normalize();
-	real_t d=normal.dot(point);
-
-	return Plane(normal,d);
+	real_t d = normal.dot(point);
 
+	return Plane(normal, d);
 }
 
-AABB Transform::xform(const AABB& p_aabb) const {
+AABB Transform::xform(const AABB &p_aabb) const {
 	/* define vertices */
-	Vector3 x=basis.get_axis(0)*p_aabb.size.x;
-	Vector3 y=basis.get_axis(1)*p_aabb.size.y;
-	Vector3 z=basis.get_axis(2)*p_aabb.size.z;
-	Vector3 pos = xform( p_aabb.position );
-//could be even further optimized
+	Vector3 x = basis.get_axis(0) * p_aabb.size.x;
+	Vector3 y = basis.get_axis(1) * p_aabb.size.y;
+	Vector3 z = basis.get_axis(2) * p_aabb.size.z;
+	Vector3 pos = xform(p_aabb.position);
+	//could be even further optimized
 	AABB new_aabb;
-	new_aabb.position=pos;
-	new_aabb.expand_to( pos+x );
-	new_aabb.expand_to( pos+y );
-	new_aabb.expand_to( pos+z );
-	new_aabb.expand_to( pos+x+y );
-	new_aabb.expand_to( pos+x+z );
-	new_aabb.expand_to( pos+y+z );
-	new_aabb.expand_to( pos+x+y+z );
+	new_aabb.position = pos;
+	new_aabb.expand_to(pos + x);
+	new_aabb.expand_to(pos + y);
+	new_aabb.expand_to(pos + z);
+	new_aabb.expand_to(pos + x + y);
+	new_aabb.expand_to(pos + x + z);
+	new_aabb.expand_to(pos + y + z);
+	new_aabb.expand_to(pos + x + y + z);
 	return new_aabb;
-
 }
-AABB Transform::xform_inv(const AABB& p_aabb) const {
+AABB Transform::xform_inv(const AABB &p_aabb) const {
 
 	/* define vertices */
-	Vector3 vertices[8]={
-			Vector3(p_aabb.position.x+p_aabb.size.x,	p_aabb.position.y+p_aabb.size.y,	p_aabb.position.z+p_aabb.size.z),
-			Vector3(p_aabb.position.x+p_aabb.size.x,	p_aabb.position.y+p_aabb.size.y,	p_aabb.position.z),
-			Vector3(p_aabb.position.x+p_aabb.size.x,	p_aabb.position.y,		p_aabb.position.z+p_aabb.size.z),
-			Vector3(p_aabb.position.x+p_aabb.size.x,	p_aabb.position.y,		p_aabb.position.z),
-			Vector3(p_aabb.position.x,	p_aabb.position.y+p_aabb.size.y,	p_aabb.position.z+p_aabb.size.z),
-			Vector3(p_aabb.position.x,	p_aabb.position.y+p_aabb.size.y,	p_aabb.position.z),
-			Vector3(p_aabb.position.x,	p_aabb.position.y,		p_aabb.position.z+p_aabb.size.z),
-			Vector3(p_aabb.position.x,	p_aabb.position.y,		p_aabb.position.z)
+	Vector3 vertices[8] = {
+		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
+		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
+		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
+		Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
+		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
+		Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
+		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
+		Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
 	};
 
-
 	AABB ret;
 
-	ret.position=xform_inv(vertices[0]);
+	ret.position = xform_inv(vertices[0]);
 
-	for (int i=1;i<8;i++) {
+	for (int i = 1; i < 8; i++) {
 
-		ret.expand_to( xform_inv(vertices[i]) );
+		ret.expand_to(xform_inv(vertices[i]));
 	}
 
 	return ret;
-
 }
 
 void Transform::affine_invert() {
@@ -140,13 +128,11 @@ void Transform::affine_invert() {
 
 Transform Transform::affine_inverse() const {
 
-	Transform ret=*this;
+	Transform ret = *this;
 	ret.affine_invert();
 	return ret;
-
 }
 
-
 void Transform::invert() {
 
 	basis.transpose();
@@ -156,35 +142,34 @@ void Transform::invert() {
 Transform Transform::inverse() const {
 	// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
 	// Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
-	Transform ret=*this;
+	Transform ret = *this;
 	ret.invert();
 	return ret;
 }
 
-
-void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
+void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
 
 	*this = rotated(p_axis, p_phi);
 }
 
-Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
+Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
 
-	return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this);
+	return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
 }
 
-void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
+void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
 
-	basis.rotate(p_axis,p_phi);
+	basis.rotate(p_axis, p_phi);
 }
 
-Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
+Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
 
 	Transform t = *this;
-	t.set_look_at(origin,p_target,p_up);
+	t.set_look_at(origin, p_target, p_up);
 	return t;
 }
 
-void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) {
+void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
 
 	// Reference: MESA source code
 	Vector3 v_x, v_y, v_z;
@@ -198,23 +183,21 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
 
 	v_y = p_up;
 
-
-	v_x=v_y.cross(v_z);
+	v_x = v_y.cross(v_z);
 
 	/* Recompute Y = Z cross X */
-	v_y=v_z.cross(v_x);
+	v_y = v_z.cross(v_x);
 
 	v_x.normalize();
 	v_y.normalize();
 
-	basis.set_axis(0,v_x);
-	basis.set_axis(1,v_y);
-	basis.set_axis(2,v_z);
-	origin=p_eye;
-
+	basis.set_axis(0, v_x);
+	basis.set_axis(1, v_y);
+	basis.set_axis(2, v_z);
+	origin = p_eye;
 }
 
-Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c) const {
+Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
 
 	/* not sure if very "efficient" but good enough? */
 
@@ -227,45 +210,44 @@ Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c)
 	Vector3 dst_loc = p_transform.origin;
 
 	Transform dst;
-	dst.basis=src_rot.slerp(dst_rot,p_c);
-	dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c));
-	dst.origin=src_loc.linear_interpolate(dst_loc,p_c);
+	dst.basis = src_rot.slerp(dst_rot, p_c);
+	dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c));
+	dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
 
 	return dst;
 }
 
-void Transform::scale(const Vector3& p_scale) {
+void Transform::scale(const Vector3 &p_scale) {
 
 	basis.scale(p_scale);
-	origin*=p_scale;
+	origin *= p_scale;
 }
 
-Transform Transform::scaled(const Vector3& p_scale) const {
+Transform Transform::scaled(const Vector3 &p_scale) const {
 
 	Transform t = *this;
 	t.scale(p_scale);
 	return t;
 }
 
-void Transform::scale_basis(const Vector3& p_scale) {
+void Transform::scale_basis(const Vector3 &p_scale) {
 
 	basis.scale(p_scale);
 }
 
-void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz)  {
-	translate( Vector3(p_tx,p_ty,p_tz) );
-
+void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
+	translate(Vector3(p_tx, p_ty, p_tz));
 }
-void Transform::translate( const Vector3& p_translation ) {
+void Transform::translate(const Vector3 &p_translation) {
 
-	for( int i = 0; i < 3; i++ ) {
+	for (int i = 0; i < 3; i++) {
 		origin[i] += basis[i].dot(p_translation);
 	}
 }
 
-Transform Transform::translated( const Vector3& p_translation ) const {
+Transform Transform::translated(const Vector3 &p_translation) const {
 
