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Vector3: format properly, fix indents

(cherry picked from commit f468cfc379ec74b802edf0bc89d3f65225d9250d)
J08nY 9 年之前
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44ba542de6
共有 2 個文件被更改,包括 100 次插入97 次删除
  1. 6 6
      core/math/vector3.cpp
  2. 94 91
      core/math/vector3.h

+ 6 - 6
core/math/vector3.cpp

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

+ 94 - 91
core/math/vector3.h

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