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Convert geom/transforms methods and variables to snake_case

Co-authored-by: djeada <[email protected]>
copilot-swe-agent[bot] 1 周之前
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3776d467c4
共有 43 个文件被更改,包括 361 次插入361 次删除
  1. 41 41
      render/entity/arrow_vfx_renderer.cpp
  2. 1 1
      render/entity/barracks_flag_renderer.h
  3. 3 3
      render/entity/nations/carthage/archer_renderer.cpp
  4. 2 2
      render/entity/nations/carthage/ballista_renderer.cpp
  5. 4 4
      render/entity/nations/carthage/barracks_renderer.cpp
  6. 2 2
      render/entity/nations/carthage/catapult_renderer.cpp
  7. 14 14
      render/entity/nations/carthage/healer_renderer.cpp
  8. 3 3
      render/entity/nations/carthage/spearman_renderer.cpp
  9. 5 5
      render/entity/nations/carthage/swordsman_renderer.cpp
  10. 3 3
      render/entity/nations/roman/archer_renderer.cpp
  11. 2 2
      render/entity/nations/roman/ballista_renderer.cpp
  12. 4 4
      render/entity/nations/roman/barracks_renderer.cpp
  13. 2 2
      render/entity/nations/roman/catapult_renderer.cpp
  14. 18 18
      render/entity/nations/roman/healer_renderer.cpp
  15. 3 3
      render/entity/nations/roman/spearman_renderer.cpp
  16. 5 5
      render/entity/nations/roman/swordsman_renderer.cpp
  17. 2 2
      render/equipment/armor/armor_heavy_carthage.cpp
  18. 5 5
      render/equipment/armor/armor_light_carthage.cpp
  19. 1 1
      render/equipment/armor/carthage_shoulder_cover.cpp
  20. 5 5
      render/equipment/armor/chainmail_armor.cpp
  21. 1 1
      render/equipment/armor/cloak_renderer.cpp
  22. 8 8
      render/equipment/armor/roman_armor.cpp
  23. 2 2
      render/equipment/armor/roman_greaves.cpp
  24. 1 1
      render/equipment/armor/roman_shoulder_cover.cpp
  25. 10 10
      render/equipment/armor/tunic_renderer.cpp
  26. 6 6
      render/equipment/helmets/carthage_heavy_helmet.cpp
  27. 16 16
      render/equipment/helmets/carthage_light_helmet.cpp
  28. 3 3
      render/equipment/helmets/headwrap.cpp
  29. 10 10
      render/equipment/helmets/roman_heavy_helmet.cpp
  30. 10 10
      render/equipment/helmets/roman_light_helmet.cpp
  31. 11 11
      render/equipment/weapons/bow_renderer.cpp
  32. 7 7
      render/equipment/weapons/quiver_renderer.cpp
  33. 3 3
      render/equipment/weapons/roman_scutum.cpp
  34. 9 9
      render/equipment/weapons/shield_carthage.cpp
  35. 6 6
      render/equipment/weapons/shield_renderer.cpp
  36. 6 6
      render/equipment/weapons/shield_roman.cpp
  37. 6 6
      render/equipment/weapons/spear_renderer.cpp
  38. 10 10
      render/equipment/weapons/sword_renderer.cpp
  39. 19 19
      render/geom/transforms.cpp
  40. 33 33
      render/geom/transforms.h
  41. 14 14
      render/horse/rig.cpp
  42. 35 35
      render/humanoid/rig.cpp
  43. 10 10
      render/math/pod_math.h

+ 41 - 41
render/entity/arrow_vfx_renderer.cpp

@@ -21,9 +21,9 @@ namespace Render::GL {
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
 using Render::Geom::clampVec01;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 struct HumanProportions {
 
@@ -149,14 +149,14 @@ static inline void drawTorso(const DrawContext &p, ISubmitter &out,
   float torso_radius = HP::TORSO_TOP_R;
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, torso_top, torsoBot, torso_radius), C.tunic,
+           cylinder_between(p.model, torso_top, torsoBot, torso_radius), C.tunic,
            nullptr, 1.0F);
 
   QVector3D waist{0.0F, HP::WAIST_Y, 0.0F};
   QVector3D hipCenter = (P.hipL + P.hipR) * 0.5F;
 
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, waist, hipCenter, HP::TORSO_BOT_R),
+           cone_from_to(p.model, waist, hipCenter, HP::TORSO_BOT_R),
            C.tunic * 0.9F, nullptr, 1.0F);
 }
 
@@ -166,10 +166,10 @@ static inline void drawHeadAndNeck(const DrawContext &p, ISubmitter &out,
 
   QVector3D chin_pos{0.0F, HP::CHIN_Y, 0.0F};
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.neck_base, chin_pos, HP::NECK_RADIUS),
+           cylinder_between(p.model, P.neck_base, chin_pos, HP::NECK_RADIUS),
            C.skin * 0.9F, nullptr, 1.0F);
 
-  out.mesh(getUnitSphere(), sphereAt(p.model, P.head_pos, P.head_r), C.skin,
+  out.mesh(getUnitSphere(), sphere_at(p.model, P.head_pos, P.head_r), C.skin,
            nullptr, 1.0F);
 
   QVector3D iris(0.06F, 0.06F, 0.07F);
@@ -178,23 +178,23 @@ static inline void drawHeadAndNeck(const DrawContext &p, ISubmitter &out,
   float eye_spacing = P.head_r * 0.35F;
   out.mesh(getUnitSphere(),
            p.model *
-               sphereAt(QVector3D(-eye_spacing, eyeY, eyeZ), P.head_r * 0.15F),
+               sphere_at(QVector3D(-eye_spacing, eyeY, eyeZ), P.head_r * 0.15F),
            iris, nullptr, 1.0F);
   out.mesh(getUnitSphere(),
            p.model *
-               sphereAt(QVector3D(eye_spacing, eyeY, eyeZ), P.head_r * 0.15F),
+               sphere_at(QVector3D(eye_spacing, eyeY, eyeZ), P.head_r * 0.15F),
            iris, nullptr, 1.0F);
 
   QVector3D domeC = P.head_pos + QVector3D(0.0F, P.head_r * 0.25F, 0.0F);
   float domeR = P.head_r * 1.05F;
-  out.mesh(getUnitSphere(), sphereAt(p.model, domeC, domeR), C.metal, nullptr,
+  out.mesh(getUnitSphere(), sphere_at(p.model, domeC, domeR), C.metal, nullptr,
            1.0F);
 
   QVector3D visorBase(0.0F, P.head_pos.y() + P.head_r * 0.10F,
                       P.head_r * 0.80F);
   QVector3D visorTip = visorBase + QVector3D(0.0F, -0.015F, 0.06F);
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, visorBase, visorTip, P.head_r * 0.38F),
+           cone_from_to(p.model, visorBase, visorTip, P.head_r * 0.38F),
            C.metal * 0.92F, nullptr, 1.0F);
 
   QVector3D cheekL0(-P.head_r * 0.85F, P.head_pos.y() + P.head_r * 0.05F,
@@ -206,10 +206,10 @@ static inline void drawHeadAndNeck(const DrawContext &p, ISubmitter &out,
   QVector3D cheekR1(P.head_r * 0.85F, P.head_pos.y() - P.head_r * 0.20F,
                     -0.04F);
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, cheekL0, cheekL1, P.head_r * 0.24F),
+           cone_from_to(p.model, cheekL0, cheekL1, P.head_r * 0.24F),
            C.metal * 0.95F, nullptr, 1.0F);
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, cheekR0, cheekR1, P.head_r * 0.24F),
+           cone_from_to(p.model, cheekR0, cheekR1, P.head_r * 0.24F),
            C.metal * 0.95F, nullptr, 1.0F);
 }
 
@@ -222,25 +222,25 @@ static inline void draw_arms(const DrawContext &p, ISubmitter &out,
   const float joint_r = upper_arm_r * 1.2F;
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.shoulder_l, P.elbow_l, upper_arm_r),
+           cylinder_between(p.model, P.shoulder_l, P.elbow_l, upper_arm_r),
            C.tunic, nullptr, 1.0F);
 
-  out.mesh(getUnitSphere(), sphereAt(p.model, P.elbow_l, joint_r),
+  out.mesh(getUnitSphere(), sphere_at(p.model, P.elbow_l, joint_r),
            C.tunic * 0.95F, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.elbow_l, P.hand_l, fore_arm_r),
+           cylinder_between(p.model, P.elbow_l, P.hand_l, fore_arm_r),
            C.skin * 0.95F, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.shoulder_r, P.elbow_r, upper_arm_r),
+           cylinder_between(p.model, P.shoulder_r, P.elbow_r, upper_arm_r),
            C.tunic, nullptr, 1.0F);
 
-  out.mesh(getUnitSphere(), sphereAt(p.model, P.elbow_r, joint_r),
+  out.mesh(getUnitSphere(), sphere_at(p.model, P.elbow_r, joint_r),
            C.tunic * 0.95F, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.elbow_r, P.hand_r, fore_arm_r),
+           cylinder_between(p.model, P.elbow_r, P.hand_r, fore_arm_r),
            C.skin * 0.95F, nullptr, 1.0F);
 }
 
@@ -265,27 +265,27 @@ static inline void draw_legs(const DrawContext &p, ISubmitter &out,
   QVector3D knee_l = makeKnee(P.hipL, P.foot_l, -1.0F);
   QVector3D knee_r = makeKnee(P.hipR, P.foot_r, 1.0F);
 
-  out.mesh(getUnitCone(), coneFromTo(p.model, P.hipL, knee_l, thighR),
+  out.mesh(getUnitCone(), cone_from_to(p.model, P.hipL, knee_l, thighR),
            C.leather, nullptr, 1.0F);
-  out.mesh(getUnitCone(), coneFromTo(p.model, P.hipR, knee_r, thighR),
+  out.mesh(getUnitCone(), cone_from_to(p.model, P.hipR, knee_r, thighR),
            C.leather, nullptr, 1.0F);
 
-  out.mesh(getUnitSphere(), sphereAt(p.model, knee_l, kneeJointR),
+  out.mesh(getUnitSphere(), sphere_at(p.model, knee_l, kneeJointR),
            C.leather * 0.95F, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(p.model, knee_r, kneeJointR),
+  out.mesh(getUnitSphere(), sphere_at(p.model, knee_r, kneeJointR),
            C.leather * 0.95F, nullptr, 1.0F);
 
-  out.mesh(getUnitCone(), coneFromTo(p.model, knee_l, P.foot_l, shinR),
+  out.mesh(getUnitCone(), cone_from_to(p.model, knee_l, P.foot_l, shinR),
            C.leatherDark, nullptr, 1.0F);
-  out.mesh(getUnitCone(), coneFromTo(p.model, knee_r, P.foot_r, shinR),
+  out.mesh(getUnitCone(), cone_from_to(p.model, knee_r, P.foot_r, shinR),
            C.leatherDark, nullptr, 1.0F);
 
   QVector3D down(0.0F, -0.02F, 0.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.foot_l, P.foot_l + down, shinR * 1.1F),
+           cylinder_between(p.model, P.foot_l, P.foot_l + down, shinR * 1.1F),
            C.leatherDark, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, P.foot_r, P.foot_r + down, shinR * 1.1F),
+           cylinder_between(p.model, P.foot_r, P.foot_r + down, shinR * 1.1F),
            C.leatherDark, nullptr, 1.0F);
 }
 
@@ -298,24 +298,24 @@ static inline void drawQuiver(const DrawContext &p, ISubmitter &out,
   QVector3D q_base(-0.10F, HP::CHEST_Y, -0.22F);
 
   float quiver_r = HP::HEAD_RADIUS * 0.45F;
-  out.mesh(getUnitCylinder(), cylinderBetween(p.model, q_base, qTop, quiver_r),
+  out.mesh(getUnitCylinder(), cylinder_between(p.model, q_base, qTop, quiver_r),
            C.leather, nullptr, 1.0F);
 
   float j = (hash_01(seed) - 0.5F) * 0.04F;
   float k = (hash_01(seed ^ HashXorShift::k_golden_ratio) - 0.5F) * 0.04F;
 
   QVector3D a1 = qTop + QVector3D(0.00F + j, 0.08F, 0.00F + k);
-  out.mesh(getUnitCylinder(), cylinderBetween(p.model, qTop, a1, 0.010F),
+  out.mesh(getUnitCylinder(), cylinder_between(p.model, qTop, a1, 0.010F),
            C.wood, nullptr, 1.0F);
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, a1, a1 + QVector3D(0, 0.05F, 0), 0.025F),
+           cone_from_to(p.model, a1, a1 + QVector3D(0, 0.05F, 0), 0.025F),
            C.fletch, nullptr, 1.0F);
 
   QVector3D a2 = qTop + QVector3D(0.02F - j, 0.07F, 0.02F - k);
-  out.mesh(getUnitCylinder(), cylinderBetween(p.model, qTop, a2, 0.010F),
+  out.mesh(getUnitCylinder(), cylinder_between(p.model, qTop, a2, 0.010F),
            C.wood, nullptr, 1.0F);
   out.mesh(getUnitCone(),
-           coneFromTo(p.model, a2, a2 + QVector3D(0, 0.05F, 0), 0.025F),
+           cone_from_to(p.model, a2, a2 + QVector3D(0, 0.05F, 0), 0.025F),
            C.fletch, nullptr, 1.0F);
 }
 