-	Transform t=*this;
+	Transform t = *this;
 	t.translate(p_translation);
 	return t;
 }
@@ -282,25 +264,25 @@ Transform Transform::orthonormalized() const {
 	return _copy;
 }
 
-bool Transform::operator==(const Transform& p_transform) const {
+bool Transform::operator==(const Transform &p_transform) const {
 
-	return (basis==p_transform.basis && origin==p_transform.origin);
+	return (basis == p_transform.basis && origin == p_transform.origin);
 }
-bool Transform::operator!=(const Transform& p_transform) const {
+bool Transform::operator!=(const Transform &p_transform) const {
 
-	return (basis!=p_transform.basis || origin!=p_transform.origin);
+	return (basis != p_transform.basis || origin != p_transform.origin);
 }
 
-void Transform::operator*=(const Transform& p_transform) {
+void Transform::operator*=(const Transform &p_transform) {
 
-	origin=xform(p_transform.origin);
-	basis*=p_transform.basis;
+	origin = xform(p_transform.origin);
+	basis *= p_transform.basis;
 }
 
-Transform Transform::operator*(const Transform& p_transform) const {
+Transform Transform::operator*(const Transform &p_transform) const {
 
-	Transform t=*this;
-	t*=p_transform;
+	Transform t = *this;
+	t *= p_transform;
 	return t;
 }
 
@@ -309,11 +291,10 @@ Transform::operator String() const {
 	return basis.operator String() + " - " + origin.operator String();
 }
 
+Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) {
 
-Transform::Transform(const Basis& p_basis, const Vector3& p_origin) {
-
-	basis=p_basis;
-	origin=p_origin;
+	basis = p_basis;
+	origin = p_origin;
 }
 
-}
+} // namespace godot

+ 101 - 119
src/core/Transform2D.cpp

@@ -1,7 +1,7 @@
 #include "Transform2D.hpp"
-#include "Vector2.hpp"
-#include "String.hpp"
 #include "Rect2.hpp"
+#include "String.hpp"
+#include "Vector2.hpp"
 
 #include <algorithm>
 
@@ -17,75 +17,68 @@ Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox,
 	elements[2][1] = oy;
 }
 
-
-
-Vector2 Transform2D::basis_xform(const Vector2& v) const {
+Vector2 Transform2D::basis_xform(const Vector2 &v) const {
 
 	return Vector2(
-		tdotx(v),
-		tdoty(v)
-	);
+			tdotx(v),
+			tdoty(v));
 }
 
-Vector2 Transform2D::basis_xform_inv(const Vector2& v) const{
+Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
 
 	return Vector2(
-		elements[0].dot(v),
-		elements[1].dot(v)
-	);
+			elements[0].dot(v),
+			elements[1].dot(v));
 }
 
-Vector2 Transform2D::xform(const Vector2& v) const {
+Vector2 Transform2D::xform(const Vector2 &v) const {
 
 	return Vector2(
-		tdotx(v),
-		tdoty(v)
-	) + elements[2];
+				   tdotx(v),
+				   tdoty(v)) +
+		   elements[2];
 }
-Vector2 Transform2D::xform_inv(const Vector2& p_vec) const {
+Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
 
 	Vector2 v = p_vec - elements[2];
 
 	return Vector2(
-		elements[0].dot(v),
-		elements[1].dot(v)
-	);
-
+			elements[0].dot(v),
+			elements[1].dot(v));
 }
-Rect2 Transform2D::xform(const Rect2& p_rect) const {
+Rect2 Transform2D::xform(const Rect2 &p_rect) const {
 
-	Vector2 x=elements[0]*p_rect.size.x;
-	Vector2 y=elements[1]*p_rect.size.y;
-	Vector2 pos = xform( p_rect.pos );
+	Vector2 x = elements[0] * p_rect.size.x;
+	Vector2 y = elements[1] * p_rect.size.y;
+	Vector2 pos = xform(p_rect.pos);
 
 	Rect2 new_rect;
-	new_rect.pos=pos;
-	new_rect.expand_to( pos+x );
-	new_rect.expand_to( pos+y );
-	new_rect.expand_to( pos+x+y );
+	new_rect.pos = pos;
+	new_rect.expand_to(pos + x);
+	new_rect.expand_to(pos + y);
+	new_rect.expand_to(pos + x + y);
 	return new_rect;
 }
 
-void Transform2D::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) {
-
-	elements[0][0]=::cos(p_rot)*p_scale.x;
-	elements[1][1]=::cos(p_rot)*p_scale.y;
-	elements[1][0]=-::sin(p_rot)*p_scale.y;
-	elements[0][1]=::sin(p_rot)*p_scale.x;
+void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
 
+	elements[0][0] = ::cos(p_rot) * p_scale.x;
+	elements[1][1] = ::cos(p_rot) * p_scale.y;
+	elements[1][0] = -::sin(p_rot) * p_scale.y;
+	elements[0][1] = ::sin(p_rot) * p_scale.x;
 }
 
-Rect2 Transform2D::xform_inv(const Rect2& p_rect) const {
+Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
 
-	Vector2 ends[4]={
-		xform_inv( p_rect.pos ),
-		xform_inv( Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y ) ),
-		xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y ) ),
-		xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y ) )
+	Vector2 ends[4] = {
+		xform_inv(p_rect.pos),
+		xform_inv(Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.y)),
+		xform_inv(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y + p_rect.size.y)),
+		xform_inv(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y))
 	};
 
 	Rect2 new_rect;
-	new_rect.pos=ends[0];
+	new_rect.pos = ends[0];
 	new_rect.expand_to(ends[1]);
 	new_rect.expand_to(ends[2]);
 	new_rect.expand_to(ends[3]);
@@ -96,205 +89,194 @@ Rect2 Transform2D::xform_inv(const Rect2& p_rect) const {
 void Transform2D::invert() {
 	// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
 	// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
-	std::swap(elements[0][1],elements[1][0]);
+	std::swap(elements[0][1], elements[1][0]);
 	elements[2] = basis_xform(-elements[2]);
 }
 
 Transform2D Transform2D::inverse() const {
 
-	Transform2D inv=*this;
+	Transform2D inv = *this;
 	inv.invert();
 	return inv;
-
 }
 
 void Transform2D::affine_invert() {
 
 	real_t det = basis_determinant();
-	ERR_FAIL_COND(det==0);
+	ERR_FAIL_COND(det == 0);
 	real_t idet = 1.0 / det;
 
-	std::swap( elements[0][0],elements[1][1] );
-	elements[0]*=Vector2(idet,-idet);
-	elements[1]*=Vector2(-idet,idet);
+	std::swap(elements[0][0], elements[1][1]);
+	elements[0] *= Vector2(idet, -idet);
+	elements[1] *= Vector2(-idet, idet);
 
 	elements[2] = basis_xform(-elements[2]);
-
 }
 
 Transform2D Transform2D::affine_inverse() const {
 
-	Transform2D inv=*this;
+	Transform2D inv = *this;
 	inv.affine_invert();
 	return inv;
 }
 
 void Transform2D::rotate(real_t p_phi) {
-	*this = Transform2D(p_phi,Vector2()) * (*this);
+	*this = Transform2D(p_phi, Vector2()) * (*this);
 }
 
 real_t Transform2D::get_rotation() const {
 	real_t det = basis_determinant();
 	Transform2D m = orthonormalized();
 	if (det < 0) {
-		m.scale_basis(Size2(-1,-1));
+		m.scale_basis(Size2(-1, -1));
 	}
-	return ::atan2(m[0].y,m[0].x);
+	return ::atan2(m[0].y, m[0].x);
 }
 
 void Transform2D::set_rotation(real_t p_rot) {
 
 	real_t cr = ::cos(p_rot);
 	real_t sr = ::sin(p_rot);
-	elements[0][0]=cr;
-	elements[0][1]=sr;
-	elements[1][0]=-sr;
-	elements[1][1]=cr;
+	elements[0][0] = cr;
+	elements[0][1] = sr;
+	elements[1][0] = -sr;
+	elements[1][1] = cr;
 }
 
