[Scummvm-git-logs] scummvm master -> 161c42c118315ffc83a12e3b2af2050f9acd561e

aquadran aquadran at gmail.com
Mon Apr 5 21:08:56 UTC 2021


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
161c42c118 MATH: Formatting cleanup


Commit: 161c42c118315ffc83a12e3b2af2050f9acd561e
    https://github.com/scummvm/scummvm/commit/161c42c118315ffc83a12e3b2af2050f9acd561e
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2021-04-05T23:08:48+02:00

Commit Message:
MATH: Formatting cleanup

Changed paths:
    math/angle.cpp
    math/angle.h
    math/frustum.cpp
    math/line2d.cpp
    math/line2d.h
    math/line3d.cpp
    math/matrix3.cpp
    math/matrix3.h
    math/matrix4.cpp
    math/matrix4.h
    math/ray.cpp
    math/rect2d.cpp
    math/rect2d.h
    math/vector2d.cpp
    math/vector3d.cpp
    math/vector3d.h
    math/vector4d.cpp


diff --git a/math/angle.cpp b/math/angle.cpp
index c40bad399d..67071466b0 100644
--- a/math/angle.cpp
+++ b/math/angle.cpp
@@ -28,11 +28,11 @@
 namespace Math {
 
 Angle::Angle(float degrees) :
-	_degrees(degrees) {
+		_degrees(degrees) {
 }
 
 Angle::Angle(const Angle &a) :
-	_degrees(a._degrees) {
+		_degrees(a._degrees) {
 
 }
 
@@ -43,13 +43,13 @@ Angle &Angle::normalize(float low) {
 }
 
 Angle &Angle::clampDegrees(float mag) {
-    _degrees = getDegrees(-180.f);
-    if (_degrees >= mag)
+	_degrees = getDegrees(-180.f);
+	if (_degrees >= mag)
 		setDegrees(mag);
 	if (_degrees <= -mag)
 		setDegrees(-mag);
-    
-    return *this;
+
+	return *this;
 }
 
 Angle &Angle::clampDegrees(float min, float max) {
diff --git a/math/angle.h b/math/angle.h
index 157b203d9d..4b138c43d4 100644
--- a/math/angle.h
+++ b/math/angle.h
@@ -112,7 +112,6 @@ public:
 
 private:
 	float _degrees;
-
 };
 
 inline Angle operator-(const Angle &a) {
@@ -151,7 +150,6 @@ inline bool operator!=(const Angle &a1, const Angle &a2) {
 }
 
 
-
 inline bool operator<(const Angle &a1, const Angle &a2) {
 	return a1.getDegrees() < a2.getDegrees();
 }
diff --git a/math/frustum.cpp b/math/frustum.cpp
index e6f810b645..8def86e48c 100644
--- a/math/frustum.cpp
+++ b/math/frustum.cpp
@@ -61,7 +61,7 @@ void Frustum::setup(const Math::Matrix4 &matrix) {
 	_planes[5]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(2, 1);
 	_planes[5]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(2, 2);
 	_planes[5]._d = matrix.getValue(3, 3) - matrix.getValue(2, 3);
-	
+
 	for (int i = 0; i < 6; ++i) {
 		_planes[i].normalize();
 	}
@@ -70,7 +70,7 @@ void Frustum::setup(const Math::Matrix4 &matrix) {
 bool Frustum::isInside(const Math::AABB &aabb) const {
 	Math::Vector3d min = aabb.getMin();
 	Math::Vector3d max = aabb.getMax();
-	
+
 	for (int i = 0; i < 6; ++i) {
 		const Plane &plane = _planes[i];
 		Math::Vector3d positive = min;
diff --git a/math/line2d.cpp b/math/line2d.cpp
index 2c1665b784..665dd92436 100644
--- a/math/line2d.cpp
+++ b/math/line2d.cpp
@@ -31,7 +31,6 @@ namespace Math {
  *
  */
 