@@ -343,36 +343,36 @@ static inline void drawBowAndArrow(const DrawContext &p, ISubmitter &out,
   for (int i = 1; i <= k_bow_curve_segments; ++i) {
     float t = float(i) / float(k_bow_curve_segments);
     QVector3D cur = q_bezier(bot_end, ctrl, top_end, t);
-    out.mesh(getUnitCylinder(), cylinderBetween(p.model, prev, cur, P.bowRodR),
+    out.mesh(getUnitCylinder(), cylinder_between(p.model, prev, cur, P.bowRodR),
              C.wood, nullptr, 1.0F);
     prev = cur;
   }
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, grip - up * 0.05F, grip + up * 0.05F,
+           cylinder_between(p.model, grip - up * 0.05F, grip + up * 0.05F,
                            P.bowRodR * 1.45F),
            C.wood, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, top_end, nock, P.stringR), C.stringCol,
+           cylinder_between(p.model, top_end, nock, P.stringR), C.stringCol,
            nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(p.model, nock, bot_end, P.stringR), C.stringCol,
+           cylinder_between(p.model, nock, bot_end, P.stringR), C.stringCol,
            nullptr, 1.0F);
-  out.mesh(getUnitCylinder(), cylinderBetween(p.model, P.hand_l, nock, 0.0045F),
+  out.mesh(getUnitCylinder(), cylinder_between(p.model, P.hand_l, nock, 0.0045F),
            C.stringCol * 0.9F, nullptr, 1.0F);
 
   QVector3D tail = nock - forward * 0.06F;
   QVector3D tip = tail + forward * 0.90F;
-  out.mesh(getUnitCylinder(), cylinderBetween(p.model, tail, tip, 0.035F),
+  out.mesh(getUnitCylinder(), cylinder_between(p.model, tail, tip, 0.035F),
            C.wood, nullptr, 1.0F);
   QVector3D head_base = tip - forward * 0.10F;
-  out.mesh(getUnitCone(), coneFromTo(p.model, head_base, tip, 0.05F),
+  out.mesh(getUnitCone(), cone_from_to(p.model, head_base, tip, 0.05F),
            C.metalHead, nullptr, 1.0F);
   QVector3D f1b = tail - forward * 0.02F, f1a = f1b - forward * 0.06F;
   QVector3D f2b = tail + forward * 0.02F, f2a = f2b + forward * 0.06F;
-  out.mesh(getUnitCone(), coneFromTo(p.model, f1b, f1a, 0.04F), C.fletch,
+  out.mesh(getUnitCone(), cone_from_to(p.model, f1b, f1a, 0.04F), C.fletch,
            nullptr, 1.0F);
-  out.mesh(getUnitCone(), coneFromTo(p.model, f2a, f2b, 0.04F), C.fletch,
+  out.mesh(getUnitCone(), cone_from_to(p.model, f2a, f2b, 0.04F), C.fletch,
            nullptr, 1.0F);
 }
 

+ 1 - 1
render/entity/barracks_flag_renderer.h

@@ -65,7 +65,7 @@ drawPoleWithBanner(const DrawContext &p, ISubmitter &out, Mesh *unit,
 
   out.mesh(getUnitCylinder(),
            p.model *
-               Render::Geom::cylinderBetween(poleStart, poleEnd, poleRadius),
+               Render::Geom::cylinder_between(poleStart, poleEnd, poleRadius),
            poleColor, white, 1.0F);
 
   QMatrix4x4 bannerTransform = p.model;

+ 3 - 3
render/entity/nations/carthage/archer_renderer.cpp

@@ -74,9 +74,9 @@ void register_archer_style(const std::string &nation_id,
 
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 

+ 2 - 2
render/entity/nations/carthage/ballista_renderer.cpp

@@ -18,7 +18,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct CarthageBallistaPalette {
   QVector3D wood_frame{0.50F, 0.35F, 0.20F};
@@ -100,7 +100,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 

+ 4 - 4
render/entity/nations/carthage/barracks_renderer.cpp

@@ -20,7 +20,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct CarthagePalette {
   QVector3D limestone{0.96F, 0.94F, 0.88F};
@@ -58,7 +58,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 
@@ -243,14 +243,14 @@ void draw_phoenician_banner(const DrawContext &p, ISubmitter &out, Mesh *unit,
   QVector3D const beam_start(pole_x + 0.02F, beam_y, pole_z);
   QVector3D const beam_end(pole_x + beam_length + 0.02F, beam_y, pole_z);
   out.mesh(getUnitCylinder(),
-           p.model * Render::Geom::cylinderBetween(beam_start, beam_end,
+           p.model * Render::Geom::cylinder_between(beam_start, beam_end,
                                                    pole_radius * 0.35F),
            c.cedar, white, 1.0F);
 
   QVector3D const connector_top(
       beam_end.x(), beam_end.y() - banner_height * 0.35F, beam_end.z());
   out.mesh(getUnitCylinder(),
-           p.model * Render::Geom::cylinderBetween(beam_end, connector_top,
+           p.model * Render::Geom::cylinder_between(beam_end, connector_top,
                                                    pole_radius * 0.18F),
            c.limestone, white, 1.0F);
 

+ 2 - 2
render/entity/nations/carthage/catapult_renderer.cpp

@@ -18,7 +18,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct CarthageCatapultPalette {
   QVector3D wood_cedar{0.52F, 0.35F, 0.22F};
@@ -99,7 +99,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 

+ 14 - 14
render/entity/nations/carthage/healer_renderer.cpp

@@ -35,8 +35,8 @@
 #include <string_view>
 #include <unordered_map>
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 namespace Render::GL::Carthage {
 
@@ -256,7 +256,7 @@ public:
                              forward * (r2 * cos2) + up * (y_pos - origin.y());
 
         out.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, p1, p2, thickness), color, nullptr,
+                 cylinder_between(ctx.model, p1, p2, thickness), color, nullptr,
                  1.0F, materialId);
       }
     };
@@ -300,15 +300,15 @@ public:
     QVector3D const sash_top = origin + up * (sash_y + 0.028F - origin.y());
     QVector3D const sash_bot = origin + up * (sash_y - 0.028F - origin.y());
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_bot, sash_top, torso_r * 0.99F),
+             cylinder_between(ctx.model, sash_bot, sash_top, torso_r * 0.99F),
              purple_tyrian, nullptr, 1.0F, k_mat_purple_trim);
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_top, sash_top - up * 0.006F,
+             cylinder_between(ctx.model, sash_top, sash_top - up * 0.006F,
                              torso_r * 1.02F),
              team_tint, nullptr, 1.0F, k_mat_tools);
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_bot + up * 0.006F, sash_bot,
+             cylinder_between(ctx.model, sash_bot + up * 0.006F, sash_bot,
                              torso_r * 1.02F),
              team_tint, nullptr, 1.0F, k_mat_tools);
 
@@ -317,23 +317,23 @@ public:
     QVector3D const sash_hang_end =
         sash_hang_start - up * 0.12F + forward * 0.02F;
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_hang_start, sash_hang_end, 0.018F),
+             cylinder_between(ctx.model, sash_hang_start, sash_hang_end, 0.018F),
              purple_dark, nullptr, 1.0F, k_mat_purple_trim);
 
     out.mesh(getUnitSphere(),
-             sphereAt(ctx.model, sash_hang_end - up * 0.01F, 0.015F),
+             sphere_at(ctx.model, sash_hang_end - up * 0.01F, 0.015F),
              bronze_color, nullptr, 1.0F, k_mat_tools);
 
     float const neck_y = y_shoulder + 0.04F;
     QVector3D const neck_center = origin + up * (neck_y - origin.y());
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, neck_center - up * 0.012F,
+             cylinder_between(ctx.model, neck_center - up * 0.012F,
                              neck_center + up * 0.012F, HP::NECK_RADIUS * 1.7F),
              robe_tan, nullptr, 1.0F, k_mat_tunic);
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, neck_center + up * 0.010F,
+             cylinder_between(ctx.model, neck_center + up * 0.010F,
                              neck_center + up * 0.018F, HP::NECK_RADIUS * 2.0F),
              purple_tyrian * 0.9F, nullptr, 1.0F, k_mat_purple_trim);
 
@@ -348,14 +348,14 @@ public:
                                      up * (t * 0.05F);
         float const sleeve_r = HP::UPPER_ARM_R * (1.55F - t * 0.08F);
         QVector3D const sleeve_color = robe_cream * (1.0F - t * 0.04F);
-        out.mesh(getUnitSphere(), sphereAt(ctx.model, sleeve_pos, sleeve_r),
+        out.mesh(getUnitSphere(), sphere_at(ctx.model, sleeve_pos, sleeve_r),
                  sleeve_color, nullptr, 1.0F, k_mat_tunic);
       }
 
       QVector3D const cuff_pos =
           anchor + outward * 0.055F + forward * 0.040F - up * 0.05F;
       out.mesh(getUnitSphere(),
-               sphereAt(ctx.model, cuff_pos, HP::UPPER_ARM_R * 1.15F),
+               sphere_at(ctx.model, cuff_pos, HP::UPPER_ARM_R * 1.15F),
                purple_tyrian * 0.85F, nullptr, 1.0F, k_mat_purple_trim);
     };
     drawFlowingSleeve(frames.shoulder_l.origin, -right);
@@ -363,11 +363,11 @@ public:
 
     QVector3D const pendant_pos = origin + forward * (torso_depth * 0.6F) +
                                   up * (y_shoulder - 0.06F - origin.y());
-    out.mesh(getUnitSphere(), sphereAt(ctx.model, pendant_pos, 0.022F),
+    out.mesh(getUnitSphere(), sphere_at(ctx.model, pendant_pos, 0.022F),
              bronze_color, nullptr, 1.0F, k_mat_tools);
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model,
+             cylinder_between(ctx.model,
                              neck_center + forward * (torso_depth * 0.3F),
                              pendant_pos + up * 0.01F, 0.006F),
              bronze_color * 0.85F, nullptr, 1.0F, k_mat_tools);

+ 3 - 3
render/entity/nations/carthage/spearman_renderer.cpp

@@ -88,12 +88,12 @@ void register_spearman_style(const std::string &nation_id,
 }
 
 using Render::Geom::clamp01;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::easeInOutCubic;
 using Render::Geom::lerp;
 using Render::Geom::smoothstep;
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 

+ 5 - 5
render/entity/nations/carthage/swordsman_renderer.cpp

@@ -67,13 +67,13 @@ void register_swordsman_style(const std::string &nation_id,
 
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::easeInOutCubic;
 using Render::Geom::lerp;
 using Render::Geom::nlerp;
 using Render::Geom::smoothstep;
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 
@@ -280,11 +280,11 @@ private:
     QVector3D const tip = hip + QVector3D(-0.05F, -0.22F, -0.12F);
     float const sheath_r = extras.swordWidth * 0.85F;
 
-    out.mesh(getUnitCylinder(), cylinderBetween(ctx.model, hip, tip, sheath_r),
+    out.mesh(getUnitCylinder(), cylinder_between(ctx.model, hip, tip, sheath_r),
              v.palette.leather * 0.9F, nullptr, 1.0F);
 
     out.mesh(getUnitCone(),
-             coneFromTo(ctx.model, tip, tip + QVector3D(-0.02F, -0.02F, -0.02F),
+             cone_from_to(ctx.model, tip, tip + QVector3D(-0.02F, -0.02F, -0.02F),
                         sheath_r),
              extras.metalColor, nullptr, 1.0F);
   }

+ 3 - 3
render/entity/nations/roman/archer_renderer.cpp

@@ -73,9 +73,9 @@ void register_archer_style(const std::string &nation_id,
 
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 

+ 2 - 2
render/entity/nations/roman/ballista_renderer.cpp

@@ -18,7 +18,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct RomanBallistaPalette {
   QVector3D wood_frame{0.45F, 0.32F, 0.18F};
@@ -98,7 +98,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 

+ 4 - 4
render/entity/nations/roman/barracks_renderer.cpp

@@ -19,7 +19,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct RomanPalette {
   QVector3D stone_light{0.62F, 0.60F, 0.58F};
@@ -56,7 +56,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 
@@ -203,14 +203,14 @@ void drawStandards(const DrawContext &p, ISubmitter &out, Mesh *unit,
   QVector3D const beam_start(pole_x + 0.02F, beam_y, pole_z);
   QVector3D const beam_end(pole_x + beam_length + 0.02F, beam_y, pole_z);
   out.mesh(getUnitCylinder(),
-           p.model * Render::Geom::cylinderBetween(beam_start, beam_end,
+           p.model * Render::Geom::cylinder_between(beam_start, beam_end,
                                                    pole_radius * 0.35F),
            c.wood, white, 1.0F);
 
   QVector3D const connector_top(
       beam_end.x(), beam_end.y() - banner_height * 0.35F, beam_end.z());
   out.mesh(getUnitCylinder(),
-           p.model * Render::Geom::cylinderBetween(beam_end, connector_top,
+           p.model * Render::Geom::cylinder_between(beam_end, connector_top,
                                                    pole_radius * 0.18F),
            c.stone_light, white, 1.0F);
 

