mirror of
https://github.com/godotengine/godot-cpp.git
synced 2026-01-05 02:10:14 +03:00
Update clang-format to version 11
This is taken from the Godot repository, so formatting is similar. This updates the style rules as well. Also fix style in files to conform with this version.
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@@ -19,12 +19,10 @@ Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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}
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Basis::Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
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set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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}
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Basis::Basis() {
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elements[0][0] = 1;
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elements[0][1] = 0;
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elements[0][2] = 0;
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@@ -58,7 +56,6 @@ void Basis::invert() {
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#undef cofac
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bool Basis::isequal_approx(const Basis &a, const Basis &b) const {
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if ((::fabs(a.elements[i][j] - b.elements[i][j]) < CMP_EPSILON) == false)
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@@ -174,7 +171,6 @@ Basis Basis::slerp(Basis b, float t) const {
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// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates
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// around the z-axis by a and so on.
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Vector3 Basis::get_euler_xyz() const {
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// Euler angles in XYZ convention.
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// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
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//
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@@ -218,7 +214,6 @@ Vector3 Basis::get_euler_xyz() const {
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// and similar for other axes.
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// The current implementation uses XYZ convention (Z is the first rotation).
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void Basis::set_euler_xyz(const Vector3 &p_euler) {
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real_t c, s;
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c = ::cos(p_euler.x);
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@@ -241,7 +236,6 @@ void Basis::set_euler_xyz(const Vector3 &p_euler) {
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// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned
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// as the x, y, and z components of a Vector3 respectively.
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Vector3 Basis::get_euler_yxz() const {
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// Euler angles in YXZ convention.
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// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
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//
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@@ -287,7 +281,6 @@ Vector3 Basis::get_euler_yxz() const {
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// and similar for other axes.
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// The current implementation uses YXZ convention (Z is the first rotation).
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void Basis::set_euler_yxz(const Vector3 &p_euler) {
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real_t c, s;
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c = ::cos(p_euler.x);
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@@ -333,7 +326,6 @@ bool Basis::operator!=(const Basis &p_matrix) const {
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}
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Vector3 Basis::xform(const Vector3 &p_vector) const {
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return Vector3(
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elements[0].dot(p_vector),
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elements[1].dot(p_vector),
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@@ -341,7 +333,6 @@ Vector3 Basis::xform(const Vector3 &p_vector) const {
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}
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Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
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return Vector3(
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(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
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(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
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@@ -362,42 +353,36 @@ Basis Basis::operator*(const Basis &p_matrix) const {
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}
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void Basis::operator+=(const Basis &p_matrix) {
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elements[0] += p_matrix.elements[0];
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elements[1] += p_matrix.elements[1];
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elements[2] += p_matrix.elements[2];
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}
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Basis Basis::operator+(const Basis &p_matrix) const {
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Basis ret(*this);
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ret += p_matrix;
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return ret;
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}
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void Basis::operator-=(const Basis &p_matrix) {
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elements[0] -= p_matrix.elements[0];
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elements[1] -= p_matrix.elements[1];
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elements[2] -= p_matrix.elements[2];
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}
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Basis Basis::operator-(const Basis &p_matrix) const {
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Basis ret(*this);
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ret -= p_matrix;
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return ret;
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}
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void Basis::operator*=(real_t p_val) {
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elements[0] *= p_val;
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elements[1] *= p_val;
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elements[2] *= p_val;
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}
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Basis Basis::operator*(real_t p_val) const {
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Basis ret(*this);
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ret *= p_val;
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return ret;
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@@ -406,9 +391,7 @@ Basis Basis::operator*(real_t p_val) const {
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Basis::operator String() const {
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String s;
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if (i != 0 || j != 0)
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s += ", ";
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@@ -421,7 +404,6 @@ Basis::operator String() const {
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/* create / set */
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void Basis::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
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elements[0][0] = xx;
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elements[0][1] = xy;
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elements[0][2] = xz;
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@@ -433,12 +415,10 @@ void Basis::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz
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elements[2][2] = zz;
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}
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Vector3 Basis::get_column(int i) const {
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return Vector3(elements[0][i], elements[1][i], elements[2][i]);
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}
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Vector3 Basis::get_row(int i) const {
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return Vector3(elements[i][0], elements[i][1], elements[i][2]);
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}
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Vector3 Basis::get_main_diagonal() const {
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@@ -593,7 +573,6 @@ int Basis::get_orthogonal_index() const {
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Basis orth = *this;
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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real_t v = orth[i][j];
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if (v > 0.5)
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v = 1.0;
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@@ -607,7 +586,6 @@ int Basis::get_orthogonal_index() const {
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}
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for (int i = 0; i < 24; i++) {
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if (_ortho_bases[i] == orth)
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return i;
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}
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@@ -616,7 +594,6 @@ int Basis::get_orthogonal_index() const {
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}
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void Basis::set_orthogonal_index(int p_index) {
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//there only exist 24 orthogonal bases in r3
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ERR_FAIL_COND(p_index >= 24);
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@@ -624,7 +601,6 @@ void Basis::set_orthogonal_index(int p_index) {
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}
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Basis::Basis(const Vector3 &p_euler) {
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set_euler(p_euler);
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}
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@@ -635,7 +611,6 @@ Basis::Basis(const Vector3 &p_euler) {
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namespace godot {
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Basis::Basis(const Quat &p_quat) {
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real_t d = p_quat.length_squared();
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real_t s = 2.0 / d;
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real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
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@@ -685,8 +660,8 @@ Basis::operator Quat() const {
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temp[2] = ((elements[1][0] - elements[0][1]) * s);
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} else {
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int i = elements[0][0] < elements[1][1] ?
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(elements[1][1] < elements[2][2] ? 2 : 1) :
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(elements[0][0] < elements[2][2] ? 2 : 0);
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(elements[1][1] < elements[2][2] ? 2 : 1) :
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(elements[0][0] < elements[2][2] ? 2 : 0);
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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