-Transform2D::Transform2D(real_t p_rot, const Vector2& p_pos) {
+Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
 
 	real_t cr = ::cos(p_rot);
 	real_t sr = ::sin(p_rot);
-	elements[0][0]=cr;
-	elements[0][1]=sr;
-	elements[1][0]=-sr;
-	elements[1][1]=cr;
-	elements[2]=p_pos;
+	elements[0][0] = cr;
+	elements[0][1] = sr;
+	elements[1][0] = -sr;
+	elements[1][1] = cr;
+	elements[2] = p_pos;
 }
 
 Size2 Transform2D::get_scale() const {
 	real_t det_sign = basis_determinant() > 0 ? 1 : -1;
-	return det_sign * Size2( elements[0].length(), elements[1].length() );
+	return det_sign * Size2(elements[0].length(), elements[1].length());
 }
 
-void Transform2D::scale(const Size2& p_scale) {
+void Transform2D::scale(const Size2 &p_scale) {
 	scale_basis(p_scale);
-	elements[2]*=p_scale;
+	elements[2] *= p_scale;
 }
-void Transform2D::scale_basis(const Size2& p_scale) {
-
-	elements[0][0]*=p_scale.x;
-	elements[0][1]*=p_scale.y;
-	elements[1][0]*=p_scale.x;
-	elements[1][1]*=p_scale.y;
+void Transform2D::scale_basis(const Size2 &p_scale) {
 
+	elements[0][0] *= p_scale.x;
+	elements[0][1] *= p_scale.y;
+	elements[1][0] *= p_scale.x;
+	elements[1][1] *= p_scale.y;
 }
-void Transform2D::translate( real_t p_tx, real_t p_ty) {
+void Transform2D::translate(real_t p_tx, real_t p_ty) {
 
-	translate(Vector2(p_tx,p_ty));
+	translate(Vector2(p_tx, p_ty));
 }
-void Transform2D::translate( const Vector2& p_translation ) {
+void Transform2D::translate(const Vector2 &p_translation) {
 
-	elements[2]+=basis_xform(p_translation);
+	elements[2] += basis_xform(p_translation);
 }
 
 void Transform2D::orthonormalize() {
 
 	// Gram-Schmidt Process
 
-	Vector2 x=elements[0];
-	Vector2 y=elements[1];
+	Vector2 x = elements[0];
+	Vector2 y = elements[1];
 
 	x.normalize();
-	y = (y-x*(x.dot(y)));
+	y = (y - x * (x.dot(y)));
 	y.normalize();
 
-	elements[0]=x;
-	elements[1]=y;
+	elements[0] = x;
+	elements[1] = y;
 }
 Transform2D Transform2D::orthonormalized() const {
 
-	Transform2D on=*this;
+	Transform2D on = *this;
 	on.orthonormalize();
 	return on;
-
 }
 
-bool Transform2D::operator==(const Transform2D& p_transform) const {
+bool Transform2D::operator==(const Transform2D &p_transform) const {
 
-	for(int i=0;i<3;i++) {
-		if (elements[i]!=p_transform.elements[i])
+	for (int i = 0; i < 3; i++) {
+		if (elements[i] != p_transform.elements[i])
 			return false;
 	}
 
 	return true;
 }
 
-bool Transform2D::operator!=(const Transform2D& p_transform) const {
+bool Transform2D::operator!=(const Transform2D &p_transform) const {
 
-	for(int i=0;i<3;i++) {
-		if (elements[i]!=p_transform.elements[i])
+	for (int i = 0; i < 3; i++) {
+		if (elements[i] != p_transform.elements[i])
 			return true;
 	}
 
 	return false;
-
 }
 
-void Transform2D::operator*=(const Transform2D& p_transform) {
+void Transform2D::operator*=(const Transform2D &p_transform) {
 
 	elements[2] = xform(p_transform.elements[2]);
 
-	real_t x0,x1,y0,y1;
+	real_t x0, x1, y0, y1;
 
 	x0 = tdotx(p_transform.elements[0]);
 	x1 = tdoty(p_transform.elements[0]);
 	y0 = tdotx(p_transform.elements[1]);
 	y1 = tdoty(p_transform.elements[1]);
 
-	elements[0][0]=x0;
-	elements[0][1]=x1;
-	elements[1][0]=y0;
-	elements[1][1]=y1;
+	elements[0][0] = x0;
+	elements[0][1] = x1;
+	elements[1][0] = y0;
+	elements[1][1] = y1;
 }
 
-
-Transform2D Transform2D::operator*(const Transform2D& p_transform) const {
+Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
 
 	Transform2D t = *this;
-	t*=p_transform;
+	t *= p_transform;
 	return t;
-
 }
 
-Transform2D Transform2D::scaled(const Size2& p_scale) const {
+Transform2D Transform2D::scaled(const Size2 &p_scale) const {
 
-	Transform2D copy=*this;
+	Transform2D copy = *this;
 	copy.scale(p_scale);
 	return copy;
-
 }
 
-Transform2D Transform2D::basis_scaled(const Size2& p_scale) const {
+Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
 
-	Transform2D copy=*this;
+	Transform2D copy = *this;
 	copy.scale_basis(p_scale);
 	return copy;
-
 }
 
 Transform2D Transform2D::untranslated() const {
 
-	Transform2D copy=*this;
-	copy.elements[2]=Vector2();
+	Transform2D copy = *this;
+	copy.elements[2] = Vector2();
 	return copy;
 }
 
-Transform2D Transform2D::translated(const Vector2& p_offset) const {
+Transform2D Transform2D::translated(const Vector2 &p_offset) const {
 
-	Transform2D copy=*this;
+	Transform2D copy = *this;
 	copy.translate(p_offset);
 	return copy;
-
 }
 
 Transform2D Transform2D::rotated(real_t p_phi) const {
 
-	Transform2D copy=*this;
+	Transform2D copy = *this;
 	copy.rotate(p_phi);
 	return copy;
-
 }
 
 real_t Transform2D::basis_determinant() const {
@@ -302,7 +284,7 @@ real_t Transform2D::basis_determinant() const {
 	return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
 }
 
-Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t p_c) const {
+Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
 
 	//extract parameters
 	Vector2 p1 = get_origin();
@@ -327,9 +309,9 @@ Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t
 	if (dot > 0.9995) {
 		v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
 	} else {
-		real_t angle = p_c*::acos(dot);
-		Vector2 v3 = (v2 - v1*dot).normalized();
-		v = v1*::cos(angle) + v3*::sin(angle);
+		real_t angle = p_c * ::acos(dot);
+		Vector2 v3 = (v2 - v1 * dot).normalized();
+		v = v1 * ::cos(angle) + v3 * ::sin(angle);
 	}
 
 	//construct matrix
@@ -343,4 +325,4 @@ Transform2D::operator String() const {
 	return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
 }
 