+ 2 - 2
render/entity/nations/roman/catapult_renderer.cpp

@@ -18,7 +18,7 @@ namespace {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampVec01;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 struct RomanCatapultPalette {
   QVector3D wood_frame{0.45F, 0.32F, 0.18F};
@@ -98,7 +98,7 @@ inline void draw_box(ISubmitter &out, Mesh *unit, Texture *white,
 inline void draw_cyl(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &a, const QVector3D &b, float r,
                      const QVector3D &color, Texture *white) {
-  out.mesh(getUnitCylinder(), model * cylinderBetween(a, b, r), color, white,
+  out.mesh(getUnitCylinder(), model * cylinder_between(a, b, r), color, white,
            1.0F);
 }
 

+ 18 - 18
render/entity/nations/roman/healer_renderer.cpp

@@ -35,8 +35,8 @@
 #include <string_view>
 #include <unordered_map>
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 namespace Render::GL::Roman {
 
@@ -207,7 +207,7 @@ public:
                              up * (y_pos - origin.y());
 
         out.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, p1, p2, thickness), color, nullptr,
+                 cylinder_between(ctx.model, p1, p2, thickness), color, nullptr,
                  1.0F);
       }
     };
@@ -219,7 +219,7 @@ public:
       QVector3D const bot_pos = origin + up * (y_bot - origin.y());
       float const avg_r = (width_top + width_bot) * 0.5F;
       out.mesh(getUnitCylinder(),
-               cylinderBetween(ctx.model, bot_pos, top_pos, avg_r), color,
+               cylinder_between(ctx.model, bot_pos, top_pos, avg_r), color,
                nullptr, 1.0F);
     };
 
@@ -250,16 +250,16 @@ public:
     QVector3D const sash_center = origin + up * (sash_y - origin.y());
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_center - up * 0.022F,
+             cylinder_between(ctx.model, sash_center - up * 0.022F,
                              sash_center + up * 0.022F, torso_r * 0.86F),
              sash_red, nullptr, 1.0F);
 
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_center + up * 0.020F,
+             cylinder_between(ctx.model, sash_center + up * 0.020F,
                              sash_center + up * 0.026F, torso_r * 0.88F),
              trim_gold, nullptr, 1.0F);
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, sash_center - up * 0.026F,
+             cylinder_between(ctx.model, sash_center - up * 0.026F,
                              sash_center - up * 0.020F, torso_r * 0.88F),
              trim_gold, nullptr, 1.0F);
 
@@ -281,22 +281,22 @@ public:
                                      back.forward * 0.05F;
 
       out.mesh(getUnitCylinder(),
-               cylinderBetween(ctx.model, left_top, right_top, 0.020F),
+               cylinder_between(ctx.model, left_top, right_top, 0.020F),
                cape_color, nullptr, 1.0F);
       out.mesh(getUnitCylinder(),
-               cylinderBetween(ctx.model, left_top, left_bottom, 0.028F),
+               cylinder_between(ctx.model, left_top, left_bottom, 0.028F),
                cape_color, nullptr, 1.0F);
       out.mesh(getUnitCylinder(),
-               cylinderBetween(ctx.model, right_top, right_bottom, 0.028F),
+               cylinder_between(ctx.model, right_top, right_bottom, 0.028F),
                cape_color, nullptr, 1.0F);
       out.mesh(getUnitCylinder(),
-               cylinderBetween(ctx.model, left_bottom, right_bottom, 0.022F),
+               cylinder_between(ctx.model, left_bottom, right_bottom, 0.022F),
                cape_color * 0.94F, nullptr, 1.0F);
 
       QVector3D const cape_trim_top =
           (left_top + right_top) * 0.5F + back.forward * 0.01F;
       out.mesh(getUnitSphere(),
-               sphereAt(ctx.model, cape_trim_top, torso_r * 0.16F),
+               sphere_at(ctx.model, cape_trim_top, torso_r * 0.16F),
                trim_gold * 0.9F, nullptr, 1.0F);
     }
 
@@ -306,12 +306,12 @@ public:
     float const cross_thickness = torso_r * 0.18F;
     QVector3D const cross_color = saturate_color(sash_red * 1.05F);
     out.mesh(getUnitCylinder(),
-             cylinderBetween(ctx.model, emblem_center - right * cross_half,
+             cylinder_between(ctx.model, emblem_center - right * cross_half,
                              emblem_center + right * cross_half,
                              cross_thickness),
              cross_color, nullptr, 1.0F);
     out.mesh(getUnitCylinder(),
-             cylinderBetween(
+             cylinder_between(
                  ctx.model, emblem_center - up * (cross_half * 1.1F),
                  emblem_center + up * (cross_half * 1.1F), cross_thickness),
              cross_color, nullptr, 1.0F);
@@ -345,7 +345,7 @@ public:
                           const QVector3D &outward,
                           const QVector3D &elbow_pos) {
       out.mesh(getUnitSphere(),
-               sphereAt(ctx.model, shoulder_pos + outward * 0.01F,
+               sphere_at(ctx.model, shoulder_pos + outward * 0.01F,
                         HP::UPPER_ARM_R * 1.6F),
                tunic_white, nullptr, 1.0F);
 
@@ -355,13 +355,13 @@ public:
                                      outward * (0.01F - t * 0.005F);
         float const sleeve_r = HP::UPPER_ARM_R * (1.55F - t * 0.35F);
         QVector3D const sleeve_color = tunic_white * (1.0F - t * 0.06F);
-        out.mesh(getUnitSphere(), sphereAt(ctx.model, sleeve_pos, sleeve_r),
+        out.mesh(getUnitSphere(), sphere_at(ctx.model, sleeve_pos, sleeve_r),
                  sleeve_color, nullptr, 1.0F);
       }
 
       QVector3D const cuff_pos = elbow_pos + outward * 0.005F;
       out.mesh(getUnitSphere(),
-               sphereAt(ctx.model, cuff_pos, HP::UPPER_ARM_R * 1.25F),
+               sphere_at(ctx.model, cuff_pos, HP::UPPER_ARM_R * 1.25F),
                tunic_cream * 0.95F, nullptr, 1.0F);
     };
     drawSleeve(frames.shoulder_l.origin, -right, pose.elbow_l);
@@ -394,7 +394,7 @@ public:
     QVector3D const clasp_pos = origin + right * (torso_r * 0.4F) +
                                 up * (y_shoulder - origin.y()) +
                                 forward * (torso_depth * 0.3F);
-    out.mesh(getUnitSphere(), sphereAt(ctx.model, clasp_pos, 0.022F),
+    out.mesh(getUnitSphere(), sphere_at(ctx.model, clasp_pos, 0.022F),
              metal_bronze, nullptr, 1.0F);
   }
 

+ 3 - 3
render/entity/nations/roman/spearman_renderer.cpp

@@ -87,12 +87,12 @@ void register_spearman_style(const std::string &nation_id,
 }
 
 using Render::Geom::clamp01;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::easeInOutCubic;
 using Render::Geom::lerp;
 using Render::Geom::smoothstep;
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 

+ 5 - 5
render/entity/nations/roman/swordsman_renderer.cpp

@@ -67,13 +67,13 @@ void register_swordsman_style(const std::string &nation_id,
 
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::easeInOutCubic;
 using Render::Geom::lerp;
 using Render::Geom::nlerp;
 using Render::Geom::smoothstep;
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::mix_palette_color;
 using Render::GL::Humanoid::saturate_color;
 
@@ -284,11 +284,11 @@ private:
     QVector3D const tip = hip + QVector3D(-0.05F, -0.22F, -0.12F);
     float const sheath_r = extras.swordWidth * 0.85F;
 
-    out.mesh(getUnitCylinder(), cylinderBetween(ctx.model, hip, tip, sheath_r),
+    out.mesh(getUnitCylinder(), cylinder_between(ctx.model, hip, tip, sheath_r),
              v.palette.leather * 0.9F, nullptr, 1.0F);
 
     out.mesh(getUnitCone(),
-             coneFromTo(ctx.model, tip, tip + QVector3D(-0.02F, -0.02F, -0.02F),
+             cone_from_to(ctx.model, tip, tip + QVector3D(-0.02F, -0.02F, -0.02F),
                         sheath_r),
              extras.metalColor, nullptr, 1.0F);
   }

+ 2 - 2
render/equipment/armor/armor_heavy_carthage.cpp

@@ -11,7 +11,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 void ArmorHeavyCarthageRenderer::render(const DrawContext &ctx,
                                         const BodyFrames &frames,
@@ -68,7 +68,7 @@ void ArmorHeavyCarthageRenderer::render(const DrawContext &ctx,
   auto draw_torso = [&](const QVector3D &a, const QVector3D &b, float radius,
                         const QVector3D &color, float scale_x, float base_z,
                         int material_id = 1) {
-    QMatrix4x4 m = cylinderBetween(ctx.model, a, b, radius);
+    QMatrix4x4 m = cylinder_between(ctx.model, a, b, radius);
     m.scale(scale_x, 1.0F, depth_scale_for(base_z));
     Mesh *torso_mesh = torso_mesh_without_bottom_cap();
     submitter.mesh(torso_mesh != nullptr ? torso_mesh : getUnitTorso(), m,

+ 5 - 5
render/equipment/armor/armor_light_carthage.cpp

@@ -14,7 +14,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 using Render::GL::Humanoid::saturate_color;
 
 void ArmorLightCarthageRenderer::render(const DrawContext &ctx,
@@ -75,7 +75,7 @@ void ArmorLightCarthageRenderer::render(const DrawContext &ctx,
   float main_radius = torso_r * 1.36F;
   float const main_depth = torso_depth * 1.24F;
 
-  QMatrix4x4 cuirass = cylinderBetween(ctx.model, top, bottom, main_radius);
+  QMatrix4x4 cuirass = cylinder_between(ctx.model, top, bottom, main_radius);
   cuirass.scale(1.0F, 1.0F, std::max(0.15F, main_depth / main_radius));
   Mesh *torso_mesh = torso_mesh_without_bottom_cap();
   submitter.mesh(torso_mesh != nullptr ? torso_mesh : getUnitTorso(), cuirass,
@@ -87,7 +87,7 @@ void ArmorLightCarthageRenderer::render(const DrawContext &ctx,
     QVector3D chest_anchor =
         shoulder_anchor - up * (torso_r * 0.82F) + forward * (torso_r * 0.22F);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, shoulder_anchor, chest_anchor,
+                   cylinder_between(ctx.model, shoulder_anchor, chest_anchor,
                                    torso_r * 0.12F),
                    leather_highlight * 0.95F, nullptr, 1.0F, 1);
   };
@@ -98,7 +98,7 @@ void ArmorLightCarthageRenderer::render(const DrawContext &ctx,
       top + forward * (torso_depth * 0.35F) - up * (torso_r * 0.06F);
   QVector3D front_panel_bottom =
       bottom + forward * (torso_depth * 0.38F) + up * (torso_r * 0.03F);
-  QMatrix4x4 front_panel = cylinderBetween(ctx.model, front_panel_top,
+  QMatrix4x4 front_panel = cylinder_between(ctx.model, front_panel_top,
                                            front_panel_bottom, torso_r * 0.56F);
   front_panel.scale(1.18F, 1.0F,
                     std::max(0.22F, (torso_depth * 0.76F) / (torso_r * 0.76F)));
@@ -109,7 +109,7 @@ void ArmorLightCarthageRenderer::render(const DrawContext &ctx,
       top - forward * (torso_depth * 0.32F) - up * (torso_r * 0.05F);
   QVector3D back_panel_bottom =
       bottom - forward * (torso_depth * 0.34F) + up * (torso_r * 0.02F);
-  QMatrix4x4 back_panel = cylinderBetween(ctx.model, back_panel_top,
+  QMatrix4x4 back_panel = cylinder_between(ctx.model, back_panel_top,
                                           back_panel_bottom, torso_r * 0.58F);
   back_panel.scale(1.18F, 1.0F,
                    std::max(0.22F, (torso_depth * 0.74F) / (torso_r * 0.80F)));

+ 1 - 1
render/equipment/armor/carthage_shoulder_cover.cpp

@@ -8,7 +8,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 
 void CarthageShoulderCoverRenderer::render(const DrawContext &ctx,
                                            const BodyFrames &frames,

+ 5 - 5
render/equipment/armor/chainmail_armor.cpp

@@ -13,7 +13,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 
 auto ChainmailArmorRenderer::calculateRingColor(float x, float y,
                                                 float z) const -> QVector3D {
@@ -113,7 +113,7 @@ void ChainmailArmorRenderer::renderShoulderGuards(const DrawContext &ctx,
       calculateRingColor(left_base.x(), left_base.y(), left_base.z());
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, left_base, left_tip, shoulder_radius),
+      cylinder_between(ctx.model, left_base, left_tip, shoulder_radius),
       left_color, nullptr, 0.8F);
 
