Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -18,8 +18,8 @@ subject to the following restrictions:
#define _BOOLINVEC_H
#include <math.h>
namespace Vectormath {
namespace Vectormath
{
class floatInVec;
//--------------------------------------------------------------------------------------------------
@@ -29,80 +29,77 @@ class floatInVec;
class boolInVec
{
private:
unsigned int mData;
unsigned int mData;
public:
// Default constructor; does no initialization
//
inline boolInVec( ) { };
// Default constructor; does no initialization
//
inline boolInVec(){};
// Construct from a value converted from float
//
inline boolInVec(floatInVec vec);
// Construct from a value converted from float
//
inline boolInVec(floatInVec vec);
// Explicit cast from bool
//
explicit inline boolInVec(bool scalar);
// Explicit cast from bool
//
explicit inline boolInVec(bool scalar);
// Explicit cast to bool
//
inline bool getAsBool() const;
// Explicit cast to bool
//
inline bool getAsBool() const;
#ifndef _VECTORMATH_NO_SCALAR_CAST
// Implicit cast to bool
//
inline operator bool() const;
// Implicit cast to bool
//
inline operator bool() const;
#endif
// Boolean negation operator
//
inline const boolInVec operator ! () const;
// Boolean negation operator
//
inline const boolInVec operator!() const;
// Assignment operator
//
inline boolInVec& operator = (boolInVec vec);
// Assignment operator
//
inline boolInVec& operator=(boolInVec vec);
// Boolean and assignment operator
//
inline boolInVec& operator &= (boolInVec vec);
// Boolean and assignment operator
//
inline boolInVec& operator&=(boolInVec vec);
// Boolean exclusive or assignment operator
//
inline boolInVec& operator ^= (boolInVec vec);
// Boolean or assignment operator
//
inline boolInVec& operator |= (boolInVec vec);
// Boolean exclusive or assignment operator
//
inline boolInVec& operator^=(boolInVec vec);
// Boolean or assignment operator
//
inline boolInVec& operator|=(boolInVec vec);
};
// Equal operator
//
inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator==(boolInVec vec0, boolInVec vec1);
// Not equal operator
//
inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator!=(boolInVec vec0, boolInVec vec1);
// And operator
//
inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator&(boolInVec vec0, boolInVec vec1);
// Exclusive or operator
//
inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator^(boolInVec vec0, boolInVec vec1);
// Or operator
//
inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
inline const boolInVec operator|(boolInVec vec0, boolInVec vec1);
// Conditionally select between two values
//
inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
} // namespace Vectormath
} // namespace Vectormath
//--------------------------------------------------------------------------------------------------
// boolInVec implementation
@@ -110,116 +107,101 @@ inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_v
#include "floatInVec.h"
namespace Vectormath {
inline
boolInVec::boolInVec(floatInVec vec)
namespace Vectormath
{
*this = (vec != floatInVec(0.0f));
inline boolInVec::boolInVec(floatInVec vec)
{
*this = (vec != floatInVec(0.0f));
}
inline
boolInVec::boolInVec(bool scalar)
inline boolInVec::boolInVec(bool scalar)
{
mData = -(int)scalar;
mData = -(int)scalar;
}
inline
bool
inline bool
boolInVec::getAsBool() const
{
return (mData > 0);
return (mData > 0);
}
#ifndef _VECTORMATH_NO_SCALAR_CAST
inline
boolInVec::operator bool() const
inline boolInVec::operator bool() const
{
return getAsBool();
return getAsBool();
}
#endif
inline
const boolInVec
boolInVec::operator ! () const
inline const boolInVec
boolInVec::operator!() const
{
return boolInVec(!mData);
return boolInVec(!mData);
}
inline
boolInVec&
boolInVec::operator = (boolInVec vec)
inline boolInVec&
boolInVec::operator=(boolInVec vec)
{
mData = vec.mData;
return *this;
mData = vec.mData;