-}
+} // namespace godot

+ 131 - 218
src/core/Variant.cpp

@@ -2,8 +2,8 @@
 
 #include <gdnative/variant.h>
 
-#include "Defs.hpp"
 #include "CoreTypes.hpp"
+#include "Defs.hpp"
 #include "GodotGlobal.hpp"
 #include "Object.hpp"
 
@@ -11,18 +11,15 @@
 
 namespace godot {
 
-Variant::Variant()
-{
+Variant::Variant() {
 	godot::api->godot_variant_new_nil(&_godot_variant);
 }
 
-Variant::Variant(const Variant& v)
-{
+Variant::Variant(const Variant &v) {
 	godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
 }
 
-Variant::Variant(bool p_bool)
-{
+Variant::Variant(bool p_bool) {
 	godot::api->godot_variant_new_bool(&_godot_variant, p_bool);
 }
 
@@ -31,410 +28,326 @@ Variant::Variant(signed int p_int) // real one
 	godot::api->godot_variant_new_int(&_godot_variant, p_int);
 }
 
-Variant::Variant(unsigned int p_int)
-{
+Variant::Variant(unsigned int p_int) {
 	godot::api->godot_variant_new_uint(&_godot_variant, p_int);
 }
 
 Variant::Variant(signed short p_short) // real one
 {
-	godot::api->godot_variant_new_int(&_godot_variant, (int) p_short);
+	godot::api->godot_variant_new_int(&_godot_variant, (int)p_short);
 }
 
-
 Variant::Variant(int64_t p_char) // real one
 {
 	godot::api->godot_variant_new_int(&_godot_variant, p_char);
 }
 
-Variant::Variant(uint64_t p_char)
-{
+Variant::Variant(uint64_t p_char) {
 	godot::api->godot_variant_new_uint(&_godot_variant, p_char);
 }
 
-Variant::Variant(float p_float)
-{
+Variant::Variant(float p_float) {
 	godot::api->godot_variant_new_real(&_godot_variant, p_float);
 }
 
-Variant::Variant(double p_double)
-{
+Variant::Variant(double p_double) {
 	godot::api->godot_variant_new_real(&_godot_variant, p_double);
 }
 
-Variant::Variant(const String& p_string)
-{
-	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &p_string);
+Variant::Variant(const String &p_string) {
+	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&p_string);
 }
 
-Variant::Variant(const char * const p_cstring)
-{
+Variant::Variant(const char *const p_cstring) {
 	String s = String(p_cstring);
-	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
+	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
 }
 
-Variant::Variant(const wchar_t * p_wstring)
-{
+Variant::Variant(const wchar_t *p_wstring) {
 	String s = p_wstring;
-	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
+	godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
 }
 
-Variant::Variant(const Vector2& p_vector2)
-{
-	godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2);
+Variant::Variant(const Vector2 &p_vector2) {
+	godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *)&p_vector2);
 }
 
-Variant::Variant(const Rect2& p_rect2)
-{
-	godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2);
+Variant::Variant(const Rect2 &p_rect2) {
+	godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *)&p_rect2);
 }
 
-Variant::Variant(const Vector3& p_vector3)
-{
-	godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3);
+Variant::Variant(const Vector3 &p_vector3) {
+	godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *)&p_vector3);
 }
 
-Variant::Variant(const Plane& p_plane)
-{
-	godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane);
+Variant::Variant(const Plane &p_plane) {
+	godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *)&p_plane);
 }
 
-
-Variant::Variant(const AABB& p_aabb)
-{
-	godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *) &p_aabb);
+Variant::Variant(const AABB &p_aabb) {
+	godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *)&p_aabb);
 }
 
-Variant::Variant(const Quat& p_quat)
-{
-	godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat);
+Variant::Variant(const Quat &p_quat) {
+	godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *)&p_quat);
 }
 
-Variant::Variant(const Basis& p_transform)
-{
-	godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform);
+Variant::Variant(const Basis &p_transform) {
+	godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *)&p_transform);
 }
 
-Variant::Variant(const Transform2D& p_transform)
-{
-	godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform);
+Variant::Variant(const Transform2D &p_transform) {
+	godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *)&p_transform);
 }
 
-Variant::Variant(const Transform& p_transform)
-{
-	godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform);
+Variant::Variant(const Transform &p_transform) {
+	godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *)&p_transform);
 }
 
-Variant::Variant(const Color& p_color)
-{
-	godot::api->godot_variant_new_color(&_godot_variant, (godot_color *) &p_color);
+Variant::Variant(const Color &p_color) {
+	godot::api->godot_variant_new_color(&_godot_variant, (godot_color *)&p_color);
 }
 
-Variant::Variant(const NodePath& p_path)
-{
-	godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path);
+Variant::Variant(const NodePath &p_path) {
+	godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *)&p_path);
 }
 
-Variant::Variant(const RID& p_rid)
-{
-	godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid);
+Variant::Variant(const RID &p_rid) {
+	godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *)&p_rid);
 }
 
-Variant::Variant(const Object* p_object)
-{
+Variant::Variant(const Object *p_object) {
 	if (p_object)
 		godot::api->godot_variant_new_object(&_godot_variant, p_object->_owner);
 	else
 		godot::api->godot_variant_new_nil(&_godot_variant);
 }
 
-Variant::Variant(const Dictionary& p_dictionary)
-{
-	godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary);
+Variant::Variant(const Dictionary &p_dictionary) {
+	godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *)&p_dictionary);
 }
 
-Variant::Variant(const Array& p_array)
-{
-	godot::api->godot_variant_new_array(&_godot_variant, (godot_array *) &p_array);
+Variant::Variant(const Array &p_array) {
+	godot::api->godot_variant_new_array(&_godot_variant, (godot_array *)&p_array);
 }
 
-Variant::Variant(const PoolByteArray& p_raw_array)
-{
-	godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array);
+Variant::Variant(const PoolByteArray &p_raw_array) {
+	godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *)&p_raw_array);
 }
 
-Variant::Variant(const PoolIntArray& p_int_array)
-{
-	godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array);
+Variant::Variant(const PoolIntArray &p_int_array) {
+	godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *)&p_int_array);
 }
 
-Variant::Variant(const PoolRealArray& p_real_array)
-{
-	godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array);
+Variant::Variant(const PoolRealArray &p_real_array) {
+	godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *)&p_real_array);
 }
 
-Variant::Variant(const PoolStringArray& p_string_array)
-{
-	godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array);
+Variant::Variant(const PoolStringArray &p_string_array) {
+	godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *)&p_string_array);
 }
 
-Variant::Variant(const PoolVector2Array& p_vector2_array)
-{
-	godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array);
+Variant::Variant(const PoolVector2Array &p_vector2_array) {
+	godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *)&p_vector2_array);
 }
 
-Variant::Variant(const PoolVector3Array& p_vector3_array)
-{
-	godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array);
+Variant::Variant(const PoolVector3Array &p_vector3_array) {
+	godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *)&p_vector3_array);
 }
 
-Variant::Variant(const PoolColorArray& p_color_array)
-{
-	godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array);
+Variant::Variant(const PoolColorArray &p_color_array) {
+	godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *)&p_color_array);
 }
 
-
-Variant &Variant::operator =(const Variant& v)
-{
+Variant &Variant::operator=(const Variant &v) {
 	godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
 	return *this;
 }
 