   QVector3D right_base = shoulder_r.origin;
@@ -123,7 +123,7 @@ void ChainmailArmorRenderer::renderShoulderGuards(const DrawContext &ctx,
       calculateRingColor(right_base.x(), right_base.y(), right_base.z());
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, right_base, right_tip, shoulder_radius),
+      cylinder_between(ctx.model, right_base, right_tip, shoulder_radius),
       right_color, nullptr, 0.8F);
 
   if (m_config.detail_level >= 1) {
@@ -173,7 +173,7 @@ void ChainmailArmorRenderer::renderArmMail(const DrawContext &ctx,
 
     QVector3D color = calculateRingColor(pos0.x(), pos0.y(), pos0.z());
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, pos0, pos1, radius), color,
+                   cylinder_between(ctx.model, pos0, pos1, radius), color,
                    nullptr, 0.75F);
   }
 
@@ -191,7 +191,7 @@ void ChainmailArmorRenderer::renderArmMail(const DrawContext &ctx,
 
     QVector3D color = calculateRingColor(pos0.x(), pos0.y(), pos0.z());
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, pos0, pos1, radius), color,
+                   cylinder_between(ctx.model, pos0, pos1, radius), color,
                    nullptr, 0.75F);
   }
 }

+ 1 - 1
render/equipment/armor/cloak_renderer.cpp

@@ -108,7 +108,7 @@ void CloakRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
         shoulder_mid + up * (torso_r * 0.5F) + forward * (torso_r * 0.2F);
     submitter.mesh(
         getUnitSphere(),
-        Render::Geom::sphereAt(ctx.model, clasp_pos, torso_r * 0.12F),
+        Render::Geom::sphere_at(ctx.model, clasp_pos, torso_r * 0.12F),
         trim_color, nullptr, 1.0F, 1);
   }
 }

+ 8 - 8
render/equipment/armor/roman_armor.cpp

@@ -13,9 +13,9 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 void RomanHeavyArmorRenderer::render(const DrawContext &ctx,
@@ -72,7 +72,7 @@ void RomanHeavyArmorRenderer::render(const DrawContext &ctx,
   QVector3D bottom = waist.origin - waist_up * (waist_r * 0.45F) -
                      forward * (torso_r * 0.016F);
 
-  QMatrix4x4 plates = cylinderBetween(ctx.model, top, bottom, torso_r * 1.24F);
+  QMatrix4x4 plates = cylinder_between(ctx.model, top, bottom, torso_r * 1.24F);
   plates.scale(1.18F, 1.0F, depth_scale_for(1.10F));
   Mesh *torso_mesh = torso_mesh_without_bottom_cap();
   submitter.mesh(torso_mesh != nullptr ? torso_mesh : getUnitTorso(), plates,
@@ -157,7 +157,7 @@ void RomanLightArmorRenderer::render(const DrawContext &ctx,
   float main_radius = torso_r * 1.26F;
   float const main_depth = torso_depth * 1.24F;
 
-  QMatrix4x4 cuirass = cylinderBetween(ctx.model, top, bottom, main_radius);
+  QMatrix4x4 cuirass = cylinder_between(ctx.model, top, bottom, main_radius);
   cuirass.scale(1.0F, 1.0F, std::max(0.15F, main_depth / main_radius));
   Mesh *torso_mesh = torso_mesh_without_bottom_cap();
   submitter.mesh(torso_mesh != nullptr ? torso_mesh : getUnitTorso(), cuirass,
@@ -169,7 +169,7 @@ void RomanLightArmorRenderer::render(const DrawContext &ctx,
     QVector3D chest_anchor =
         shoulder_anchor - up * (torso_r * 0.82F) + forward * (torso_r * 0.22F);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, shoulder_anchor, chest_anchor,
+                   cylinder_between(ctx.model, shoulder_anchor, chest_anchor,
                                    torso_r * 0.10F),
                    leather_highlight * 0.95F, nullptr, 1.0F, 1);
   };
@@ -180,7 +180,7 @@ void RomanLightArmorRenderer::render(const DrawContext &ctx,
       top + forward * (torso_depth * 0.35F) - up * (torso_r * 0.06F);
   QVector3D front_panel_bottom =
       bottom + forward * (torso_depth * 0.38F) + up * (torso_r * 0.03F);
-  QMatrix4x4 front_panel = cylinderBetween(ctx.model, front_panel_top,
+  QMatrix4x4 front_panel = cylinder_between(ctx.model, front_panel_top,
                                            front_panel_bottom, torso_r * 0.48F);
   front_panel.scale(1.18F, 1.0F,
                     std::max(0.22F, (torso_depth * 0.76F) / (torso_r * 0.76F)));
@@ -191,7 +191,7 @@ void RomanLightArmorRenderer::render(const DrawContext &ctx,
       top - forward * (torso_depth * 0.32F) - up * (torso_r * 0.05F);
   QVector3D back_panel_bottom =
       bottom - forward * (torso_depth * 0.34F) + up * (torso_r * 0.02F);
-  QMatrix4x4 back_panel = cylinderBetween(ctx.model, back_panel_top,
+  QMatrix4x4 back_panel = cylinder_between(ctx.model, back_panel_top,
                                           back_panel_bottom, torso_r * 0.50F);
   back_panel.scale(1.18F, 1.0F,
                    std::max(0.22F, (torso_depth * 0.74F) / (torso_r * 0.80F)));

+ 2 - 2
render/equipment/armor/roman_greaves.cpp

@@ -10,8 +10,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 void RomanGreavesRenderer::render(const DrawContext &ctx,

+ 1 - 1
render/equipment/armor/roman_shoulder_cover.cpp

@@ -8,7 +8,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::sphereAt;
+using Render::Geom::sphere_at;
 
 void RomanShoulderCoverRenderer::render(const DrawContext &ctx,
                                         const BodyFrames &frames,

+ 10 - 10
render/equipment/armor/tunic_renderer.cpp

@@ -14,9 +14,9 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 TunicRenderer::TunicRenderer(const TunicConfig &config) : m_config(config) {}
@@ -136,7 +136,7 @@ void TunicRenderer::renderTorsoArmor(const DrawContext &ctx,
 
       float const seg_r = (r1 + r2) * 0.5F * 0.08F;
       submitter.mesh(getUnitCylinder(),
-                     cylinderBetween(ctx.model, p1, p2, seg_r), color, nullptr,
+                     cylinder_between(ctx.model, p1, p2, seg_r), color, nullptr,
                      1.0F);
     }
   };
@@ -171,7 +171,7 @@ void TunicRenderer::renderTorsoArmor(const DrawContext &ctx,
                             forward * (r2 * cos_a) + up * (y2 - origin.y());
 
       submitter.mesh(getUnitCylinder(),
-                     cylinderBetween(ctx.model, top, bot, torso_r * 0.06F),
+                     cylinder_between(ctx.model, top, bot, torso_r * 0.06F),
                      steel_color * 0.96F, nullptr, 1.0F);
     }
   };
@@ -217,7 +217,7 @@ void TunicRenderer::renderPauldrons(const DrawContext &ctx,
           shoulder + outward * (0.02F + static_cast<float>(i) * 0.008F);
       seg_pos.setY(seg_y);
 
-      submitter.mesh(getUnitSphere(), sphereAt(ctx.model, seg_pos, seg_r),
+      submitter.mesh(getUnitSphere(), sphere_at(ctx.model, seg_pos, seg_r),
                      i == 0
                          ? steel_color * 1.05F
                          : steel_color * (1.0F - static_cast<float>(i) * 0.03F),
@@ -253,14 +253,14 @@ void TunicRenderer::renderGorget(const DrawContext &ctx,
                              torso.origin.z());
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, gorget_bot, gorget_top,
+                 cylinder_between(ctx.model, gorget_bot, gorget_top,
                                  HP::NECK_RADIUS * 2.6F),
                  steel_color * 1.08F, nullptr, 1.0F);
 
   QVector3D const a = gorget_top + QVector3D(0, 0.005F, 0);
   QVector3D const b = gorget_top - QVector3D(0, 0.005F, 0);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, a, b, HP::NECK_RADIUS * 2.62F),
+                 cylinder_between(ctx.model, a, b, HP::NECK_RADIUS * 2.62F),
                  brass_color, nullptr, 1.0F);
 }
 
@@ -285,14 +285,14 @@ void TunicRenderer::renderBelt(const DrawContext &ctx,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, belt_bot, belt_top, waist_r * 1.08F),
+      cylinder_between(ctx.model, belt_bot, belt_top, waist_r * 1.08F),
       steel_color * 0.94F, nullptr, 1.0F);
 
   QVector3D const trim_top = belt_top + QVector3D(0, 0.005F, 0);
   QVector3D const trim_bot = belt_bot - QVector3D(0, 0.005F, 0);
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, trim_bot, trim_top, waist_r * 1.12F),
+      cylinder_between(ctx.model, trim_bot, trim_top, waist_r * 1.12F),
       brass_color * 0.95F, nullptr, 1.0F);
 }
 

+ 6 - 6
render/equipment/helmets/carthage_heavy_helmet.cpp

@@ -15,9 +15,9 @@ auto mixColor(const QVector3D &a, const QVector3D &b, float t) -> QVector3D {
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 void CarthageHeavyHelmetRenderer::render(const DrawContext &ctx,
                                          const BodyFrames &frames,
@@ -49,18 +49,18 @@ void CarthageHeavyHelmetRenderer::render(const DrawContext &ctx,
   QVector3D cone_base = head_point(QVector3D(0.0f, 0.58f, 0.0f));
   QVector3D cone_tip = head_point(QVector3D(0.0f, 1.46f, 0.0f));
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, cone_base, cone_tip, base_r), base_color,
+                 cone_from_to(ctx.model, cone_base, cone_tip, base_r), base_color,
                  nullptr, 1.0f, 2);
 
   QVector3D tip_base = head_point(QVector3D(0.0f, 1.12f, 0.0f));
   QVector3D tip_apex = head_point(QVector3D(0.0f, 1.70f, 0.0f));
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, tip_base, tip_apex,
+                 cone_from_to(ctx.model, tip_base, tip_apex,
                             std::max(0.05f, base_r * 0.28f)),
                  accent, nullptr, 1.0f, 2);
 
   QMatrix4x4 tip_cap =
-      sphereAt(ctx.model, tip_apex + head.up * (R * 0.015f), R * 0.06f);
+      sphere_at(ctx.model, tip_apex + head.up * (R * 0.015f), R * 0.06f);
   submitter.mesh(getUnitSphere(), tip_cap,
                  mixColor(accent, m_config.glow_color, 0.48F), nullptr, 1.0f,
                  2);

+ 16 - 16
render/equipment/helmets/carthage_light_helmet.cpp

@@ -13,8 +13,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 static constexpr float k_helmet_vertical_lift = 0.14F;
 
@@ -42,7 +42,7 @@ static inline void submit_disk(ISubmitter &submitter, const DrawContext &ctx,
   QVector3D a = center - 0.5f * thickness * n;
   QVector3D b = center + 0.5f * thickness * n;
 
-  submitter.mesh(getUnitCylinder(), cylinderBetween(ctx.model, a, b, radius),
+  submitter.mesh(getUnitCylinder(), cylinder_between(ctx.model, a, b, radius),
                  color, nullptr, roughness, material_id);
 }
 
@@ -59,7 +59,7 @@ static inline void submit_spike(ISubmitter &submitter, const DrawContext &ctx,
   QVector3D tip = base + d * length;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, base, tip, base_radius), color,
+                 cylinder_between(ctx.model, base, tip, base_radius), color,
                  nullptr, roughness, material_id);
   QMatrix4x4 m;
   m = ctx.model;
@@ -127,19 +127,19 @@ void CarthageLightHelmetRenderer::render_bowl(const DrawContext &ctx,
   QVector3D taper_top = helmet_origin + up * (R * 0.48F);
   QVector3D taper_bot = helmet_origin + up * (R * 0.26F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, taper_top, taper_bot, R * 0.78F),
+                 cylinder_between(ctx.model, taper_top, taper_bot, R * 0.78F),
                  m_config.leather_color * 0.86F, nullptr, 0.92F, 2);
 
   QVector3D band_top = helmet_origin + up * (R * 0.24F);
   QVector3D band_bot = helmet_origin + up * (R * 0.10F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, band_top, band_bot, R * 0.92F),
+                 cylinder_between(ctx.model, band_top, band_bot, R * 0.92F),
                  m_config.leather_color * 0.72F, nullptr, 0.95F, 2);
 
   QVector3D crest_base = helmet_origin + up * (R * 0.82F);
   QVector3D crest_tip = crest_base + up * (R * 0.55F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, crest_base, crest_tip, R * 0.35F),
+                 cylinder_between(ctx.model, crest_base, crest_tip, R * 0.35F),
                  m_config.bronze_color * 0.78F, nullptr, 0.92F, 2);
   QMatrix4x4 crest_cap = ctx.model;
   crest_cap.translate(crest_tip);
@@ -153,7 +153,7 @@ void CarthageLightHelmetRenderer::render_bowl(const DrawContext &ctx,
       helmet_origin + up * (R * 0.20F) + forward * (R * 0.70F);
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, strap_front_top, strap_front_bot, R * 0.20F),
+      cylinder_between(ctx.model, strap_front_top, strap_front_bot, R * 0.20F),
       m_config.bronze_color * 0.85F, nullptr, 0.92F, 2);
 