return *this;
}
inline
boolInVec&
boolInVec::operator &= (boolInVec vec)
inline boolInVec&
boolInVec::operator&=(boolInVec vec)
{
*this = *this & vec;
return *this;
*this = *this & vec;
return *this;
}
inline
boolInVec&
boolInVec::operator ^= (boolInVec vec)
inline boolInVec&
boolInVec::operator^=(boolInVec vec)
{
*this = *this ^ vec;
return *this;
*this = *this ^ vec;
return *this;
}
inline
boolInVec&
boolInVec::operator |= (boolInVec vec)
inline boolInVec&
boolInVec::operator|=(boolInVec vec)
{
*this = *this | vec;
return *this;
*this = *this | vec;
return *this;
}
inline
const boolInVec
operator == (boolInVec vec0, boolInVec vec1)
inline const boolInVec
operator==(boolInVec vec0, boolInVec vec1)
{
return boolInVec(vec0.getAsBool() == vec1.getAsBool());
return boolInVec(vec0.getAsBool() == vec1.getAsBool());
}
inline
const boolInVec
operator != (boolInVec vec0, boolInVec vec1)
inline const boolInVec
operator!=(boolInVec vec0, boolInVec vec1)
{
return !(vec0 == vec1);
return !(vec0 == vec1);
}
inline
const boolInVec
operator & (boolInVec vec0, boolInVec vec1)
inline const boolInVec
operator&(boolInVec vec0, boolInVec vec1)
{
return boolInVec(vec0.getAsBool() & vec1.getAsBool());
return boolInVec(vec0.getAsBool() & vec1.getAsBool());
}
inline
const boolInVec
operator | (boolInVec vec0, boolInVec vec1)
inline const boolInVec
operator|(boolInVec vec0, boolInVec vec1)
{
return boolInVec(vec0.getAsBool() | vec1.getAsBool());
return boolInVec(vec0.getAsBool() | vec1.getAsBool());
}
inline
const boolInVec
operator ^ (boolInVec vec0, boolInVec vec1)
inline const boolInVec
operator^(boolInVec vec0, boolInVec vec1)
{
return boolInVec(vec0.getAsBool() ^ vec1.getAsBool());
return boolInVec(vec0.getAsBool() ^ vec1.getAsBool());
}
inline
const boolInVec
inline const boolInVec
select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
{
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
}
} // namespace Vectormath
} // namespace Vectormath
#endif // boolInVec_h
#endif // boolInVec_h

View File

@@ -17,8 +17,8 @@ subject to the following restrictions:
#define _FLOATINVEC_H
#include <math.h>
namespace Vectormath {
namespace Vectormath
{
class boolInVec;
//--------------------------------------------------------------------------------------------------
@@ -30,120 +30,117 @@ class boolInVec;
class floatInVec
{
private:
float mData;
float mData;
public:
// Default constructor; does no initialization
//
inline floatInVec( ) { };
// Default constructor; does no initialization
//
inline floatInVec(){};
// Construct from a value converted from bool
//
inline floatInVec(boolInVec vec);
// Construct from a value converted from bool
//
inline floatInVec(boolInVec vec);
// Explicit cast from float
//
explicit inline floatInVec(float scalar);
// Explicit cast from float
//
explicit inline floatInVec(float scalar);
// Explicit cast to float
//
inline float getAsFloat() const;
// Explicit cast to float
//
inline float getAsFloat() const;
#ifndef _VECTORMATH_NO_SCALAR_CAST
// Implicit cast to float
//
inline operator float() const;
// Implicit cast to float
//
inline operator float() const;
#endif
// Post increment (add 1.0f)
//
inline const floatInVec operator ++ (int);
// Post increment (add 1.0f)
//
inline const floatInVec operator++(int);
// Post decrement (subtract 1.0f)
//
inline const floatInVec operator -- (int);
// Post decrement (subtract 1.0f)
//
inline const floatInVec operator--(int);
// Pre increment (add 1.0f)
//
inline floatInVec& operator ++ ();
// Pre increment (add 1.0f)
//
inline floatInVec& operator++();
// Pre decrement (subtract 1.0f)
//
inline floatInVec& operator -- ();
// Pre decrement (subtract 1.0f)
//
inline floatInVec& operator--();
// Negation operator
//
inline const floatInVec operator - () const;
// Negation operator
//
inline const floatInVec operator-() const;
// Assignment operator
//
inline floatInVec& operator = (floatInVec vec);