-
-Variant::operator bool() const
-{
+Variant::operator bool() const {
 	return booleanize();
 }
-Variant::operator signed int() const
-{
+Variant::operator signed int() const {
 	return godot::api->godot_variant_as_int(&_godot_variant);
 }
 Variant::operator unsigned int() const // this is the real one
 {
 	return godot::api->godot_variant_as_uint(&_godot_variant);
 }
-Variant::operator signed short() const
-{
+Variant::operator signed short() const {
 	return godot::api->godot_variant_as_int(&_godot_variant);
 }
-Variant::operator unsigned short() const
-{
+Variant::operator unsigned short() const {
 	return godot::api->godot_variant_as_uint(&_godot_variant);
 }
-Variant::operator signed char() const
-{
+Variant::operator signed char() const {
 	return godot::api->godot_variant_as_int(&_godot_variant);
 }
-Variant::operator unsigned char() const
-{
+Variant::operator unsigned char() const {
 	return godot::api->godot_variant_as_uint(&_godot_variant);
 }
-Variant::operator int64_t() const
-{
+Variant::operator int64_t() const {
 	return godot::api->godot_variant_as_int(&_godot_variant);
 }
-Variant::operator uint64_t() const
-{
+Variant::operator uint64_t() const {
 	return godot::api->godot_variant_as_uint(&_godot_variant);
 }
 
-
-Variant::operator wchar_t() const
-{
+Variant::operator wchar_t() const {
 	return godot::api->godot_variant_as_int(&_godot_variant);
 }
 
-Variant::operator float() const
-{
+Variant::operator float() const {
 	return godot::api->godot_variant_as_real(&_godot_variant);
 }
 
-Variant::operator double() const
-{
+Variant::operator double() const {
 	return godot::api->godot_variant_as_real(&_godot_variant);
 }
-Variant::operator String() const
-{
+Variant::operator String() const {
 	godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
-	return *(String *) &s;
+	return *(String *)&s;
 }
-Variant::operator Vector2() const
-{
+Variant::operator Vector2() const {
 	godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
-	return *(Vector2 *) &s;
+	return *(Vector2 *)&s;
 }
-Variant::operator Rect2() const
-{
+Variant::operator Rect2() const {
 	godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant);
-	return *(Rect2 *) &s;
+	return *(Rect2 *)&s;
 }
-Variant::operator Vector3() const
-{
+Variant::operator Vector3() const {
 	godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant);
-	return *(Vector3 *) &s;
+	return *(Vector3 *)&s;
 }
-Variant::operator Plane() const
-{
+Variant::operator Plane() const {
 	godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant);
-	return *(Plane *) &s;
+	return *(Plane *)&s;
 }
-Variant::operator AABB() const
-{
+Variant::operator AABB() const {
 	godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant);
-	return *(AABB *) &s;
+	return *(AABB *)&s;
 }
-Variant::operator Quat() const
-{
+Variant::operator Quat() const {
 	godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant);
-	return *(Quat *) &s;
+	return *(Quat *)&s;
 }
-Variant::operator Basis() const
-{
+Variant::operator Basis() const {
 	godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant);
-	return *(Basis *) &s;
+	return *(Basis *)&s;
 }
-Variant::operator Transform() const
-{
+Variant::operator Transform() const {
 	godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant);
-	return *(Transform *) &s;
+	return *(Transform *)&s;
 }
-Variant::operator Transform2D() const
-{
+Variant::operator Transform2D() const {
 	godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant);
-	return *(Transform2D *) &s;
+	return *(Transform2D *)&s;
 }
 
-Variant::operator Color() const
-{
+Variant::operator Color() const {
 	godot_color s = godot::api->godot_variant_as_color(&_godot_variant);
-	return *(Color *) &s;
+	return *(Color *)&s;
 }
-Variant::operator NodePath() const
-{
+Variant::operator NodePath() const {
 	godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
-	return *(NodePath *) &s;
+	return *(NodePath *)&s;
 }
-Variant::operator RID() const
-{
+Variant::operator RID() const {
 	godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
-	return *(RID *) &s;
+	return *(RID *)&s;
 }
 
-Variant::operator Dictionary() const
-{
+Variant::operator Dictionary() const {
 	godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
-	return *(Dictionary *) &d;
+	return *(Dictionary *)&d;
 }
 
-Variant::operator Array() const
-{
+Variant::operator Array() const {
 	godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
-	return *(Array *) &s;
+	return *(Array *)&s;
 }
 
-Variant::operator PoolByteArray() const
-{
+Variant::operator PoolByteArray() const {
 	godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
-	return *(PoolByteArray *) &s;
+	return *(PoolByteArray *)&s;
 }
-Variant::operator PoolIntArray() const
-{
+Variant::operator PoolIntArray() const {
 	godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
-	return *(PoolIntArray *) &s;
+	return *(PoolIntArray *)&s;
 }
-Variant::operator PoolRealArray() const
-{
+Variant::operator PoolRealArray() const {
 	godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
-	return *(PoolRealArray *) &s;
+	return *(PoolRealArray *)&s;
 }
-Variant::operator PoolStringArray() const
-{
+Variant::operator PoolStringArray() const {
 	godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
-	return *(PoolStringArray *) &s;
+	return *(PoolStringArray *)&s;
 }
-Variant::operator PoolVector2Array() const
-{
+Variant::operator PoolVector2Array() const {
 	godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
-	return *(PoolVector2Array *) &s;
+	return *(PoolVector2Array *)&s;
 }
-Variant::operator PoolVector3Array() const
-{
+Variant::operator PoolVector3Array() const {
 	godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
-	return *(PoolVector3Array *) &s;
+	return *(PoolVector3Array *)&s;
 }
-Variant::operator PoolColorArray() const
-{
+Variant::operator PoolColorArray() const {
 	godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
-	return *(PoolColorArray *) &s;
+	return *(PoolColorArray *)&s;
 }
-Variant::operator godot_object*() const {
+Variant::operator godot_object *() const {
 	return godot::api->godot_variant_as_object(&_godot_variant);
 }
 
-Variant::Type Variant::get_type() const
-{
-	return (Type) godot::api->godot_variant_get_type(&_godot_variant);
+Variant::Type Variant::get_type() const {
+	return (Type)godot::api->godot_variant_get_type(&_godot_variant);
 }
 
-
-Variant Variant::call(const String& method, const Variant **args, const int arg_count)
-{
+Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
 	Variant v;
-	*(godot_variant *) &v = godot::api->godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count, nullptr);
+	*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
 	return v;
 }
 
-bool Variant::has_method(const String& method)
-{
-	return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *) &method);
+bool Variant::has_method(const String &method) {
+	return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *)&method);
 }
 
-bool Variant::operator ==(const Variant& b) const
-{
+bool Variant::operator==(const Variant &b) const {
 	return godot::api->godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
 }
 
-bool Variant::operator !=(const Variant& b) const
-{
+bool Variant::operator!=(const Variant &b) const {
 	return !(*this == b);
 }
 
-bool Variant::operator <(const Variant& b) const
-{
+bool Variant::operator<(const Variant &b) const {
 	return godot::api->godot_variant_operator_less(&_godot_variant, &b._godot_variant);
 }
 
-bool Variant::operator <=(const Variant& b) const
-{
+bool Variant::operator<=(const Variant &b) const {
 	return (*this < b) || (*this == b);
 }
 