   QVector3D strap_left_top =
@@ -162,7 +162,7 @@ void CarthageLightHelmetRenderer::render_bowl(const DrawContext &ctx,
       helmet_origin + up * (R * 0.16F) - right * (R * 0.72F);
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, strap_left_top, strap_left_bot, R * 0.16F),
+      cylinder_between(ctx.model, strap_left_top, strap_left_bot, R * 0.16F),
       m_config.bronze_color * 0.90F, nullptr, 0.95F, 2);
 
   QVector3D strap_right_top =
@@ -171,7 +171,7 @@ void CarthageLightHelmetRenderer::render_bowl(const DrawContext &ctx,
       helmet_origin + up * (R * 0.16F) + right * (R * 0.72F);
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, strap_right_top, strap_right_bot, R * 0.16F),
+      cylinder_between(ctx.model, strap_right_top, strap_right_bot, R * 0.16F),
       m_config.bronze_color * 0.90F, nullptr, 0.95F, 2);
 }
 
@@ -200,7 +200,7 @@ void CarthageLightHelmetRenderer::render_brim(const DrawContext &ctx,
   auto connect_brow = [&](const QVector3D &a, const QVector3D &b,
                           float radius_scale) {
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, a, b, R * radius_scale),
+                   cylinder_between(ctx.model, a, b, R * radius_scale),
                    m_config.bronze_color * 1.08f, nullptr, 0.95f, 2);
   };
 
@@ -267,13 +267,13 @@ void CarthageLightHelmetRenderer::render_nasal_guard(
   QVector3D top = head_point(QVector3D(0.0f, 0.70f, 0.80f));
   QVector3D bot = head_point(QVector3D(0.0f, -0.04f, 0.95f));
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, bot, top, R * 0.14f),
+                 cylinder_between(ctx.model, bot, top, R * 0.14f),
                  m_config.bronze_color * 0.98f, nullptr, 0.9f, 2);
 
   QVector3D left = top + head.right * (R * 0.30f);
   QVector3D right = top - head.right * (R * 0.30f);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, left, right, R * 0.07f),
+                 cylinder_between(ctx.model, left, right, R * 0.07f),
                  m_config.bronze_color * 1.06f, nullptr, 0.93f, 2);
 
   for (int i = 0; i < 3; ++i) {
@@ -281,7 +281,7 @@ void CarthageLightHelmetRenderer::render_nasal_guard(
     QVector3D gl = head_point(QVector3D(-0.32f, yy, 0.96f));
     QVector3D gr = head_point(QVector3D(0.32f, yy, 0.96f));
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, gl, gr, R * 0.045f),
+                   cylinder_between(ctx.model, gl, gr, R * 0.045f),
                    m_config.bronze_color * 1.02f, nullptr, 0.9f, 2);
   }
 }
@@ -298,7 +298,7 @@ void CarthageLightHelmetRenderer::render_crest(const DrawContext &ctx,
   QVector3D left = head_point(QVector3D(-0.95f, 1.02f, 0.02f));
   QVector3D right = head_point(QVector3D(0.95f, 1.02f, 0.02f));
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, left, right, R * 0.12f),
+                 cylinder_between(ctx.model, left, right, R * 0.12f),
                  m_config.bronze_color * 1.12f, nullptr, 0.96f, 2);
 
   QVector3D crest_color(0.85f, 0.15f, 0.18f);
@@ -315,7 +315,7 @@ void CarthageLightHelmetRenderer::render_crest(const DrawContext &ctx,
     tip += head.forward * 0.0f + head.right * 0.0f;
     QVector3D col = crest_color * (0.9f + 0.18f * ((i % 2) ? 1.0f : 0.0f));
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, base, tip, R * 0.04f), col,
+                   cylinder_between(ctx.model, base, tip, R * 0.04f), col,
                    nullptr, 0.62f, 2);
   }
 }

+ 3 - 3
render/equipment/helmets/headwrap.cpp

@@ -10,7 +10,7 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
+using Render::Geom::cylinder_between;
 using Render::GL::Humanoid::saturate_color;
 
 void HeadwrapRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
@@ -34,7 +34,7 @@ void HeadwrapRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   QVector3D const band_top = headPoint(QVector3D(0.0F, 0.70F, 0.0F));
   QVector3D const band_bot = headPoint(QVector3D(0.0F, 0.30F, 0.0F));
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, band_bot, band_top, head_r * 1.08F),
+                 cylinder_between(ctx.model, band_bot, band_top, head_r * 1.08F),
                  cloth_color, nullptr, 1.0F);
 
   QVector3D const knot_center = headPoint(QVector3D(0.10F, 0.60F, 0.72F));
@@ -48,7 +48,7 @@ void HeadwrapRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   QVector3D const tail_bot = tail_top + head.right * 0.02F +
                              head.up * (-0.28F) + head.forward * (-0.08F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, tail_top, tail_bot, head_r * 0.28F),
+                 cylinder_between(ctx.model, tail_top, tail_bot, head_r * 0.28F),
                  cloth_color * QVector3D(0.92F, 0.98F, 1.05F), nullptr, 1.0F);
 }
 

+ 10 - 10
render/equipment/helmets/roman_heavy_helmet.cpp

@@ -11,9 +11,9 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 namespace {
@@ -80,13 +80,13 @@ void RomanHeavyHelmetRenderer::render(const DrawContext &ctx,
   QVector3D helm_top = head_point({0.0f, helmet_top_y, 0.0f});
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, helm_bot, helm_top, helm_r),
+                 cylinder_between(ctx.model, helm_bot, helm_top, helm_r),
                  steel_color, nullptr, 1.0f, 2);
 
   QVector3D cap_top = head_point({0.0f, cap_top_y, 0.0f});
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, helm_top, cap_top, helm_r * cap_scale),
+      cylinder_between(ctx.model, helm_top, cap_top, helm_r * cap_scale),
       steel_color * 1.06f, nullptr, 1.0f, 2);
 
   QVector3D brow_center = head_point({0.0f, brow_center_y, 0.0f});
@@ -95,7 +95,7 @@ void RomanHeavyHelmetRenderer::render(const DrawContext &ctx,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, brow_bot, brow_top, helm_r * brow_scale),
+      cylinder_between(ctx.model, brow_bot, brow_top, helm_r * brow_scale),
       brass_color * 0.92f, nullptr, 1.0f, 2);
 
   QVector3D neck_top = head_point({0.0f, neck_top_y, neck_top_z});
@@ -103,7 +103,7 @@ void RomanHeavyHelmetRenderer::render(const DrawContext &ctx,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, neck_bot, neck_top, helm_r * neck_scale),
+      cylinder_between(ctx.model, neck_bot, neck_top, helm_r * neck_scale),
       steel_color * 0.88f, nullptr, 1.0f, 2);
 
   QVector3D crest_base = cap_top;
@@ -112,15 +112,15 @@ void RomanHeavyHelmetRenderer::render(const DrawContext &ctx,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, crest_base, crest_mid, crest_mount_radius),
+      cylinder_between(ctx.model, crest_base, crest_mid, crest_mount_radius),
       brass_color, nullptr, 1.0f, 2);
 
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, crest_mid, crest_top, crest_cone_radius),
+                 cone_from_to(ctx.model, crest_mid, crest_top, crest_cone_radius),
                  QVector3D(0.96f, 0.12f, 0.12f), nullptr, 1.0f, 0);
 
   submitter.mesh(getUnitSphere(),
-                 sphereAt(ctx.model, crest_top, crest_top_sphere_r),
+                 sphere_at(ctx.model, crest_top, crest_top_sphere_r),
                  brass_color, nullptr, 1.0f, 2);
 }
 

+ 10 - 10
render/equipment/helmets/roman_light_helmet.cpp

@@ -11,9 +11,9 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 void RomanLightHelmetRenderer::render(const DrawContext &ctx,
@@ -42,12 +42,12 @@ void RomanLightHelmetRenderer::render(const DrawContext &ctx,
   float const helmet_r = head_r * 1.08F;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, helmet_bot, helmet_top, helmet_r),
+                 cylinder_between(ctx.model, helmet_bot, helmet_top, helmet_r),
                  helmet_color, nullptr, 1.0F, 2);
 
   QVector3D const apex_pos = headPoint(QVector3D(0.0F, 1.48F, 0.0F));
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, helmet_top, apex_pos, helmet_r * 0.97F),
+                 cone_from_to(ctx.model, helmet_top, apex_pos, helmet_r * 0.97F),
                  helmet_accent, nullptr, 1.0F, 2);
 
   auto ring = [&](float y_offset, float r_scale, const QVector3D &col) {
@@ -56,7 +56,7 @@ void RomanLightHelmetRenderer::render(const DrawContext &ctx,
     QVector3D const a = center + head.up * (h * 0.5F);
     QVector3D const b = center - head.up * (h * 0.5F);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, a, b, helmet_r * r_scale), col,
+                   cylinder_between(ctx.model, a, b, helmet_r * r_scale), col,
                    nullptr, 1.0F, 2);
   };
 
@@ -66,7 +66,7 @@ void RomanLightHelmetRenderer::render(const DrawContext &ctx,
   QVector3D const neck_guard_top = headPoint(QVector3D(0.0F, 0.03F, -0.85F));
   QVector3D const neck_guard_bot = headPoint(QVector3D(0.0F, -0.32F, -0.92F));
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, neck_guard_bot, neck_guard_top,
+                 cylinder_between(ctx.model, neck_guard_bot, neck_guard_top,
                                  helmet_r * 0.86F),
                  helmet_color * 0.90F, nullptr, 1.0F, 2);
 
@@ -75,14 +75,14 @@ void RomanLightHelmetRenderer::render(const DrawContext &ctx,
   QVector3D const crest_top = crest_mid + head.up * 0.12F;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, crest_base, crest_mid, 0.018F),
+                 cylinder_between(ctx.model, crest_base, crest_mid, 0.018F),
                  helmet_accent, nullptr, 1.0F, 2);
 
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, crest_mid, crest_top, 0.042F),
+                 cone_from_to(ctx.model, crest_mid, crest_top, 0.042F),
                  QVector3D(0.88F, 0.18F, 0.18F), nullptr, 1.0F, 0);
 
-  submitter.mesh(getUnitSphere(), sphereAt(ctx.model, crest_top, 0.020F),
+  submitter.mesh(getUnitSphere(), sphere_at(ctx.model, crest_top, 0.020F),
                  helmet_accent, nullptr, 1.0F, 2);
 }
 

+ 11 - 11
render/equipment/weapons/bow_renderer.cpp

@@ -17,8 +17,8 @@
 namespace Render::GL {
 
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 
 namespace {
 constexpr QVector3D k_dark_bow_color(0.05F, 0.035F, 0.02F);
@@ -85,24 +85,24 @@ void BowRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const cur = q_bezier(bot_end, ctrl, top_end, t);
     submitter.mesh(
         getUnitCylinder(),
-        cylinderBetween(ctx.model, prev, cur, m_config.bow_rod_radius),
+        cylinder_between(ctx.model, prev, cur, m_config.bow_rod_radius),
         k_dark_bow_color, nullptr, 1.0F, m_config.material_id);
     prev = cur;
   }
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, grip - up * 0.05F,
+                 cylinder_between(ctx.model, grip - up * 0.05F,
                                  grip + up * 0.05F,
                                  m_config.bow_rod_radius * 1.45F),
                  k_dark_bow_color, nullptr, 1.0F, m_config.material_id);
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, top_end, nock, m_config.string_radius),
+      cylinder_between(ctx.model, top_end, nock, m_config.string_radius),
       m_config.string_color, nullptr, 1.0F, m_config.material_id);
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, nock, bot_end, m_config.string_radius),
+      cylinder_between(ctx.model, nock, bot_end, m_config.string_radius),
       m_config.string_color, nullptr, 1.0F, m_config.material_id);
 
   bool const is_bow_attacking =
@@ -110,7 +110,7 @@ void BowRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   if (is_bow_attacking) {
     submitter.mesh(
         getUnitCylinder(),
-        cylinderBetween(ctx.model, frames.hand_l.origin, nock, 0.0045F),
+        cylinder_between(ctx.model, frames.hand_l.origin, nock, 0.0045F),
         m_config.string_color * 0.9F, nullptr, 1.0F, m_config.material_id);
   }
 
@@ -148,11 +148,11 @@ void BowRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const tip = tail + forward * 0.90F;
 
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, tail, tip, 0.018F), palette.wood,
+                   cylinder_between(ctx.model, tail, tip, 0.018F), palette.wood,
                    nullptr, 1.0F, m_config.material_id);
 
     QVector3D const head_base = tip - forward * 0.10F;
-    submitter.mesh(getUnitCone(), coneFromTo(ctx.model, head_base, tip, 0.05F),
+    submitter.mesh(getUnitCone(), cone_from_to(ctx.model, head_base, tip, 0.05F),
                    m_config.metal_color, nullptr, 1.0F, m_config.material_id);
 
     QVector3D const f1b = tail - forward * 0.02F;
@@ -160,10 +160,10 @@ void BowRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const f2b = tail + forward * 0.02F;
     QVector3D const f2a = f2b + forward * 0.06F;
 