// Assignment operator
//
inline floatInVec& operator=(floatInVec vec);
// Multiplication assignment operator
//
inline floatInVec& operator *= (floatInVec vec);
// Multiplication assignment operator
//
inline floatInVec& operator*=(floatInVec vec);
// Division assignment operator
//
inline floatInVec& operator /= (floatInVec vec);
// Division assignment operator
//
inline floatInVec& operator/=(floatInVec vec);
// Addition assignment operator
//
inline floatInVec& operator += (floatInVec vec);
// Subtraction assignment operator
//
inline floatInVec& operator -= (floatInVec vec);
// Addition assignment operator
//
inline floatInVec& operator+=(floatInVec vec);
// Subtraction assignment operator
//
inline floatInVec& operator-=(floatInVec vec);
};
// Multiplication operator
//
inline const floatInVec operator * (floatInVec vec0, floatInVec vec1);
inline const floatInVec operator*(floatInVec vec0, floatInVec vec1);
// Division operator
//
inline const floatInVec operator / (floatInVec vec0, floatInVec vec1);
inline const floatInVec operator/(floatInVec vec0, floatInVec vec1);
// Addition operator
//
inline const floatInVec operator + (floatInVec vec0, floatInVec vec1);
inline const floatInVec operator+(floatInVec vec0, floatInVec vec1);
// Subtraction operator
//
inline const floatInVec operator - (floatInVec vec0, floatInVec vec1);
inline const floatInVec operator-(floatInVec vec0, floatInVec vec1);
// Less than operator
//
inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator<(floatInVec vec0, floatInVec vec1);
// Less than or equal operator
//
inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator<=(floatInVec vec0, floatInVec vec1);
// Greater than operator
//
inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator>(floatInVec vec0, floatInVec vec1);
// Greater than or equal operator
//
inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator>=(floatInVec vec0, floatInVec vec1);
// Equal operator
//
inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator==(floatInVec vec0, floatInVec vec1);
// Not equal operator
//
inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
inline const boolInVec operator!=(floatInVec vec0, floatInVec vec1);
// Conditionally select between two values
//
inline const floatInVec select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1);
} // namespace Vectormath
} // namespace Vectormath
//--------------------------------------------------------------------------------------------------
// floatInVec implementation
@@ -151,193 +148,168 @@ inline const floatInVec select(floatInVec vec0, floatInVec vec1, boolInVec selec
#include "boolInVec.h"
namespace Vectormath {
inline
floatInVec::floatInVec(boolInVec vec)
namespace Vectormath
{
mData = float(vec.getAsBool());
inline floatInVec::floatInVec(boolInVec vec)
{
mData = float(vec.getAsBool());
}
inline
floatInVec::floatInVec(float scalar)
inline floatInVec::floatInVec(float scalar)
{
mData = scalar;
mData = scalar;
}
inline
float
inline float
floatInVec::getAsFloat() const
{
return mData;
return mData;
}
#ifndef _VECTORMATH_NO_SCALAR_CAST
inline
floatInVec::operator float() const
inline floatInVec::operator float() const
{
return getAsFloat();
return getAsFloat();
}
#endif
inline
const floatInVec
floatInVec::operator ++ (int)
inline const floatInVec
floatInVec::operator++(int)
{
float olddata = mData;
operator ++();
return floatInVec(olddata);
float olddata = mData;
operator++();
return floatInVec(olddata);
}
inline
const floatInVec
floatInVec::operator -- (int)
inline const floatInVec
floatInVec::operator--(int)
{
float olddata = mData;
operator --();
return floatInVec(olddata);
float olddata = mData;
operator--();
return floatInVec(olddata);
}
inline
floatInVec&
floatInVec::operator ++ ()
inline floatInVec&
floatInVec::operator++()
{
*this += floatInVec(1.0f);
return *this;
*this += floatInVec(1.0f);
return *this;
}