-bool Variant::operator >(const Variant& b) const
-{
+bool Variant::operator>(const Variant &b) const {
 	return !(*this <= b);
 }
 
-bool Variant::operator >=(const Variant& b) const
-{
+bool Variant::operator>=(const Variant &b) const {
 	return !(*this < b);
 }
 
-bool Variant::hash_compare(const Variant& b) const
-{
+bool Variant::hash_compare(const Variant &b) const {
 	return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
 }
 
-bool Variant::booleanize() const
-{
+bool Variant::booleanize() const {
 	return godot::api->godot_variant_booleanize(&_godot_variant);
 }
 
-Variant::~Variant()
-{
+Variant::~Variant() {
 	godot::api->godot_variant_destroy(&_godot_variant);
 }
 
-
-
-}
-
+} // namespace godot

+ 62 - 102
src/core/Vector2.cpp

@@ -8,78 +8,64 @@
 
 namespace godot {
 
-Vector2 Vector2::operator+(const Vector2& p_v) const
-{
+Vector2 Vector2::operator+(const Vector2 &p_v) const {
 	return Vector2(x + p_v.x, y + p_v.y);
 }
 
-void Vector2::operator+=(const Vector2& p_v)
-{
+void Vector2::operator+=(const Vector2 &p_v) {
 	x += p_v.x;
 	y += p_v.y;
 }
 
-Vector2 Vector2::operator-(const Vector2& p_v) const
-{
+Vector2 Vector2::operator-(const Vector2 &p_v) const {
 	return Vector2(x - p_v.x, y - p_v.y);
 }
 
-void Vector2::operator-=(const Vector2& p_v)
-{
+void Vector2::operator-=(const Vector2 &p_v) {
 	x -= p_v.x;
 	y -= p_v.y;
 }
 
-Vector2 Vector2::operator*(const Vector2 &p_v1) const
-{
+Vector2 Vector2::operator*(const Vector2 &p_v1) const {
 	return Vector2(x * p_v1.x, y * p_v1.y);
 }
 
-Vector2 Vector2::operator*(const real_t &rvalue) const
-{
+Vector2 Vector2::operator*(const real_t &rvalue) const {
 	return Vector2(x * rvalue, y * rvalue);
 }
 
-void Vector2::operator*=(const real_t &rvalue)
-{
+void Vector2::operator*=(const real_t &rvalue) {
 	x *= rvalue;
 	y *= rvalue;
 }
 
-Vector2 Vector2::operator/(const Vector2 &p_v1) const
-{
+Vector2 Vector2::operator/(const Vector2 &p_v1) const {
 	return Vector2(x / p_v1.x, y / p_v1.y);
 }
 
-Vector2 Vector2::operator/(const real_t &rvalue) const
-{
+Vector2 Vector2::operator/(const real_t &rvalue) const {
 	return Vector2(x / rvalue, y / rvalue);
 }
 
-void Vector2::operator/=(const real_t &rvalue)
-{
+void Vector2::operator/=(const real_t &rvalue) {
 	x /= rvalue;
 	y /= rvalue;
 }
 
-Vector2 Vector2::operator-() const
-{
+Vector2 Vector2::operator-() const {
 	return Vector2(-x, -y);
 }
 
-bool Vector2::operator==(const Vector2& p_vec2) const
-{
+bool Vector2::operator==(const Vector2 &p_vec2) const {
 	return x == p_vec2.x && y == p_vec2.y;
 }
 
-bool Vector2::operator!=(const Vector2& p_vec2) const
-{
+bool Vector2::operator!=(const Vector2 &p_vec2) const {
 	return x != p_vec2.x || y != p_vec2.y;
 }
 
-void Vector2::normalize()
-{
-	real_t l = x*x + y*y;
+void Vector2::normalize() {
+	real_t l = x * x + y * y;
 	if (l != 0) {
 		l = sqrt(l);
 		x /= l;
@@ -87,71 +73,58 @@ void Vector2::normalize()
 	}
 }
 
-Vector2 Vector2::normalized() const
-{
+Vector2 Vector2::normalized() const {
 	Vector2 v = *this;
 	v.normalize();
 	return v;
 }
 
-real_t Vector2::length() const
-{
-	return sqrt(x*x + y*y);
+real_t Vector2::length() const {
+	return sqrt(x * x + y * y);
 }
-real_t Vector2::length_squared() const
-{
-	return x*x + y*y;
+real_t Vector2::length_squared() const {
+	return x * x + y * y;
 }
 
-real_t Vector2::distance_to(const Vector2& p_vector2) const
-{
+real_t Vector2::distance_to(const Vector2 &p_vector2) const {
 	return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
 }
 
-real_t Vector2::distance_squared_to(const Vector2& p_vector2) const
-{
+real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
 	return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
 }
 
-real_t Vector2::angle_to(const Vector2& p_vector2) const
-{
+real_t Vector2::angle_to(const Vector2 &p_vector2) const {
 	return atan2(cross(p_vector2), dot(p_vector2));
 }
 
-real_t Vector2::angle_to_point(const Vector2& p_vector2) const
-{
-	return atan2(y - p_vector2.y, x-p_vector2.x);
+real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
+	return atan2(y - p_vector2.y, x - p_vector2.x);
 }
 
-real_t Vector2::dot(const Vector2& p_other) const
-{
+real_t Vector2::dot(const Vector2 &p_other) const {
 	return x * p_other.x + y * p_other.y;
 }
 
-real_t Vector2::cross(const Vector2& p_other) const
-{
+real_t Vector2::cross(const Vector2 &p_other) const {
 	return x * p_other.y - y * p_other.x;
 }
 
-Vector2 Vector2::cross(real_t p_other) const
-{
+Vector2 Vector2::cross(real_t p_other) const {
 	return Vector2(p_other * y, -p_other * x);
 }
 
-Vector2 Vector2::project(const Vector2& p_vec) const
-{
+Vector2 Vector2::project(const Vector2 &p_vec) const {
 	Vector2 v1 = p_vec;
 	Vector2 v2 = *this;
 	return v2 * (v1.dot(v2) / v2.dot(v2));
 }
 
-Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const
-{
-	return  p_vec - *this * ( dot(p_vec) -p_d);
+Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
+	return p_vec - *this * (dot(p_vec) - p_d);
 }
 
-Vector2 Vector2::clamped(real_t p_len) const
-{
+Vector2 Vector2::clamped(real_t p_len) const {
 	real_t l = length();
 	Vector2 v = *this;
 	if (l > 0 && p_len < l) {
@@ -161,55 +134,48 @@ Vector2 Vector2::clamped(real_t p_len) const
 	return v;
 }
 
-Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t)
-{
-	Vector2 res=p_a;
-	res.x+= (p_t * (p_b.x-p_a.x));
-	res.y+= (p_t * (p_b.y-p_a.y));
+Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
+	Vector2 res = p_a;
+	res.x += (p_t * (p_b.x - p_a.x));
+	res.y += (p_t * (p_b.y - p_a.y));
 	return res;
 }
 
-Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const
-{
-	Vector2 res=*this;
-	res.x+= (p_t * (p_b.x-x));
-	res.y+= (p_t * (p_b.y-y));
+Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
+	Vector2 res = *this;
+	res.x += (p_t * (p_b.x - x));
+	res.y += (p_t * (p_b.y - y));
 	return res;
-
 }
-Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const
-{
-	Vector2 p0=p_pre_a;
-	Vector2 p1=*this;
-	Vector2 p2=p_b;
-	Vector2 p3=p_post_b;
+Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
+	Vector2 p0 = p_pre_a;
+	Vector2 p1 = *this;
+	Vector2 p2 = p_b;
+	Vector2 p3 = p_post_b;
 
 	real_t t = p_t;
 	real_t t2 = t * t;
 	real_t t3 = t2 * t;
 
 	Vector2 out;
-	out = ( ( p1 * 2.0) +
-	( -p0 + p2 ) * t +
-	( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
-	( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
+	out = ((p1 * 2.0) +
+				  (-p0 + p2) * t +
+				  (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
+				  (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
+		  0.5;
 
 	return out;
 }
 
-
-Vector2 Vector2::slide(const Vector2& p_vec) const
-{
+Vector2 Vector2::slide(const Vector2 &p_vec) const {
 	return p_vec - *this * this->dot(p_vec);
 }
 
-Vector2 Vector2::reflect(const Vector2& p_vec) const
-{
+Vector2 Vector2::reflect(const Vector2 &p_vec) const {
 	return p_vec - *this * this->dot(p_vec) * 2.0;
 }
 
-real_t Vector2::angle() const
-{
+real_t Vector2::angle() const {
 	return atan2(y, x);
 }
 
@@ -221,11 +187,10 @@ void Vector2::set_rotation(real_t p_radians) {
 
 Vector2 Vector2::abs() const {
 
-	return Vector2( fabs(x), fabs(y) );
+	return Vector2(fabs(x), fabs(y));
 }
 
-Vector2 Vector2::rotated(real_t p_by) const
-{
+Vector2 Vector2::rotated(real_t p_by) const {
 	Vector2 v;
 	v.set_rotation(angle() + p_by);
 	v *= length();
@@ -234,26 +199,21 @@ Vector2 Vector2::rotated(real_t p_by) const
 
 Vector2 Vector2::tangent() const {
 
-	return Vector2(y,-x);
+	return Vector2(y, -x);
 }
 
-Vector2 Vector2::floor() const
-{
+Vector2 Vector2::floor() const {
 	return Vector2(::floor(x), ::floor(y));
 }
 
-Vector2 Vector2::snapped(const Vector2& p_by) const
-{
+Vector2 Vector2::snapped(const Vector2 &p_by) const {
 	return Vector2(
-		p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
-		p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
-	);
+			p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
+			p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
 }
 
-Vector2::operator String() const
-{
+Vector2::operator String() const {
 	return String::num(x) + ", " + String::num(y);
 }
 
-
-}
+} // namespace godot

+ 99 - 152
src/core/Vector3.cpp

@@ -10,346 +10,293 @@
 
 namespace godot {
 
-Vector3::Vector3(real_t x, real_t y, real_t z)
-{
+Vector3::Vector3(real_t x, real_t y, real_t z) {
 	this->x = x;
 	this->y = y;
 	this->z = z;
 }
 
-Vector3::Vector3()
-{
+Vector3::Vector3() {
 	this->x = 0;
 	this->y = 0;
 	this->z = 0;
 }
 
-const real_t& Vector3::operator[](int p_axis) const
-{
+const real_t &Vector3::operator[](int p_axis) const {
 	return coord[p_axis];
 }
 
-real_t& Vector3::operator[](int p_axis)
-{
+real_t &Vector3::operator[](int p_axis) {
 	return coord[p_axis];
 }
 
-Vector3& Vector3::operator+=(const Vector3& p_v)
-{
+Vector3 &Vector3::operator+=(const Vector3 &p_v) {
 	x += p_v.x;
 	y += p_v.y;
 	z += p_v.z;
 	return *this;
 }
 
-Vector3 Vector3::operator+(const Vector3& p_v) const
-{
+Vector3 Vector3::operator+(const Vector3 &p_v) const {
 	Vector3 v = *this;
 	v += p_v;
 	return v;
 }
 
-Vector3& Vector3::operator-=(const Vector3& p_v)
-{
+Vector3 &Vector3::operator-=(const Vector3 &p_v) {
 	x -= p_v.x;
 	y -= p_v.y;
 	z -= p_v.z;
 	return *this;
 }
 
-Vector3 Vector3::operator-(const Vector3& p_v) const
-{
+Vector3 Vector3::operator-(const Vector3 &p_v) const {
 	Vector3 v = *this;
 	v -= p_v;
 	return v;
 }
 
-Vector3& Vector3::operator*=(const Vector3& p_v)
-{
+Vector3 &Vector3::operator*=(const Vector3 &p_v) {
 	x *= p_v.x;
 	y *= p_v.y;
 	z *= p_v.z;
 	return *this;
 }
 
-Vector3 Vector3::operator*(const Vector3& p_v) const
-{
+Vector3 Vector3::operator*(const Vector3 &p_v) const {
 	Vector3 v = *this;
 	v *= p_v;
 	return v;
 }
 
-Vector3& Vector3::operator/=(const Vector3& p_v)
-{
+Vector3 &Vector3::operator/=(const Vector3 &p_v) {
 	x /= p_v.x;
 	y /= p_v.y;
 	z /= p_v.z;
 	return *this;
 }
 
-Vector3 Vector3::operator/(const Vector3& p_v) const
-{
+Vector3 Vector3::operator/(const Vector3 &p_v) const {
 	Vector3 v = *this;
 	v /= p_v;
 	return v;
 }
 
-
-Vector3& Vector3::operator*=(real_t p_scalar)
-{
+Vector3 &Vector3::operator*=(real_t p_scalar) {
 	*this *= Vector3(p_scalar, p_scalar, p_scalar);
 	return *this;
 }
 
-Vector3 Vector3::operator*(real_t p_scalar) const
-{
+Vector3 Vector3::operator*(real_t p_scalar) const {
 	Vector3 v = *this;
 	v *= p_scalar;
 	return v;
 }
 
-Vector3& Vector3::operator/=(real_t p_scalar)
-{
+Vector3 &Vector3::operator/=(real_t p_scalar) {
 	*this /= Vector3(p_scalar, p_scalar, p_scalar);
 	return *this;
 }
 
-Vector3 Vector3::operator/(real_t p_scalar) const
-{
+Vector3 Vector3::operator/(real_t p_scalar) const {
 	Vector3 v = *this;
 	v /= p_scalar;
 	return v;
 }
 
-Vector3 Vector3::operator-() const
-{
+Vector3 Vector3::operator-() const {
 	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);
+bool Vector3::operator==(const Vector3 &p_v) const {
+	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);
+bool Vector3::operator!=(const Vector3 &p_v) const {
+	return (x != p_v.x || y != p_v.y || z != p_v.z);
 }
 
-bool Vector3::operator<(const Vector3& p_v) const
-{
-	if (x==p_v.x) {
-		if (y==p_v.y)
-			return z<p_v.z;
+bool Vector3::operator<(const Vector3 &p_v) const {
+	if (x == p_v.x) {
+		if (y == p_v.y)
+			return z < p_v.z;
 		else
-			return y<p_v.y;
+			return y < p_v.y;
 	} else {
-		return x<p_v.x;
+		return x < p_v.x;
 	}
 }
 