-    submitter.mesh(getUnitCone(), coneFromTo(ctx.model, f1b, f1a, 0.04F),
+    submitter.mesh(getUnitCone(), cone_from_to(ctx.model, f1b, f1a, 0.04F),
                    m_config.fletching_color, nullptr, 1.0F,
                    m_config.material_id);
-    submitter.mesh(getUnitCone(), coneFromTo(ctx.model, f2a, f2b, 0.04F),
+    submitter.mesh(getUnitCone(), cone_from_to(ctx.model, f2a, f2b, 0.04F),
                    m_config.fletching_color, nullptr, 1.0F,
                    m_config.material_id);
   }

+ 7 - 7
render/equipment/weapons/quiver_renderer.cpp

@@ -14,8 +14,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::GL::HashXorShift::k_golden_ratio;
 
 QuiverRenderer::QuiverRenderer(QuiverRenderConfig config)
@@ -39,7 +39,7 @@ void QuiverRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, q_base, q_top, m_config.quiver_radius),
+      cylinder_between(ctx.model, q_base, q_top, m_config.quiver_radius),
       palette.leather, nullptr, 1.0F, m_config.material_id);
 
   uint32_t seed = 0U;
@@ -52,20 +52,20 @@ void QuiverRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
 
   QVector3D const a1 = q_top + QVector3D(0.00F + j, 0.08F, 0.00F + k);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, q_top, a1, 0.010F), palette.wood,
+                 cylinder_between(ctx.model, q_top, a1, 0.010F), palette.wood,
                  nullptr, 1.0F, m_config.material_id);
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, a1, a1 + QVector3D(0, 0.05F, 0), 0.025F),
+                 cone_from_to(ctx.model, a1, a1 + QVector3D(0, 0.05F, 0), 0.025F),
                  m_config.fletching_color, nullptr, 1.0F, m_config.material_id);
 
   if (m_config.num_arrows >= 2) {
     QVector3D const a2 = q_top + QVector3D(0.02F - j, 0.07F, 0.02F - k);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, q_top, a2, 0.010F), palette.wood,
+                   cylinder_between(ctx.model, q_top, a2, 0.010F), palette.wood,
                    nullptr, 1.0F, m_config.material_id);
     submitter.mesh(
         getUnitCone(),
-        coneFromTo(ctx.model, a2, a2 + QVector3D(0, 0.05F, 0), 0.025F),
+        cone_from_to(ctx.model, a2, a2 + QVector3D(0, 0.05F, 0), 0.025F),
         m_config.fletching_color, nullptr, 1.0F, m_config.material_id);
   }
 }

+ 3 - 3
render/equipment/weapons/roman_scutum.cpp

@@ -13,8 +13,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 using Render::GL::Humanoid::saturate_color;
 
 void RomanScutumRenderer::render(const DrawContext &ctx,
@@ -110,7 +110,7 @@ void RomanScutumRenderer::render(const DrawContext &ctx,
   }
 
   submitter.mesh(getUnitSphere(),
-                 sphereAt(ctx.model, boss_center, boss_radius * 0.8F),
+                 sphere_at(ctx.model, boss_center, boss_radius * 0.8F),
                  bronze_color * 1.1F, nullptr, 1.0F, 4);
 
   float const y_pos = shield_height * 0.48F;

+ 9 - 9
render/equipment/weapons/shield_carthage.cpp

@@ -14,9 +14,9 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 namespace {
 
@@ -140,7 +140,7 @@ void CarthageShieldRenderer::render(const DrawContext &ctx,
                          axis_y * (shield_radius * std::sin(a1));
 
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, p0, p1, 0.012F), trim_color,
+                   cylinder_between(ctx.model, p0, p1, 0.012F), trim_color,
                    nullptr, 1.0F, 4);
   }
 
@@ -162,7 +162,7 @@ void CarthageShieldRenderer::render(const DrawContext &ctx,
   float const emblem_radius = shield_radius * 0.028F;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, emblem_body_bot, emblem_body_top,
+                 cylinder_between(ctx.model, emblem_body_bot, emblem_body_top,
                                  emblem_radius),
                  metal_color, nullptr, 1.0F, 4);
 
@@ -174,18 +174,18 @@ void CarthageShieldRenderer::render(const DrawContext &ctx,
       emblem_arm_height + axis_x * (shield_radius * 0.22F);
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, emblem_arm_left, emblem_arm_right,
+                 cylinder_between(ctx.model, emblem_arm_left, emblem_arm_right,
                                  emblem_radius * 0.75F),
                  metal_color, nullptr, 1.0F, 4);
 
   submitter.mesh(getUnitSphere(),
-                 sphereAt(ctx.model,
+                 sphere_at(ctx.model,
                           emblem_body_top + axis_y * (shield_radius * 0.05F),
                           emblem_radius * 1.4F),
                  metal_color, nullptr, 1.0F, 4);
 
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model,
+                 cone_from_to(ctx.model,
                             emblem_body_bot - axis_y * (shield_radius * 0.04F),
                             emblem_plane - axis_y * (shield_radius * 0.22F),
                             emblem_radius * 1.6F),
@@ -194,7 +194,7 @@ void CarthageShieldRenderer::render(const DrawContext &ctx,
   QVector3D const grip_a = shield_center - axis_x * 0.035F - n * 0.030F;
   QVector3D const grip_b = shield_center + axis_x * 0.035F - n * 0.030F;
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, grip_a, grip_b, 0.010F),
+                 cylinder_between(ctx.model, grip_a, grip_b, 0.010F),
                  palette.leather, nullptr, 1.0F, 4);
 }
 

+ 6 - 6
render/equipment/weapons/shield_renderer.cpp

@@ -12,8 +12,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 ShieldRenderer::ShieldRenderer(ShieldRenderConfig config)
     : m_config(std::move(config)) {}
@@ -77,7 +77,7 @@ void ShieldRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
       QVector3D const p1 = shield_center + rot.map(v1);
 
       submitter.mesh(getUnitCylinder(),
-                     cylinderBetween(ctx.model, p0, p1, thickness), color,
+                     cylinder_between(ctx.model, p0, p1, thickness), color,
                      nullptr, 1.0F, m_config.material_id);
     }
   };
@@ -99,7 +99,7 @@ void ShieldRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const grip_a = shield_center - axis_x * 0.035F - n * 0.030F;
     QVector3D const grip_b = shield_center + axis_x * 0.035F - n * 0.030F;
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, grip_a, grip_b, 0.010F),
+                   cylinder_between(ctx.model, grip_a, grip_b, 0.010F),
                    palette.leather, nullptr, 1.0F, m_config.material_id);
   }
 
@@ -111,13 +111,13 @@ void ShieldRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const top = center_front + axis_y * (shield_height * 0.90F);
     QVector3D const bot = center_front - axis_y * (shield_height * 0.90F);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, top, bot, bar_radius),
+                   cylinder_between(ctx.model, top, bot, bar_radius),
                    m_config.trim_color, nullptr, 1.0F, m_config.material_id);
 
     QVector3D const left = center_front - axis_x * (shield_width * 0.90F);
     QVector3D const right = center_front + axis_x * (shield_width * 0.90F);
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, left, right, bar_radius),
+                   cylinder_between(ctx.model, left, right, bar_radius),
                    m_config.trim_color, nullptr, 1.0F, m_config.material_id);
   }
 }

+ 6 - 6
render/equipment/weapons/shield_roman.cpp

@@ -12,8 +12,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 RomanShieldRenderer::RomanShieldRenderer() {
   ShieldRenderConfig config;
@@ -68,7 +68,7 @@ void RomanShieldRenderer::render(const DrawContext &ctx,
   QVector3D top_right = shield_center + axis_y * (shield_height * 0.5F) +
                         axis_x * (shield_width * 0.5F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, top_left, top_right, rim_thickness),
+                 cylinder_between(ctx.model, top_left, top_right, rim_thickness),
                  trim_color, nullptr, 1.0F, 4);
 
   QVector3D bot_left = shield_center - axis_y * (shield_height * 0.5F) -
@@ -76,18 +76,18 @@ void RomanShieldRenderer::render(const DrawContext &ctx,
   QVector3D bot_right = shield_center - axis_y * (shield_height * 0.5F) +
                         axis_x * (shield_width * 0.5F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, bot_left, bot_right, rim_thickness),
+                 cylinder_between(ctx.model, bot_left, bot_right, rim_thickness),
                  trim_color, nullptr, 1.0F, 4);
 
   float const boss_radius = 0.08F;
   submitter.mesh(getUnitSphere(),
-                 sphereAt(ctx.model, shield_center + n * 0.05F, boss_radius),
+                 sphere_at(ctx.model, shield_center + n * 0.05F, boss_radius),
                  metal_color, nullptr, 1.0F, 4);
 
   QVector3D const grip_a = shield_center - axis_x * 0.06F - n * 0.03F;
   QVector3D const grip_b = shield_center + axis_x * 0.06F - n * 0.03F;
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, grip_a, grip_b, 0.012F),
+                 cylinder_between(ctx.model, grip_a, grip_b, 0.012F),
                  palette.leather, nullptr, 1.0F, 0);
 }
 

+ 6 - 6
render/equipment/weapons/spear_renderer.cpp

@@ -12,8 +12,8 @@
 
 namespace Render::GL {
 
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 
 SpearRenderer::SpearRenderer(SpearRenderConfig config)
     : m_config(std::move(config)) {}
@@ -34,11 +34,11 @@ void SpearRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
 
   submitter.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, shaft_base, shaft_mid, m_config.shaft_radius),
+      cylinder_between(ctx.model, shaft_base, shaft_mid, m_config.shaft_radius),
       m_config.shaft_color, nullptr, 1.0F, m_config.material_id);
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, shaft_mid, shaft_tip,
+                 cylinder_between(ctx.model, shaft_mid, shaft_tip,
                                  m_config.shaft_radius * 0.95F),
                  m_config.shaft_color * 0.98F, nullptr, 1.0F,
                  m_config.material_id);
@@ -48,13 +48,13 @@ void SpearRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
       shaft_tip + spear_dir * m_config.spearhead_length;
 
   submitter.mesh(getUnitCone(),
-                 coneFromTo(ctx.model, spearhead_base, spearhead_tip,
+                 cone_from_to(ctx.model, spearhead_base, spearhead_tip,
                             m_config.shaft_radius * 1.8F),
                  m_config.spearhead_color, nullptr, 1.0F, m_config.material_id);
 
   QVector3D const grip_end = grip_pos + spear_dir * 0.10F;
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, grip_pos, grip_end,
+                 cylinder_between(ctx.model, grip_pos, grip_end,
                                  m_config.shaft_radius * 1.5F),
                  palette.leather * 0.92F, nullptr, 1.0F, m_config.material_id);
 }

+ 10 - 10
render/equipment/weapons/sword_renderer.cpp

@@ -16,8 +16,8 @@ namespace Render::GL {
 
 using Render::Geom::clamp01;
 using Render::Geom::clampf;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::easeInOutCubic;
 using Render::Geom::lerp;
 using Render::Geom::nlerp;
@@ -89,7 +89,7 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   QVector3D const blade_tip = grip_pos + sword_dir * m_config.sword_length;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, handle_end, blade_base,
+                 cylinder_between(ctx.model, handle_end, blade_base,
                                  m_config.handle_radius),
                  palette.leather, nullptr, 1.0F, m_config.material_id);
 
@@ -107,7 +107,7 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   QVector3D const guard_r = guard_center + guard_right * gw;
 
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, guard_l, guard_r, 0.014F),
+                 cylinder_between(ctx.model, guard_l, guard_r, 0.014F),
                  m_config.metal_color, nullptr, 1.0F, m_config.material_id);
 
   QMatrix4x4 gl = ctx.model;
@@ -144,17 +144,17 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     float const offset = width * 0.33F;
 
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, start, end, blade_thickness),
+                   cylinder_between(ctx.model, start, end, blade_thickness),
                    color, nullptr, 1.0F, m_config.material_id);
 
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, start + right * offset,
+                   cylinder_between(ctx.model, start + right * offset,
                                    end + right * offset,
                                    blade_thickness * 0.8F),
                    color * 0.92F, nullptr, 1.0F, m_config.material_id);
 
     submitter.mesh(getUnitCylinder(),
-                   cylinderBetween(ctx.model, start - right * offset,
+                   cylinder_between(ctx.model, start - right * offset,
                                    end - right * offset,
                                    blade_thickness * 0.8F),
                    color * 0.92F, nullptr, 1.0F, m_config.material_id);
@@ -175,7 +175,7 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     float const w = lerp(mid_w, tip_w, t1);
     submitter.mesh(
         getUnitCylinder(),
-        cylinderBetween(ctx.model, seg_start, seg_end, blade_thickness),
+        cylinder_between(ctx.model, seg_start, seg_end, blade_thickness),
         m_config.metal_color * (1.0F - i * 0.03F), nullptr, 1.0F,
         m_config.material_id);
   }
@@ -184,7 +184,7 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
   QVector3D const fuller_end =
       blade_base + sword_dir * (tip_start_dist - 0.06F);
   submitter.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, fuller_start, fuller_end,
+                 cylinder_between(ctx.model, fuller_start, fuller_end,
                                  blade_thickness * 0.6F),
                  m_config.metal_color * 0.65F, nullptr, 1.0F,
                  m_config.material_id);
@@ -202,7 +202,7 @@ void SwordRenderer::render(const DrawContext &ctx, const BodyFrames &frames,
     QVector3D const trail_start = blade_base - sword_dir * 0.05F;
     QVector3D const trail_end = blade_base - sword_dir * (0.28F + 0.15F * t);
     submitter.mesh(getUnitCone(),
-                   coneFromTo(ctx.model, trail_end, trail_start, base_w * 0.9F),
+                   cone_from_to(ctx.model, trail_end, trail_start, base_w * 0.9F),
                    m_config.metal_color * 0.9F, nullptr, alpha,
                    m_config.material_id);
   }