inline
floatInVec&
floatInVec::operator -- ()
inline floatInVec&
floatInVec::operator--()
{
*this -= floatInVec(1.0f);
return *this;
*this -= floatInVec(1.0f);
return *this;
}
inline
const floatInVec
floatInVec::operator - () const
inline const floatInVec
floatInVec::operator-() const
{
return floatInVec(-mData);
return floatInVec(-mData);
}
inline
floatInVec&
floatInVec::operator = (floatInVec vec)
inline floatInVec&
floatInVec::operator=(floatInVec vec)
{
mData = vec.mData;
return *this;
mData = vec.mData;
return *this;
}
inline
floatInVec&
floatInVec::operator *= (floatInVec vec)
inline floatInVec&
floatInVec::operator*=(floatInVec vec)
{
*this = *this * vec;
return *this;
*this = *this * vec;
return *this;
}
inline
floatInVec&
floatInVec::operator /= (floatInVec vec)
inline floatInVec&
floatInVec::operator/=(floatInVec vec)
{
*this = *this / vec;
return *this;
*this = *this / vec;
return *this;
}
inline
floatInVec&
floatInVec::operator += (floatInVec vec)
inline floatInVec&
floatInVec::operator+=(floatInVec vec)
{
*this = *this + vec;
return *this;
*this = *this + vec;
return *this;
}
inline
floatInVec&
floatInVec::operator -= (floatInVec vec)
inline floatInVec&
floatInVec::operator-=(floatInVec vec)
{
*this = *this - vec;
return *this;
*this = *this - vec;
return *this;
}
inline
const floatInVec
operator * (floatInVec vec0, floatInVec vec1)
inline const floatInVec
operator*(floatInVec vec0, floatInVec vec1)
{
return floatInVec(vec0.getAsFloat() * vec1.getAsFloat());
return floatInVec(vec0.getAsFloat() * vec1.getAsFloat());
}
inline
const floatInVec
operator / (floatInVec num, floatInVec den)
inline const floatInVec
operator/(floatInVec num, floatInVec den)
{
return floatInVec(num.getAsFloat() / den.getAsFloat());
return floatInVec(num.getAsFloat() / den.getAsFloat());
}
inline
const floatInVec
operator + (floatInVec vec0, floatInVec vec1)
inline const floatInVec
operator+(floatInVec vec0, floatInVec vec1)
{
return floatInVec(vec0.getAsFloat() + vec1.getAsFloat());
return floatInVec(vec0.getAsFloat() + vec1.getAsFloat());
}
inline
const floatInVec
operator - (floatInVec vec0, floatInVec vec1)
inline const floatInVec
operator-(floatInVec vec0, floatInVec vec1)
{
return floatInVec(vec0.getAsFloat() - vec1.getAsFloat());
return floatInVec(vec0.getAsFloat() - vec1.getAsFloat());
}
inline
const boolInVec
operator < (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator<(floatInVec vec0, floatInVec vec1)
{
return boolInVec(vec0.getAsFloat() < vec1.getAsFloat());
return boolInVec(vec0.getAsFloat() < vec1.getAsFloat());
}
inline
const boolInVec
operator <= (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator<=(floatInVec vec0, floatInVec vec1)
{
return !(vec0 > vec1);
return !(vec0 > vec1);
}
inline
const boolInVec
operator > (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator>(floatInVec vec0, floatInVec vec1)
{
return boolInVec(vec0.getAsFloat() > vec1.getAsFloat());
return boolInVec(vec0.getAsFloat() > vec1.getAsFloat());
}
inline
const boolInVec
operator >= (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator>=(floatInVec vec0, floatInVec vec1)
{
return !(vec0 < vec1);
return !(vec0 < vec1);
}
inline
const boolInVec
operator == (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator==(floatInVec vec0, floatInVec vec1)
{
return boolInVec(vec0.getAsFloat() == vec1.getAsFloat());
return boolInVec(vec0.getAsFloat() == vec1.getAsFloat());
}
inline
const boolInVec
operator != (floatInVec vec0, floatInVec vec1)
inline const boolInVec
operator!=(floatInVec vec0, floatInVec vec1)
{
return !(vec0 == vec1);
return !(vec0 == vec1);
}
inline
const floatInVec
inline const floatInVec
select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1)
{
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
}
} // namespace Vectormath
} // namespace Vectormath
#endif // floatInVec_h
#endif // floatInVec_h