-bool Vector3::operator<=(const Vector3& p_v) const
-{
-	if (x==p_v.x) {
-		if (y==p_v.y)
-			return z<=p_v.z;
+bool Vector3::operator<=(const Vector3 &p_v) const {
+	if (x == p_v.x) {
+		if (y == p_v.y)
+			return z <= p_v.z;
 		else
-			return y<p_v.y;
+			return y < p_v.y;
 	} else {
-		return x<p_v.x;
+		return x < p_v.x;
 	}
 }
 
-Vector3 Vector3::abs() const
-{
+Vector3 Vector3::abs() const {
 	return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
 }
 
-Vector3 Vector3::ceil() const
-{
+Vector3 Vector3::ceil() const {
 	return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
 }
 
-Vector3 Vector3::cross(const Vector3& b) const
-{
-	Vector3 ret (
-		(y * b.z) - (z * b.y),
-		(z * b.x) - (x * b.z),
-		(x * b.y) - (y * b.x)
-	);
+Vector3 Vector3::cross(const Vector3 &b) const {
+	Vector3 ret(
+			(y * b.z) - (z * b.y),
+			(z * b.x) - (x * b.z),
+			(x * b.y) - (y * b.x));
 
 	return ret;
 }
 
-Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const
-{
+Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
 	return Vector3(
-		x+(p_t * (p_b.x-x)),
-		y+(p_t * (p_b.y-y)),
-		z+(p_t * (p_b.z-z))
-	);
+			x + (p_t * (p_b.x - x)),
+			y + (p_t * (p_b.y - y)),
+			z + (p_t * (p_b.z - z)));
 }
 
-Vector3 Vector3::cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const
-{
-	Vector3 p0=pre_a;
-	Vector3 p1=*this;
-	Vector3 p2=b;
-	Vector3 p3=post_b;
+Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
+	Vector3 p0 = pre_a;
+	Vector3 p1 = *this;
+	Vector3 p2 = b;
+	Vector3 p3 = post_b;
 
 	real_t t2 = t * t;
 	real_t t3 = t2 * t;
 
 	Vector3 out;
-	out = ( ( p1 * 2.0) +
-	( -p0 + p2 ) * t +
-	( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
-	( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
+	out = ((p1 * 2.0) +
+				  (-p0 + p2) * t +
+				  (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
+				  (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
+		  0.5;
 	return out;
 }
 
-Vector3 Vector3::bounce(const Vector3& p_normal) const
-{
+Vector3 Vector3::bounce(const Vector3 &p_normal) const {
 	return -reflect(p_normal);
 }
 
-real_t Vector3::length() const
-{
-	real_t x2=x*x;
-	real_t y2=y*y;
-	real_t z2=z*z;
+real_t Vector3::length() const {
+	real_t x2 = x * x;
+	real_t y2 = y * y;
+	real_t z2 = z * z;
 
-	return ::sqrt(x2+y2+z2);
+	return ::sqrt(x2 + y2 + z2);
 }
 
-real_t Vector3::length_squared() const
-{
-	real_t x2=x*x;
-	real_t y2=y*y;
-	real_t z2=z*z;
+real_t Vector3::length_squared() const {
+	real_t x2 = x * x;
+	real_t y2 = y * y;
+	real_t z2 = z * z;
 
-	return x2+y2+z2;
+	return x2 + y2 + z2;
 }
 
-real_t Vector3::distance_squared_to(const Vector3& b) const
-{
-	return (b-*this).length_squared();
+real_t Vector3::distance_squared_to(const Vector3 &b) const {
+	return (b - *this).length_squared();
 }
 
-real_t Vector3::distance_to(const Vector3& b) const
-{
-	return (b-*this).length();
+real_t Vector3::distance_to(const Vector3 &b) const {
+	return (b - *this).length();
 }
 
-real_t Vector3::dot(const Vector3& b) const
-{
-	return x*b.x + y*b.y + z*b.z;
+real_t Vector3::dot(const Vector3 &b) const {
+	return x * b.x + y * b.y + z * b.z;
 }
 
-real_t Vector3::angle_to(const Vector3& b) const
-{
+real_t Vector3::angle_to(const Vector3 &b) const {
 	return std::atan2(cross(b).length(), dot(b));
 }
 
-Vector3 Vector3::floor() const
-{
+Vector3 Vector3::floor() const {
 	return Vector3(::floor(x), ::floor(y), ::floor(z));
 }
 
-Vector3 Vector3::inverse() const
-{
-	return Vector3( 1.0/x, 1.0/y, 1.0/z );
+Vector3 Vector3::inverse() const {
+	return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
 }
 
-bool Vector3::is_normalized() const
-{
+bool Vector3::is_normalized() const {
 	return std::abs(length_squared() - 1.0) < 0.00001;
 }
 
-Basis Vector3::outer(const Vector3& b) const
-{
+Basis Vector3::outer(const Vector3 &b) const {
 	Vector3 row0(x * b.x, x * b.y, x * b.z);
 	Vector3 row1(y * b.x, y * b.y, y * b.z);
 	Vector3 row2(z * b.x, z * b.y, z * b.z);
 	return Basis(row0, row1, row2);
 }
 
-
-int Vector3::max_axis() const
-{
+int Vector3::max_axis() const {
 	return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
 }
 
-int Vector3::min_axis() const
-{
+int Vector3::min_axis() const {
 	return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
 }
 
-void Vector3::normalize()
-{
-	real_t l=length();
-	if (l==0) {
-		x=y=z=0;
+void Vector3::normalize() {
+	real_t l = length();
+	if (l == 0) {
+		x = y = z = 0;
 	} else {
-		x/=l;
-		y/=l;
-		z/=l;
+		x /= l;
+		y /= l;
+		z /= l;
 	}
 }
 
-Vector3 Vector3::normalized() const
-{
+Vector3 Vector3::normalized() const {
 	Vector3 v = *this;
 	v.normalize();
 	return v;
 }
 
-Vector3 Vector3::reflect(const Vector3& by) const
-{
+Vector3 Vector3::reflect(const Vector3 &by) const {
 	return by - *this * this->dot(by) * 2.0;
 }
 
-Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const
-{
+Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
 	Vector3 v = *this;
 	v.rotate(axis, phi);
 	return v;
 }
 
-void Vector3::rotate(const Vector3& p_axis,real_t p_phi)
-{
-	*this=Basis(p_axis,p_phi).xform(*this);
+void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
+	*this = Basis(p_axis, p_phi).xform(*this);
 }
 
-Vector3 Vector3::slide(const Vector3& by) const
-{
+Vector3 Vector3::slide(const Vector3 &by) const {
 	return by - *this * this->dot(by);
 }
 
 // this is ugly as well, but hey, I'm a simple man
 #define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
 
-void Vector3::snap(real_t p_val)
-{
-	x = _ugly_stepify(x,p_val);
-	y = _ugly_stepify(y,p_val);
-	z = _ugly_stepify(z,p_val);
+void Vector3::snap(real_t p_val) {
+	x = _ugly_stepify(x, p_val);
+	y = _ugly_stepify(y, p_val);
+	z = _ugly_stepify(z, p_val);
 }
 
 #undef _ugly_stepify
 
-Vector3 Vector3::snapped(const float by)
-{
+Vector3 Vector3::snapped(const float by) {
 	Vector3 v = *this;
 	v.snap(by);
 	return v;
 }
 
-Vector3::operator String() const
-{
+Vector3::operator String() const {
 	return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
 }
 
-
-}
-
+} // namespace godot