+ 19 - 19
render/geom/transforms.cpp

@@ -13,8 +13,8 @@ const float k_epsilon_sq = k_epsilon * k_epsilon;
 constexpr float k_flip_rotation_degrees = 180.0F;
 } // namespace
 
-auto cylinderBetween(const QVector3D &a, const QVector3D &b,
-                     float radius) -> QMatrix4x4 {
+auto cylinder_between(const QVector3D &a, const QVector3D &b,
+                      float radius) -> QMatrix4x4 {
 
   const QVector3D diff = b - a;
   const float len_sq = diff.lengthSquared();
@@ -40,23 +40,23 @@ auto cylinderBetween(const QVector3D &a, const QVector3D &b,
   return m;
 }
 
-auto sphereAt(const QVector3D &pos, float radius) -> QMatrix4x4 {
+auto sphere_at(const QVector3D &pos, float radius) -> QMatrix4x4 {
   QMatrix4x4 m;
   m.translate(pos);
   m.scale(radius, radius, radius);
   return m;
 }
 
-auto sphereAt(const QMatrix4x4 &parent, const QVector3D &pos,
-              float radius) -> QMatrix4x4 {
+auto sphere_at(const QMatrix4x4 &parent, const QVector3D &pos,
+               float radius) -> QMatrix4x4 {
   QMatrix4x4 m = parent;
   m.translate(pos);
   m.scale(radius, radius, radius);
   return m;
 }
 
-auto cylinderBetween(const QMatrix4x4 &parent, const QVector3D &a,
-                     const QVector3D &b, float radius) -> QMatrix4x4 {
+auto cylinder_between(const QMatrix4x4 &parent, const QVector3D &a,
+                      const QVector3D &b, float radius) -> QMatrix4x4 {
 
   const QVector3D diff = b - a;
   const float len_sq = diff.lengthSquared();
@@ -77,24 +77,24 @@ auto cylinderBetween(const QMatrix4x4 &parent, const QVector3D &a,
   return m;
 }
 
-auto coneFromTo(const QVector3D &base_center, const QVector3D &apex,
-                float base_radius) -> QMatrix4x4 {
-  return cylinderBetween(base_center, apex, base_radius);
+auto cone_from_to(const QVector3D &base_center, const QVector3D &apex,
+                  float base_radius) -> QMatrix4x4 {
+  return cylinder_between(base_center, apex, base_radius);
 }
 
-auto coneFromTo(const QMatrix4x4 &parent, const QVector3D &base_center,
-                const QVector3D &apex, float base_radius) -> QMatrix4x4 {
-  return cylinderBetween(parent, base_center, apex, base_radius);
+auto cone_from_to(const QMatrix4x4 &parent, const QVector3D &base_center,
+                  const QVector3D &apex, float base_radius) -> QMatrix4x4 {
+  return cylinder_between(parent, base_center, apex, base_radius);
 }
 
-auto capsuleBetween(const QVector3D &a, const QVector3D &b,
-                    float radius) -> QMatrix4x4 {
-  return cylinderBetween(a, b, radius);
+auto capsule_between(const QVector3D &a, const QVector3D &b,
+                     float radius) -> QMatrix4x4 {
+  return cylinder_between(a, b, radius);
 }
 
-auto capsuleBetween(const QMatrix4x4 &parent, const QVector3D &a,
-                    const QVector3D &b, float radius) -> QMatrix4x4 {
-  return cylinderBetween(parent, a, b, radius);
+auto capsule_between(const QMatrix4x4 &parent, const QVector3D &a,
+                     const QVector3D &b, float radius) -> QMatrix4x4 {
+  return cylinder_between(parent, a, b, radius);
 }
 
 } // namespace Render::Geom

+ 33 - 33
render/geom/transforms.h

@@ -6,55 +6,55 @@
 
 namespace Render::Geom {
 
-auto cylinderBetween(const QVector3D &a, const QVector3D &b,
-                     float radius) -> QMatrix4x4;
+auto cylinder_between(const QVector3D &a, const QVector3D &b,
+                      float radius) -> QMatrix4x4;
 
-auto cylinderBetween(const QMatrix4x4 &parent, const QVector3D &a,
-                     const QVector3D &b, float radius) -> QMatrix4x4;
+auto cylinder_between(const QMatrix4x4 &parent, const QVector3D &a,
+                      const QVector3D &b, float radius) -> QMatrix4x4;
 
-auto sphereAt(const QVector3D &pos, float radius) -> QMatrix4x4;
-auto sphereAt(const QMatrix4x4 &parent, const QVector3D &pos,
-              float radius) -> QMatrix4x4;
+auto sphere_at(const QVector3D &pos, float radius) -> QMatrix4x4;
+auto sphere_at(const QMatrix4x4 &parent, const QVector3D &pos,
+               float radius) -> QMatrix4x4;
 
-auto coneFromTo(const QVector3D &base_center, const QVector3D &apex,
-                float base_radius) -> QMatrix4x4;
-auto coneFromTo(const QMatrix4x4 &parent, const QVector3D &base_center,
-                const QVector3D &apex, float base_radius) -> QMatrix4x4;
+auto cone_from_to(const QVector3D &base_center, const QVector3D &apex,
+                  float base_radius) -> QMatrix4x4;
+auto cone_from_to(const QMatrix4x4 &parent, const QVector3D &base_center,
+                  const QVector3D &apex, float base_radius) -> QMatrix4x4;
 
-auto capsuleBetween(const QVector3D &a, const QVector3D &b,
-                    float radius) -> QMatrix4x4;
-auto capsuleBetween(const QMatrix4x4 &parent, const QVector3D &a,
-                    const QVector3D &b, float radius) -> QMatrix4x4;
+auto capsule_between(const QVector3D &a, const QVector3D &b,
+                     float radius) -> QMatrix4x4;
+auto capsule_between(const QMatrix4x4 &parent, const QVector3D &a,
+                     const QVector3D &b, float radius) -> QMatrix4x4;
 
-inline auto cylinderBetweenPOD(const Render::Math::Vec3 &a,
-                               const Render::Math::Vec3 &b,
-                               float radius) -> Render::Math::Mat3x4 {
-  return Render::Math::cylinderBetweenFast(a, b, radius);
+inline auto cylinder_between_pod(const Render::Math::Vec3 &a,
+                                 const Render::Math::Vec3 &b,
+                                 float radius) -> Render::Math::Mat3x4 {
+  return Render::Math::cylinder_between_fast(a, b, radius);
 }
 
-inline auto cylinderBetweenPOD(const Render::Math::Mat3x4 &parent,
-                               const Render::Math::Vec3 &a,
-                               const Render::Math::Vec3 &b,
-                               float radius) -> Render::Math::Mat3x4 {
-  return Render::Math::cylinderBetweenFast(parent, a, b, radius);
+inline auto cylinder_between_pod(const Render::Math::Mat3x4 &parent,
+                                 const Render::Math::Vec3 &a,
+                                 const Render::Math::Vec3 &b,
+                                 float radius) -> Render::Math::Mat3x4 {
+  return Render::Math::cylinder_between_fast(parent, a, b, radius);
 }
 
-inline auto sphereAtPOD(const Render::Math::Vec3 &pos,
-                        float radius) -> Render::Math::Mat3x4 {
-  return Render::Math::sphereAtFast(pos, radius);
+inline auto sphere_at_pod(const Render::Math::Vec3 &pos,
+                          float radius) -> Render::Math::Mat3x4 {
+  return Render::Math::sphere_at_fast(pos, radius);
 }
 
-inline auto sphereAtPOD(const Render::Math::Mat3x4 &parent,
-                        const Render::Math::Vec3 &pos,
-                        float radius) -> Render::Math::Mat3x4 {
-  return Render::Math::sphereAtFast(parent, pos, radius);
+inline auto sphere_at_pod(const Render::Math::Mat3x4 &parent,
+                          const Render::Math::Vec3 &pos,
+                          float radius) -> Render::Math::Mat3x4 {
+  return Render::Math::sphere_at_fast(parent, pos, radius);
 }
 
-inline auto toVec3(const QVector3D &v) -> Render::Math::Vec3 {
+inline auto to_vec3(const QVector3D &v) -> Render::Math::Vec3 {
   return {v.x(), v.y(), v.z()};
 }
 
-inline auto toQVector3D(const Render::Math::Vec3 &v) -> QVector3D {
+inline auto to_qvector3d(const Render::Math::Vec3 &v) -> QVector3D {
   return {v.x, v.y, v.z};
 }
 

+ 14 - 14
render/horse/rig.cpp

@@ -29,8 +29,8 @@ auto get_horse_render_stats() -> const HorseRenderStats & {
 void reset_horse_render_stats() { s_horseRenderStats.reset(); }
 
 using Render::Geom::clamp01;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
 using Render::Geom::lerp;
 using Render::Geom::smoothstep;
 
@@ -111,7 +111,7 @@ inline void draw_cylinder(ISubmitter &out, const QMatrix4x4 &model,
                           const QVector3D &a, const QVector3D &b, float radius,
                           const QVector3D &color, float alpha = 1.0F,
                           int materialId = 0) {
-  out.mesh(getUnitCylinder(), cylinderBetween(model, a, b, radius), color,
+  out.mesh(getUnitCylinder(), cylinder_between(model, a, b, radius), color,
            nullptr, alpha, materialId);
 }
 
@@ -119,7 +119,7 @@ inline void drawCone(ISubmitter &out, const QMatrix4x4 &model,
                      const QVector3D &tip, const QVector3D &base, float radius,
                      const QVector3D &color, float alpha = 1.0F,
                      int materialId = 0) {
-  out.mesh(getUnitCone(), coneFromTo(model, tip, base, radius), color, nullptr,
+  out.mesh(getUnitCone(), cone_from_to(model, tip, base, radius), color, nullptr,
            alpha, materialId);
 }
 
@@ -131,11 +131,11 @@ inline void drawRoundedSegment(ISubmitter &out, const QMatrix4x4 &model,
                                int materialId = 0) {
   float const mid_radius = 0.5F * (start_radius + end_radius);
   QVector3D const tint = lerp(start_color, end_color, 0.5F);
-  out.mesh(getUnitCylinder(), cylinderBetween(model, start, end, mid_radius),
+  out.mesh(getUnitCylinder(), cylinder_between(model, start, end, mid_radius),
            tint, nullptr, alpha, materialId);
-  out.mesh(getUnitSphere(), Render::Geom::sphereAt(model, start, start_radius),
+  out.mesh(getUnitSphere(), Render::Geom::sphere_at(model, start, start_radius),
            start_color, nullptr, alpha, materialId);
-  out.mesh(getUnitSphere(), Render::Geom::sphereAt(model, end, end_radius),
+  out.mesh(getUnitSphere(), Render::Geom::sphere_at(model, end, end_radius),
            end_color, nullptr, alpha, materialId);
 }
 
@@ -583,12 +583,12 @@ void HorseRendererBase::render_full(
   QVector3D const neck_color_base =
       coatGradient(v.coat_color, 0.78F, 0.12F, coat_seed_c * 0.6F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(horse_ctx.model, neck_base, neck_mid,
+           cylinder_between(horse_ctx.model, neck_base, neck_mid,
                            neck_radius * 1.00F),
            neck_color_base, nullptr, 1.0F);
   out.mesh(
       getUnitCylinder(),
-      cylinderBetween(horse_ctx.model, neck_mid, neck_top, neck_radius * 0.86F),
+      cylinder_between(horse_ctx.model, neck_mid, neck_top, neck_radius * 0.86F),
       lighten(neck_color_base, 1.03F), nullptr, 1.0F);
 
   {
@@ -669,11 +669,11 @@ void HorseRendererBase::render_full(
     QVector3D const inward =
         QVector3D(0.0F, -d.head_height * 0.02F, d.muzzle_length * -0.30F);
     out.mesh(getUnitCone(),
-             coneFromTo(horse_ctx.model, left_base + inward, left_base,
+             cone_from_to(horse_ctx.model, left_base + inward, left_base,
                         d.head_width * 0.11F),
              darken(v.muzzle_color, 0.6F), nullptr, 1.0F);
     out.mesh(getUnitCone(),
-             coneFromTo(horse_ctx.model, right_base + inward, right_base,
+             cone_from_to(horse_ctx.model, right_base + inward, right_base,
                         d.head_width * 0.11F),
              darken(v.muzzle_color, 0.6F), nullptr, 1.0F);
   }
@@ -699,11 +699,11 @@ void HorseRendererBase::render_full(
                     ear_flick_r);
 
   out.mesh(getUnitCone(),
-           coneFromTo(horse_ctx.model, ear_tip_left, ear_base_left,
+           cone_from_to(horse_ctx.model, ear_tip_left, ear_base_left,
                       d.head_width * 0.11F),
            v.mane_color, nullptr, 1.0F);
   out.mesh(getUnitCone(),
-           coneFromTo(horse_ctx.model, ear_tip_right, ear_base_right,
+           cone_from_to(horse_ctx.model, ear_tip_right, ear_base_right,
                       d.head_width * 0.11F),
            v.mane_color, nullptr, 1.0F);
 