File diff suppressed because it is too large Load Diff

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@@ -25,409 +25,407 @@ subject to the following restrictions:
#endif
namespace Vectormath {
namespace Aos {
inline Quat::Quat( const Quat & quat )
namespace Vectormath
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
namespace Aos
{
inline Quat::Quat(const Quat &quat)
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
}
inline Quat::Quat( float _x, float _y, float _z, float _w )
inline Quat::Quat(float _x, float _y, float _z, float _w)
{
mX = _x;
mY = _y;
mZ = _z;
mW = _w;
mX = _x;
mY = _y;
mZ = _z;
mW = _w;
}
inline Quat::Quat( const Vector3 & xyz, float _w )
inline Quat::Quat(const Vector3 &xyz, float _w)
{
this->setXYZ( xyz );
this->setW( _w );
this->setXYZ(xyz);
this->setW(_w);
}
inline Quat::Quat( const Vector4 & vec )
inline Quat::Quat(const Vector4 &vec)
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
mW = vec.getW();
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
mW = vec.getW();
}
inline Quat::Quat( float scalar )
inline Quat::Quat(float scalar)
{
mX = scalar;
mY = scalar;
mZ = scalar;
mW = scalar;
mX = scalar;
mY = scalar;
mZ = scalar;
mW = scalar;
}
inline const Quat Quat::identity( )
inline const Quat Quat::identity()
{
return Quat( 0.0f, 0.0f, 0.0f, 1.0f );
return Quat(0.0f, 0.0f, 0.0f, 1.0f);
}
inline const Quat lerp( float t, const Quat & quat0, const Quat & quat1 )
inline const Quat lerp(float t, const Quat &quat0, const Quat &quat1)
{
return ( quat0 + ( ( quat1 - quat0 ) * t ) );
return (quat0 + ((quat1 - quat0) * t));
}
inline const Quat slerp( float t, const Quat & unitQuat0, const Quat & unitQuat1 )
inline const Quat slerp(float t, const Quat &unitQuat0, const Quat &unitQuat1)
{
Quat start;
float recipSinAngle, scale0, scale1, cosAngle, angle;
cosAngle = dot( unitQuat0, unitQuat1 );
if ( cosAngle < 0.0f ) {
cosAngle = -cosAngle;
start = ( -unitQuat0 );
} else {
start = unitQuat0;
}
if ( cosAngle < _VECTORMATH_SLERP_TOL ) {
angle = acosf( cosAngle );
recipSinAngle = ( 1.0f / sinf( angle ) );
scale0 = ( sinf( ( ( 1.0f - t ) * angle ) ) * recipSinAngle );
scale1 = ( sinf( ( t * angle ) ) * recipSinAngle );
} else {
scale0 = ( 1.0f - t );
scale1 = t;
}
return ( ( start * scale0 ) + ( unitQuat1 * scale1 ) );
Quat start;
float recipSinAngle, scale0, scale1, cosAngle, angle;
cosAngle = dot(unitQuat0, unitQuat1);
if (cosAngle < 0.0f)
{
cosAngle = -cosAngle;
start = (-unitQuat0);
}
else
{
start = unitQuat0;
}
if (cosAngle < _VECTORMATH_SLERP_TOL)
{
angle = acosf(cosAngle);
recipSinAngle = (1.0f / sinf(angle));
scale0 = (sinf(((1.0f - t) * angle)) * recipSinAngle);
scale1 = (sinf((t * angle)) * recipSinAngle);
}
else
{
scale0 = (1.0f - t);
scale1 = t;
}
return ((start * scale0) + (unitQuat1 * scale1));
}
inline const Quat squad( float t, const Quat & unitQuat0, const Quat & unitQuat1, const Quat & unitQuat2, const Quat & unitQuat3 )
inline const Quat squad(float t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3)
{
Quat tmp0, tmp1;
tmp0 = slerp( t, unitQuat0, unitQuat3 );
tmp1 = slerp( t, unitQuat1, unitQuat2 );
return slerp( ( ( 2.0f * t ) * ( 1.0f - t ) ), tmp0, tmp1 );
Quat tmp0, tmp1;
tmp0 = slerp(t, unitQuat0, unitQuat3);
tmp1 = slerp(t, unitQuat1, unitQuat2);
return slerp(((2.0f * t) * (1.0f - t)), tmp0, tmp1);
}
inline void loadXYZW( Quat & quat, const float * fptr )
inline void loadXYZW(Quat &quat, const float *fptr)
{
quat = Quat( fptr[0], fptr[1], fptr[2], fptr[3] );
quat = Quat(fptr[0], fptr[1], fptr[2], fptr[3]);
}
inline void storeXYZW( const Quat & quat, float * fptr )
inline void storeXYZW(const Quat &quat, float *fptr)
{
fptr[0] = quat.getX();
fptr[1] = quat.getY();
fptr[2] = quat.getZ();
fptr[3] = quat.getW();
fptr[0] = quat.getX();
fptr[1] = quat.getY();
fptr[2] = quat.getZ();
fptr[3] = quat.getW();
}
inline Quat & Quat::operator =( const Quat & quat )
inline Quat &Quat::operator=(const Quat &quat)