-
 Line2d::Line2d(const Vector2d &direction, const Vector2d &point) {
 	_a = direction.getX();
 	_b = direction.getY();
@@ -97,15 +96,12 @@ Common::StreamDebug &operator<<(Common::StreamDebug &dbg, const Math::Line2d &li
 }
 
 
-
-
 Segment2d::Segment2d() {
 
 }
 
 Segment2d::Segment2d(const Vector2d &b, const Vector2d &e) :
 	_begin(b), _end(e) {
-
 }
 
 Segment2d::Segment2d(const Segment2d &other) {
diff --git a/math/line2d.h b/math/line2d.h
index 310ecb871b..2a0ccd96a5 100644
--- a/math/line2d.h
+++ b/math/line2d.h
@@ -42,7 +42,6 @@ public:
 
 private:
 	float _a, _b, _c;
-
 };
 
 class Segment2d {
@@ -66,7 +65,6 @@ public:
 
 private:
 	Math::Vector2d _begin, _end;
-
 };
 
 }
diff --git a/math/line3d.cpp b/math/line3d.cpp
index 8a7bfdc1c6..fc467db585 100644
--- a/math/line3d.cpp
+++ b/math/line3d.cpp
@@ -25,12 +25,10 @@
 namespace Math {
 
 Line3d::Line3d() {
-
 }
 
 Line3d::Line3d(const Vector3d &b, const Vector3d &e) :
 	_begin(b), _end(e) {
-
 }
 
 Line3d::Line3d(const Line3d &other) {
@@ -50,7 +48,6 @@ Math::Vector3d Line3d::middle() const {
 }
 
 bool Line3d::intersectLine2d(const Line3d &other, Math::Vector3d *pos, bool useXZ) {
-
 	float denom, nume_a, nume_b;
 	if (useXZ) {
 		denom = ((other._end.z() - other._begin.z()) * (_end.x() - _begin.x())) -
diff --git a/math/matrix3.cpp b/math/matrix3.cpp
index e212923b04..16663f61cb 100644
--- a/math/matrix3.cpp
+++ b/math/matrix3.cpp
@@ -26,49 +26,46 @@ namespace Math {
 
 Matrix<3, 3>::Matrix() :
 	MatrixType<3, 3>(), Rotation3D<Matrix<3, 3> >() {
-
 }
 
 Matrix<3, 3>::Matrix(const MatrixBase<3, 3> &m) :
 	MatrixType<3, 3>(m), Rotation3D<Matrix<3, 3> >() {
-
 }
 
 void swap (float &a, float &b) {
-    float c=a; a=b; b=c;
+	float c = a; a = b; b = c;
 }
 
 void Matrix<3, 3>::transpose() {
-    swap(operator()(0,1), operator()(1,0));
-    swap(operator()(0,2), operator()(2,0));
-    swap(operator()(1,2), operator()(2,1));
+	swap(operator()(0, 1), operator()(1, 0));
+	swap(operator()(0, 2), operator()(2, 0));
+	swap(operator()(1, 2), operator()(2, 1));
 }
 
-/** 
- * Generates a lookat matrix. For reference, see 
- * http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php 
+/**
+ * Generates a lookat matrix. For reference, see
+ * http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php
  */
-void Matrix<3, 3>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, 
-						   const Math::Vector3d &modelUp, const Math::Vector3d &worldUp)
-{
-    Math::Vector3d modelRight = Math::Vector3d::crossProduct(modelUp, modelForward);
+void Matrix<3, 3>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
+                                      const Math::Vector3d &modelUp, const Math::Vector3d &worldUp) {
+	Math::Vector3d modelRight = Math::Vector3d::crossProduct(modelUp, modelForward);
 	modelRight.normalize();
 	Math::Vector3d worldRight = Math::Vector3d::crossProduct(worldUp, targetDirection);
 	worldRight.normalize();
 	Math::Vector3d perpWorldUp = Math::Vector3d::crossProduct(targetDirection, worldRight);
 	perpWorldUp.normalize();
-	
+
 	Math::Matrix3 m1;
 	m1.getRow(0) << worldRight.x() << worldRight.y() << worldRight.z();
 	m1.getRow(1) << perpWorldUp.x() << perpWorldUp.y() << perpWorldUp.z();
 	m1.getRow(2) << targetDirection.x() << targetDirection.y() << targetDirection.z();
 	m1.transpose();
-	
+
 	Math::Matrix3 m2;
 	m2.getRow(0) << modelRight.x() << modelRight.y() << modelRight.z();
 	m2.getRow(1) << modelUp.x() << modelUp.y() << modelUp.z();
 	m2.getRow(2) << modelForward.x() << modelForward.y() << modelForward.z();
-	
+
 	this->operator=(m1 * m2);
 }
 