@@ -790,7 +790,7 @@ void HorseRendererBase::render_full(
     QVector3D const seg_end =
         seg_start + QVector3D(sway, 0.07F - t * 0.05F, -0.05F - t * 0.03F);
     out.mesh(getUnitCylinder(),
-             cylinderBetween(horse_ctx.model, seg_start, seg_end,
+             cylinder_between(horse_ctx.model, seg_start, seg_end,
                              d.head_width * (0.10F * (1.0F - t * 0.4F))),
              v.mane_color * (0.98F + t * 0.05F), nullptr, 1.0F, 7);
   }

+ 35 - 35
render/humanoid/rig.cpp

@@ -40,10 +40,10 @@
 namespace Render::GL {
 
 using namespace Render::GL::Geometry;
-using Render::Geom::capsuleBetween;
-using Render::Geom::coneFromTo;
-using Render::Geom::cylinderBetween;
-using Render::Geom::sphereAt;
+using Render::Geom::capsule_between;
+using Render::Geom::cone_from_to;
+using Render::Geom::cylinder_between;
+using Render::Geom::sphere_at;
 
 namespace {
 
@@ -459,7 +459,7 @@ void HumanoidRendererBase::draw_common_body(const DrawContext &ctx,
                             pose.pelvis_pos.z()};
 
   QMatrix4x4 torso_transform =
-      cylinderBetween(ctx.model, tunic_top, tunic_bot, 1.0F);
+      cylinder_between(ctx.model, tunic_top, tunic_bot, 1.0F);
 
   torso_transform.scale(torso_r, 1.0F, torso_depth);
 
@@ -515,7 +515,7 @@ void HumanoidRendererBase::draw_common_body(const DrawContext &ctx,
 
   QVector3D const chin_pos = pose.head_pos - head_up * head_r;
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.neck_base, chin_pos,
+           cylinder_between(ctx.model, pose.neck_base, chin_pos,
                            HP::NECK_RADIUS * width_scale),
            v.palette.skin * 0.9F, nullptr, 1.0F);
 
@@ -703,54 +703,54 @@ void HumanoidRendererBase::draw_common_body(const DrawContext &ctx,
   QVector3D const right_eye_world = eyePosition(0.32F);
   float const eye_radius = pose.body_frames.head.radius * 0.17F;
 
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, left_eye_world, eye_radius),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, left_eye_world, eye_radius),
            iris, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, right_eye_world, eye_radius),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, right_eye_world, eye_radius),
            iris, nullptr, 1.0F);
 
   out.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, pose.shoulder_l, pose.elbow_l, upper_arm_r),
+      cylinder_between(ctx.model, pose.shoulder_l, pose.elbow_l, upper_arm_r),
       v.palette.cloth, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.elbow_l, joint_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.elbow_l, joint_r),
            v.palette.cloth * 0.95F, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.elbow_l, pose.hand_l, fore_arm_r),
+           cylinder_between(ctx.model, pose.elbow_l, pose.hand_l, fore_arm_r),
            v.palette.skin * 0.95F, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.hand_l, hand_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.hand_l, hand_r),
            v.palette.leatherDark * 0.92F, nullptr, 1.0F);
 
   out.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, pose.shoulder_r, pose.elbow_r, upper_arm_r),
+      cylinder_between(ctx.model, pose.shoulder_r, pose.elbow_r, upper_arm_r),
       v.palette.cloth, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.elbow_r, joint_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.elbow_r, joint_r),
            v.palette.cloth * 0.95F, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.elbow_r, pose.hand_r, fore_arm_r),
+           cylinder_between(ctx.model, pose.elbow_r, pose.hand_r, fore_arm_r),
            v.palette.skin * 0.95F, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.hand_r, hand_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.hand_r, hand_r),
            v.palette.leatherDark * 0.92F, nullptr, 1.0F);
 
   QVector3D const hip_l = pose.pelvis_pos + QVector3D(-0.10F, -0.02F, 0.0F);
   QVector3D const hip_r = pose.pelvis_pos + QVector3D(0.10F, -0.02F, 0.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, hip_l, pose.knee_l, thigh_r),
+           cylinder_between(ctx.model, hip_l, pose.knee_l, thigh_r),
            v.palette.cloth * 0.92F, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.knee_l, leg_joint_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.knee_l, leg_joint_r),
            v.palette.cloth * 0.90F, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.knee_l, pose.foot_l, shin_r),
+           cylinder_between(ctx.model, pose.knee_l, pose.foot_l, shin_r),
            v.palette.leather * 0.95F, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, hip_r, pose.knee_r, thigh_r),
+           cylinder_between(ctx.model, hip_r, pose.knee_r, thigh_r),
            v.palette.cloth * 0.92F, nullptr, 1.0F);
-  out.mesh(getUnitSphere(), sphereAt(ctx.model, pose.knee_r, leg_joint_r),
+  out.mesh(getUnitSphere(), sphere_at(ctx.model, pose.knee_r, leg_joint_r),
            v.palette.cloth * 0.90F, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.knee_r, pose.foot_r, shin_r),
+           cylinder_between(ctx.model, pose.knee_r, pose.foot_r, shin_r),
            v.palette.leather * 0.95F, nullptr, 1.0F);
 
   auto draw_foot = [&](const QVector3D &ankle, bool is_left) {
@@ -774,7 +774,7 @@ void HumanoidRendererBase::draw_common_body(const DrawContext &ctx,
     heel.setY(sole_y);
     toe.setY(sole_y);
 
-    QMatrix4x4 foot_mat = capsuleBetween(ctx.model, heel, toe, foot_radius);
+    QMatrix4x4 foot_mat = capsule_between(ctx.model, heel, toe, foot_radius);
 
     float const width_at_heel = 1.2F;
     float const width_at_toe = 2.5F;
@@ -964,15 +964,15 @@ void HumanoidRendererBase::draw_facial_hair(const DrawContext &ctx,
         QVector3D const root_color = saturate(hair_root * color_jitter);
         QVector3D const tip_color = saturate(hair_tip * color_jitter);
 
-        QMatrix4x4 base_blob = sphereAt(ctx.model, root, base_radius * 0.95F);
+        QMatrix4x4 base_blob = sphere_at(ctx.model, root, base_radius * 0.95F);
         out.mesh(getUnitSphere(), base_blob, root_color, nullptr, 1.0F);
 
         QVector3D const mid = root + (tip - root) * 0.40F;
         out.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, root, mid, base_radius), root_color,
+                 cylinder_between(ctx.model, root, mid, base_radius), root_color,
                  nullptr, 1.0F);
 
-        out.mesh(getUnitCone(), coneFromTo(ctx.model, mid, tip, mid_radius),
+        out.mesh(getUnitCone(), cone_from_to(ctx.model, mid, tip, mid_radius),
                  tip_color, nullptr, 1.0F);
       }
     }
@@ -1034,14 +1034,14 @@ void HumanoidRendererBase::draw_facial_hair(const DrawContext &ctx,
             saturate(hair_root * (color_jitter * 0.95F));
         QVector3D const tip_color = saturate(hair_tip * (color_jitter * 1.02F));
 
-        out.mesh(getUnitSphere(), sphereAt(ctx.model, root, base_radius * 0.7F),
+        out.mesh(getUnitSphere(), sphere_at(ctx.model, root, base_radius * 0.7F),
                  root_color, nullptr, 1.0F);
 
         QVector3D const mid = root + (tip - root) * 0.5F;
         out.mesh(getUnitCylinder(),
-                 cylinderBetween(ctx.model, root, mid, base_radius * 0.85F),
+                 cylinder_between(ctx.model, root, mid, base_radius * 0.85F),
                  root_color, nullptr, 1.0F);
-        out.mesh(getUnitCone(), coneFromTo(ctx.model, mid, tip, mid_radius),
+        out.mesh(getUnitCone(), cone_from_to(ctx.model, mid, tip, mid_radius),
                  tip_color, nullptr, 1.0F);
       }
     }
@@ -1151,7 +1151,7 @@ void HumanoidRendererBase::draw_simplified_body(const DrawContext &ctx,
   QVector3D const tunic_bot{pose.pelvis_pos.x(), pose.pelvis_pos.y() - 0.05F,
                             pose.pelvis_pos.z()};
   QMatrix4x4 torso_transform =
-      cylinderBetween(ctx.model, tunic_top, tunic_bot, 1.0F);
+      cylinder_between(ctx.model, tunic_top, tunic_bot, 1.0F);
   torso_transform.scale(torso_r, 1.0F, torso_depth);
 
   Mesh *torso_mesh = torso_mesh_without_bottom_cap();
@@ -1166,11 +1166,11 @@ void HumanoidRendererBase::draw_simplified_body(const DrawContext &ctx,
   out.mesh(getUnitSphere(), head_transform, v.palette.skin, nullptr, 1.0F);
 
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.shoulder_l, pose.hand_l,
+           cylinder_between(ctx.model, pose.shoulder_l, pose.hand_l,
                            (upper_arm_r + fore_arm_r) * 0.5F),
            v.palette.cloth, nullptr, 1.0F);
   out.mesh(getUnitCylinder(),
-           cylinderBetween(ctx.model, pose.shoulder_r, pose.hand_r,
+           cylinder_between(ctx.model, pose.shoulder_r, pose.hand_r,
                            (upper_arm_r + fore_arm_r) * 0.5F),
            v.palette.cloth, nullptr, 1.0F);
 
@@ -1179,11 +1179,11 @@ void HumanoidRendererBase::draw_simplified_body(const DrawContext &ctx,
 
   out.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, hip_l, pose.foot_l, (thigh_r + shin_r) * 0.5F),
+      cylinder_between(ctx.model, hip_l, pose.foot_l, (thigh_r + shin_r) * 0.5F),
       v.palette.cloth * 0.92F, nullptr, 1.0F);
   out.mesh(
       getUnitCylinder(),
-      cylinderBetween(ctx.model, hip_r, pose.foot_r, (thigh_r + shin_r) * 0.5F),
+      cylinder_between(ctx.model, hip_r, pose.foot_r, (thigh_r + shin_r) * 0.5F),
       v.palette.cloth * 0.92F, nullptr, 1.0F);
 }
 
@@ -1198,7 +1198,7 @@ void HumanoidRendererBase::draw_minimal_body(const DrawContext &ctx,
 
   float const body_radius = HP::TORSO_TOP_R * get_torso_scale();
 
-  out.mesh(getUnitCapsule(), capsuleBetween(ctx.model, top, bot, body_radius),
+  out.mesh(getUnitCapsule(), capsule_between(ctx.model, top, bot, body_radius),
            v.palette.cloth, nullptr, 1.0F);
 }
 

+ 10 - 10
render/math/pod_math.h

@@ -182,8 +182,8 @@ struct CylinderTransform {
   }
 };
 
-inline auto cylinderBetweenFast(const Vec3 &a, const Vec3 &b,
-                                float radius) noexcept -> Mat3x4 {
+inline auto cylinder_between_fast(const Vec3 &a, const Vec3 &b,
+                                  float radius) noexcept -> Mat3x4 {
   const float dx = b.x - a.x;
   const float dy = b.y - a.y;
   const float dz = b.z - a.z;
@@ -277,7 +277,7 @@ inline auto cylinderBetweenFast(const Vec3 &a, const Vec3 &b,
   return result;
 }
 
-inline auto sphereAtFast(const Vec3 &pos, float radius) noexcept -> Mat3x4 {
+inline auto sphere_at_fast(const Vec3 &pos, float radius) noexcept -> Mat3x4 {
   Mat3x4 m;
   m.m[0][0] = radius;
   m.m[0][1] = 0;
@@ -292,16 +292,16 @@ inline auto sphereAtFast(const Vec3 &pos, float radius) noexcept -> Mat3x4 {
   return m;
 }
 
-inline auto cylinderBetweenFast(const Mat3x4 &parent, const Vec3 &a,
-                                const Vec3 &b,
-                                float radius) noexcept -> Mat3x4 {
-  Mat3x4 const local = cylinderBetweenFast(a, b, radius);
+inline auto cylinder_between_fast(const Mat3x4 &parent, const Vec3 &a,
+                                  const Vec3 &b,
+                                  float radius) noexcept -> Mat3x4 {
+  Mat3x4 const local = cylinder_between_fast(a, b, radius);
   return parent * local;
 }
 
-inline auto sphereAtFast(const Mat3x4 &parent, const Vec3 &pos,
-                         float radius) noexcept -> Mat3x4 {
-  Mat3x4 const local = sphereAtFast(pos, radius);
+inline auto sphere_at_fast(const Mat3x4 &parent, const Vec3 &pos,
+                           float radius) noexcept -> Mat3x4 {
+  Mat3x4 const local = sphere_at_fast(pos, radius);
   return parent * local;
 }