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
return *this;
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
return *this;
}
inline Quat & Quat::setXYZ( const Vector3 & vec )
inline Quat &Quat::setXYZ(const Vector3 &vec)
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
return *this;
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
return *this;
}
inline const Vector3 Quat::getXYZ( ) const
inline const Vector3 Quat::getXYZ() const
{
return Vector3( mX, mY, mZ );
return Vector3(mX, mY, mZ);
}
inline Quat & Quat::setX( float _x )
inline Quat &Quat::setX(float _x)
{
mX = _x;
return *this;
mX = _x;
return *this;
}
inline float Quat::getX( ) const
inline float Quat::getX() const
{
return mX;
return mX;
}
inline Quat & Quat::setY( float _y )
inline Quat &Quat::setY(float _y)
{
mY = _y;
return *this;
mY = _y;
return *this;
}
inline float Quat::getY( ) const
inline float Quat::getY() const
{
return mY;
return mY;
}
inline Quat & Quat::setZ( float _z )
inline Quat &Quat::setZ(float _z)
{
mZ = _z;
return *this;
mZ = _z;
return *this;
}
inline float Quat::getZ( ) const
inline float Quat::getZ() const
{
return mZ;
return mZ;
}
inline Quat & Quat::setW( float _w )
inline Quat &Quat::setW(float _w)
{
mW = _w;
return *this;
mW = _w;
return *this;
}
inline float Quat::getW( ) const
inline float Quat::getW() const
{
return mW;
return mW;
}
inline Quat & Quat::setElem( int idx, float value )
inline Quat &Quat::setElem(int idx, float value)
{
*(&mX + idx) = value;
return *this;
*(&mX + idx) = value;
return *this;
}
inline float Quat::getElem( int idx ) const
inline float Quat::getElem(int idx) const
{
return *(&mX + idx);
return *(&mX + idx);
}
inline float & Quat::operator []( int idx )
inline float &Quat::operator[](int idx)
{
return *(&mX + idx);
return *(&mX + idx);
}
inline float Quat::operator []( int idx ) const
inline float Quat::operator[](int idx) const
{
return *(&mX + idx);
return *(&mX + idx);
}
inline const Quat Quat::operator +( const Quat & quat ) const
inline const Quat Quat::operator+(const Quat &quat) const
{
return Quat(
( mX + quat.mX ),
( mY + quat.mY ),
( mZ + quat.mZ ),
( mW + quat.mW )
);
return Quat(
(mX + quat.mX),
(mY + quat.mY),
(mZ + quat.mZ),
(mW + quat.mW));
}
inline const Quat Quat::operator -( const Quat & quat ) const
inline const Quat Quat::operator-(const Quat &quat) const
{
return Quat(
( mX - quat.mX ),
( mY - quat.mY ),
( mZ - quat.mZ ),
( mW - quat.mW )
);
return Quat(
(mX - quat.mX),
(mY - quat.mY),
(mZ - quat.mZ),
(mW - quat.mW));
}
inline const Quat Quat::operator *( float scalar ) const
inline const Quat Quat::operator*(float scalar) const
{
return Quat(
( mX * scalar ),
( mY * scalar ),
( mZ * scalar ),
( mW * scalar )
);
return Quat(
(mX * scalar),
(mY * scalar),
(mZ * scalar),
(mW * scalar));
}
inline Quat & Quat::operator +=( const Quat & quat )
inline Quat &Quat::operator+=(const Quat &quat)
{
*this = *this + quat;
return *this;
*this = *this + quat;
return *this;
}
inline Quat & Quat::operator -=( const Quat & quat )
inline Quat &Quat::operator-=(const Quat &quat)
{
*this = *this - quat;
return *this;
*this = *this - quat;
return *this;
}
inline Quat & Quat::operator *=( float scalar )
inline Quat &Quat::operator*=(float scalar)
{
*this = *this * scalar;
return *this;
*this = *this * scalar;
return *this;
}
inline const Quat Quat::operator /( float scalar ) const
inline const Quat Quat::operator/(float scalar) const
{
return Quat(
( mX / scalar ),
( mY / scalar ),
( mZ / scalar ),
( mW / scalar )
);
return Quat(
(mX / scalar),
(mY / scalar),
(mZ / scalar),
(mW / scalar));
}
inline Quat & Quat::operator /=( float scalar )
inline Quat &Quat::operator/=(float scalar)
{
*this = *this / scalar;
return *this;
*this = *this / scalar;
return *this;
}
inline const Quat Quat::operator -( ) const
inline const Quat Quat::operator-() const
{
return Quat(
-mX,
-mY,
-mZ,
-mW
);
