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

@@ -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