diff --git a/math/matrix3.h b/math/matrix3.h
index 270e76b5b3..f80c1740cb 100644
--- a/math/matrix3.h
+++ b/math/matrix3.h
@@ -35,7 +35,7 @@ public:
 	Matrix();
 	Matrix(const MatrixBase<3, 3> &m);
 
-    void transpose();
+	void transpose();
 
 	
 	/**
@@ -50,8 +50,8 @@ public:
 	 *                vectors cannot be collinear, but they do not need to be perpendicular either.
 	 * All the parameters MUST be normalized.
 	 */
-	void buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, 
-						   const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
+	void buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
+                                const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
 
 	inline Matrix<3, 3> operator*(const Matrix<3, 3> &m2) const {
 		Matrix<3, 3> result;
@@ -62,8 +62,8 @@ public:
 		for (int i = 0; i < 9; i += 3) {
 			for (int j = 0; j < 3; ++j) {
 				r[i + j] = (d1[i + 0] * d2[j + 0])
-					+ (d1[i + 1] * d2[j + 3])
-					+ (d1[i + 2] * d2[j + 6]);
+				         + (d1[i + 1] * d2[j + 3])
+				         + (d1[i + 2] * d2[j + 6]);
 			}
 		}
 
diff --git a/math/matrix4.cpp b/math/matrix4.cpp
index d1e8c173d8..6f32dbc76f 100644
--- a/math/matrix4.cpp
+++ b/math/matrix4.cpp
@@ -41,12 +41,10 @@ namespace Math {
 
 Matrix<4, 4>::Matrix() :
 	MatrixType<4, 4>(), Rotation3D<Matrix4>() {
-
 }
 
 Matrix<4, 4>::Matrix(const MatrixBase<4, 4> &m) :
 	MatrixType<4, 4>(m), Rotation3D<Matrix4>() {
-
 }
 
 void Matrix<4, 4>::transform(Vector3d *v, bool trans) const {
@@ -72,9 +70,9 @@ void Matrix<4, 4>::setPosition(const Vector3d &v) {
 }
 
 Matrix3 Matrix<4, 4>::getRotation() const{
-    Matrix3 m2;
-    
-    m2.setValue(0, 0, getValue(0, 0));
+	Matrix3 m2;
+
+	m2.setValue(0, 0, getValue(0, 0));
 	m2.setValue(0, 1, getValue(0, 1));
 	m2.setValue(0, 2, getValue(0, 2));
 	m2.setValue(1, 0, getValue(1, 0));
@@ -88,7 +86,7 @@ Matrix3 Matrix<4, 4>::getRotation() const{
 }
 
 void Matrix<4, 4>::setRotation(const Matrix3 &m) {
-    setValue(0, 0, m.getValue(0, 0));
+	setValue(0, 0, m.getValue(0, 0));
 	setValue(0, 1, m.getValue(0, 1));
 	setValue(0, 2, m.getValue(0, 2));
 	setValue(1, 0, m.getValue(1, 0));
@@ -108,27 +106,27 @@ void Matrix<4, 4>::translate(const Vector3d &vec) {
 	operator()(2, 3) += v.z();
 }
 