return Quat(
-mX,
-mY,
-mZ,
-mW);
}
inline const Quat operator *( float scalar, const Quat & quat )
inline const Quat operator*(float scalar, const Quat &quat)
{
return quat * scalar;
return quat * scalar;
}
inline float dot( const Quat & quat0, const Quat & quat1 )
inline float dot(const Quat &quat0, const Quat &quat1)
{
float result;
result = ( quat0.getX() * quat1.getX() );
result = ( result + ( quat0.getY() * quat1.getY() ) );
result = ( result + ( quat0.getZ() * quat1.getZ() ) );
result = ( result + ( quat0.getW() * quat1.getW() ) );
return result;
float result;
result = (quat0.getX() * quat1.getX());
result = (result + (quat0.getY() * quat1.getY()));
result = (result + (quat0.getZ() * quat1.getZ()));
result = (result + (quat0.getW() * quat1.getW()));
return result;
}
inline float norm( const Quat & quat )
inline float norm(const Quat &quat)
{
float result;
result = ( quat.getX() * quat.getX() );
result = ( result + ( quat.getY() * quat.getY() ) );
result = ( result + ( quat.getZ() * quat.getZ() ) );
result = ( result + ( quat.getW() * quat.getW() ) );
return result;
float result;
result = (quat.getX() * quat.getX());
result = (result + (quat.getY() * quat.getY()));
result = (result + (quat.getZ() * quat.getZ()));
result = (result + (quat.getW() * quat.getW()));
return result;
}
inline float length( const Quat & quat )
inline float length(const Quat &quat)
{
return ::sqrtf( norm( quat ) );
return ::sqrtf(norm(quat));
}
inline const Quat normalize( const Quat & quat )
inline const Quat normalize(const Quat &quat)
{
float lenSqr, lenInv;
lenSqr = norm( quat );
lenInv = ( 1.0f / sqrtf( lenSqr ) );
return Quat(
( quat.getX() * lenInv ),
( quat.getY() * lenInv ),
( quat.getZ() * lenInv ),
( quat.getW() * lenInv )
);
float lenSqr, lenInv;
lenSqr = norm(quat);
lenInv = (1.0f / sqrtf(lenSqr));
return Quat(
(quat.getX() * lenInv),
(quat.getY() * lenInv),
(quat.getZ() * lenInv),
(quat.getW() * lenInv));
}
inline const Quat Quat::rotation( const Vector3 & unitVec0, const Vector3 & unitVec1 )
inline const Quat Quat::rotation(const Vector3 &unitVec0, const Vector3 &unitVec1)
{
float cosHalfAngleX2, recipCosHalfAngleX2;
cosHalfAngleX2 = sqrtf( ( 2.0f * ( 1.0f + dot( unitVec0, unitVec1 ) ) ) );
recipCosHalfAngleX2 = ( 1.0f / cosHalfAngleX2 );
return Quat( ( cross( unitVec0, unitVec1 ) * recipCosHalfAngleX2 ), ( cosHalfAngleX2 * 0.5f ) );
float cosHalfAngleX2, recipCosHalfAngleX2;
cosHalfAngleX2 = sqrtf((2.0f * (1.0f + dot(unitVec0, unitVec1))));
recipCosHalfAngleX2 = (1.0f / cosHalfAngleX2);
return Quat((cross(unitVec0, unitVec1) * recipCosHalfAngleX2), (cosHalfAngleX2 * 0.5f));
}
inline const Quat Quat::rotation( float radians, const Vector3 & unitVec )
inline const Quat Quat::rotation(float radians, const Vector3 &unitVec)
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat( ( unitVec * s ), c );
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat((unitVec * s), c);
}
inline const Quat Quat::rotationX( float radians )
inline const Quat Quat::rotationX(float radians)
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat( s, 0.0f, 0.0f, c );
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat(s, 0.0f, 0.0f, c);
}
inline const Quat Quat::rotationY( float radians )
inline const Quat Quat::rotationY(float radians)
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat( 0.0f, s, 0.0f, c );
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat(0.0f, s, 0.0f, c);
}
inline const Quat Quat::rotationZ( float radians )
inline const Quat Quat::rotationZ(float radians)
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat( 0.0f, 0.0f, s, c );
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat(0.0f, 0.0f, s, c);
}
inline const Quat Quat::operator *( const Quat & quat ) const
inline const Quat Quat::operator*(const Quat &quat) const
{
return Quat(
( ( ( ( mW * quat.mX ) + ( mX * quat.mW ) ) + ( mY * quat.mZ ) ) - ( mZ * quat.mY ) ),
( ( ( ( mW * quat.mY ) + ( mY * quat.mW ) ) + ( mZ * quat.mX ) ) - ( mX * quat.mZ ) ),
( ( ( ( mW * quat.mZ ) + ( mZ * quat.mW ) ) + ( mX * quat.mY ) ) - ( mY * quat.mX ) ),
( ( ( ( mW * quat.mW ) - ( mX * quat.mX ) ) - ( mY * quat.mY ) ) - ( mZ * quat.mZ ) )
);
return Quat(
((((mW * quat.mX) + (mX * quat.mW)) + (mY * quat.mZ)) - (mZ * quat.mY)),
((((mW * quat.mY) + (mY * quat.mW)) + (mZ * quat.mX)) - (mX * quat.mZ)),
((((mW * quat.mZ) + (mZ * quat.mW)) + (mX * quat.mY)) - (mY * quat.mX)),
((((mW * quat.mW) - (mX * quat.mX)) - (mY * quat.mY)) - (mZ * quat.mZ)));
}
inline Quat & Quat::operator *=( const Quat & quat )
inline Quat &Quat::operator*=(const Quat &quat)
{
*this = *this * quat;
return *this;
*this = *this * quat;
return *this;
}
inline const Vector3 rotate( const Quat & quat, const Vector3 & vec )
inline const Vector3 rotate(const Quat &quat, const Vector3 &vec)
{
float tmpX, tmpY, tmpZ, tmpW;
tmpX = ( ( ( quat.getW() * vec.getX() ) + ( quat.getY() * vec.getZ() ) ) - ( quat.getZ() * vec.getY() ) );
tmpY = ( ( ( quat.getW() * vec.getY() ) + ( quat.getZ() * vec.getX() ) ) - ( quat.getX() * vec.getZ() ) );
tmpZ = ( ( ( quat.getW() * vec.getZ() ) + ( quat.getX() * vec.getY() ) ) - ( quat.getY() * vec.getX() ) );
tmpW = ( ( ( quat.getX() * vec.getX() ) + ( quat.getY() * vec.getY() ) ) + ( quat.getZ() * vec.getZ() ) );
return Vector3(
( ( ( ( tmpW * quat.getX() ) + ( tmpX * quat.getW() ) ) - ( tmpY * quat.getZ() ) ) + ( tmpZ * quat.getY() ) ),
( ( ( ( tmpW * quat.getY() ) + ( tmpY * quat.getW() ) ) - ( tmpZ * quat.getX() ) ) + ( tmpX * quat.getZ() ) ),
( ( ( ( tmpW * quat.getZ() ) + ( tmpZ * quat.getW() ) ) - ( tmpX * quat.getY() ) ) + ( tmpY * quat.getX() ) )
);
float tmpX, tmpY, tmpZ, tmpW;
tmpX = (((quat.getW() * vec.getX()) + (quat.getY() * vec.getZ())) - (quat.getZ() * vec.getY()));
tmpY = (((quat.getW() * vec.getY()) + (quat.getZ() * vec.getX())) - (quat.getX() * vec.getZ()));
tmpZ = (((quat.getW() * vec.getZ()) + (quat.getX() * vec.getY())) - (quat.getY() * vec.getX()));
tmpW = (((quat.getX() * vec.getX()) + (quat.getY() * vec.getY())) + (quat.getZ() * vec.getZ()));
return Vector3(
((((tmpW * quat.getX()) + (tmpX * quat.getW())) - (tmpY * quat.getZ())) + (tmpZ * quat.getY())),
((((tmpW * quat.getY()) + (tmpY * quat.getW())) - (tmpZ * quat.getX())) + (tmpX * quat.getZ())),
((((tmpW * quat.getZ()) + (tmpZ * quat.getW())) - (tmpX * quat.getY())) + (tmpY * quat.getX())));
}
inline const Quat conj( const Quat & quat )
inline const Quat conj(const Quat &quat)
{
return Quat( -quat.getX(), -quat.getY(), -quat.getZ(), quat.getW() );
return Quat(-quat.getX(), -quat.getY(), -quat.getZ(), quat.getW());
}
inline const Quat select( const Quat & quat0, const Quat & quat1, bool select1 )
inline const Quat select(const Quat &quat0, const Quat &quat1, bool select1)
{
return Quat(
( select1 )? quat1.getX() : quat0.getX(),
( select1 )? quat1.getY() : quat0.getY(),
( select1 )? quat1.getZ() : quat0.getZ(),
( select1 )? quat1.getW() : quat0.getW()
);
return Quat(
(select1) ? quat1.getX() : quat0.getX(),
(select1) ? quat1.getY() : quat0.getY(),
(select1) ? quat1.getZ() : quat0.getZ(),
(select1) ? quat1.getW() : quat0.getW());
}
#ifdef _VECTORMATH_DEBUG
inline void print( const Quat & quat )
inline void print(const Quat &quat)
{
printf( "( %f %f %f %f )\n", quat.getX(), quat.getY(), quat.getZ(), quat.getW() );
printf("( %f %f %f %f )\n", quat.getX(), quat.getY(), quat.getZ(), quat.getW());
}
inline void print( const Quat & quat, const char * name )
inline void print(const Quat &quat, const char *name)
{
printf( "%s: ( %f %f %f %f )\n", name, quat.getX(), quat.getY(), quat.getZ(), quat.getW() );
printf("%s: ( %f %f %f %f )\n", name, quat.getX(), quat.getY(), quat.getZ(), quat.getW());
}
#endif
} // namespace Aos
} // namespace Vectormath
} // namespace Aos
} // namespace Vectormath
#endif

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