-/** 
- * Generates a lookat matrix. For reference, see 
- * http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php 
+/**
+ * Generates a lookat matrix. For reference, see
+ * http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php
  */
-void Matrix<4, 4>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection, 
-						   const Math::Vector3d &modelUp, const Math::Vector3d &worldUp)
+void Matrix<4, 4>::buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
+                                      const Math::Vector3d &modelUp, const Math::Vector3d &worldUp)
 {
-    Matrix3 rotation;
-    rotation.buildFromTargetDir(modelForward, targetDirection, modelUp, worldUp);
-    this->setRotation(rotation);
+	Matrix3 rotation;
+	rotation.buildFromTargetDir(modelForward, targetDirection, modelUp, worldUp);
+	this->setRotation(rotation);
 }
 
 void Matrix<4, 4>::invertAffineOrthonormal() {
-    Matrix3 rotation(getRotation());
-    rotation.transpose();
-    
-    Vector3d position(getPosition().getNegative());
-    
-    rotation.transformVector(&position);
-    setRotation(rotation);
-    setPosition(position);
+	Matrix3 rotation(getRotation());
+	rotation.transpose();
+
+	Vector3d position(getPosition().getNegative());
+
+	rotation.transformVector(&position);
+	setRotation(rotation);
+	setPosition(position);
 }
 
 void Matrix<4, 4>::inverseTranslate(Vector3d *v) const {
@@ -139,17 +137,16 @@ void Matrix<4, 4>::inverseTranslate(Vector3d *v) const {
 
 void Matrix<4, 4>::inverseRotate(Vector3d *v) const {
 	Vector3d temp;
-	
+
 	temp.x() = v->x() * getValue(0, 0) + v->y() * getValue(1, 0) + v->z() * getValue(2, 0);
 	temp.y() = v->x() * getValue(0, 1) + v->y() * getValue(1, 1) + v->z() * getValue(2, 1);
 	temp.z() = v->x() * getValue(0, 2) + v->y() * getValue(1, 2) + v->z() * getValue(2, 2);
-	
+
 	*v = temp;
 }
 
 void swap (float &a, float &b);
 
-	
 void Matrix<4, 4>::transpose() {
 	swap(operator ()(0,1), operator ()(1,0));
 	swap(operator ()(0,2), operator ()(2,0));
diff --git a/math/matrix4.h b/math/matrix4.h
index d4ad0b300e..cc67346696 100644
--- a/math/matrix4.h
+++ b/math/matrix4.h
@@ -64,9 +64,9 @@ public:
 	 * All the parameters MUST be normalized.
 	 */
 	void buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
-						   const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
+                                const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
 	
-	/** 
+	/**
 	* Inverts a matrix in place.
 	*	This function avoid having to do generic Gaussian elimination on the matrix
 	*	by assuming that the top-left 3x3 part of the matrix is orthonormal
@@ -116,116 +116,116 @@ public:
 		float *inv = invMatrix.getData();
 		float *m = getData();
 
-		inv[0] = m[5]  * m[10] * m[15] - 
-			m[5]  * m[11] * m[14] - 
-			m[9]  * m[6]  * m[15] + 
+		inv[0] = m[5]  * m[10] * m[15] -
+			m[5]  * m[11] * m[14] -
+			m[9]  * m[6]  * m[15] +
 			m[9]  * m[7]  * m[14] +
-			m[13] * m[6]  * m[11] - 
+			m[13] * m[6]  * m[11] -
 			m[13] * m[7]  * m[10];
 
-		inv[4] = -m[4]  * m[10] * m[15] + 
-			m[4]  * m[11] * m[14] + 
-			m[8]  * m[6]  * m[15] - 
-			m[8]  * m[7]  * m[14] - 
-			m[12] * m[6]  * m[11] + 
+		inv[4] = -m[4]  * m[10] * m[15] +
+			m[4]  * m[11] * m[14] +
+			m[8]  * m[6]  * m[15] -
+			m[8]  * m[7]  * m[14] -
+			m[12] * m[6]  * m[11] +
 			m[12] * m[7]  * m[10];
 
-		inv[8] = m[4]  * m[9] * m[15] - 
-			m[4]  * m[11] * m[13] - 
-			m[8]  * m[5] * m[15] + 
-			m[8]  * m[7] * m[13] + 
-			m[12] * m[5] * m[11] - 
+		inv[8] = m[4]  * m[9] * m[15] -
+			m[4]  * m[11] * m[13] -
+			m[8]  * m[5] * m[15] +
+			m[8]  * m[7] * m[13] +
+			m[12] * m[5] * m[11] -
 			m[12] * m[7] * m[9];
 
-		inv[12] = -m[4]  * m[9] * m[14] + 
+		inv[12] = -m[4]  * m[9] * m[14] +
 			m[4]  * m[10] * m[13] +
-			m[8]  * m[5] * m[14] - 
-			m[8]  * m[6] * m[13] - 
-			m[12] * m[5] * m[10] + 
+			m[8]  * m[5] * m[14] -
+			m[8]  * m[6] * m[13] -
+			m[12] * m[5] * m[10] +
 			m[12] * m[6] * m[9];
 
-		inv[1] = -m[1]  * m[10] * m[15] + 
-			m[1]  * m[11] * m[14] + 
-			m[9]  * m[2] * m[15] - 
-			m[9]  * m[3] * m[14] - 
-			m[13] * m[2] * m[11] + 
+		inv[1] = -m[1]  * m[10] * m[15] +
+			m[1]  * m[11] * m[14] +
+			m[9]  * m[2] * m[15] -
+			m[9]  * m[3] * m[14] -
+			m[13] * m[2] * m[11] +
 			m[13] * m[3] * m[10];
 
-		inv[5] = m[0]  * m[10] * m[15] - 
-			m[0]  * m[11] * m[14] - 
-			m[8]  * m[2] * m[15] + 
-			m[8]  * m[3] * m[14] + 
-			m[12] * m[2] * m[11] - 
+		inv[5] = m[0]  * m[10] * m[15] -
+			m[0]  * m[11] * m[14] -
+			m[8]  * m[2] * m[15] +
+			m[8]  * m[3] * m[14] +
+			m[12] * m[2] * m[11] -
 			m[12] * m[3] * m[10];
 
-		inv[9] = -m[0]  * m[9] * m[15] + 
-			m[0]  * m[11] * m[13] + 
-			m[8]  * m[1] * m[15] - 
-			m[8]  * m[3] * m[13] - 
-			m[12] * m[1] * m[11] + 
+		inv[9] = -m[0]  * m[9] * m[15] +
+			m[0]  * m[11] * m[13] +
+			m[8]  * m[1] * m[15] -
+			m[8]  * m[3] * m[13] -
+			m[12] * m[1] * m[11] +
 			m[12] * m[3] * m[9];
 
-		inv[13] = m[0]  * m[9] * m[14] - 
-			m[0]  * m[10] * m[13] - 
-			m[8]  * m[1] * m[14] + 
-			m[8]  * m[2] * m[13] + 
-			m[12] * m[1] * m[10] - 
+		inv[13] = m[0]  * m[9] * m[14] -
+			m[0]  * m[10] * m[13] -
+			m[8]  * m[1] * m[14] +
+			m[8]  * m[2] * m[13] +
+			m[12] * m[1] * m[10] -
 			m[12] * m[2] * m[9];
 
-		inv[2] = m[1]  * m[6] * m[15] - 
-			m[1]  * m[7] * m[14] - 
-			m[5]  * m[2] * m[15] + 
-			m[5]  * m[3] * m[14] + 
-			m[13] * m[2] * m[7] - 
+		inv[2] = m[1]  * m[6] * m[15] -
+			m[1]  * m[7] * m[14] -
+			m[5]  * m[2] * m[15] +
+			m[5]  * m[3] * m[14] +
+			m[13] * m[2] * m[7] -
 			m[13] * m[3] * m[6];
 
-		inv[6] = -m[0]  * m[6] * m[15] + 
-			m[0]  * m[7] * m[14] + 
-			m[4]  * m[2] * m[15] - 
-			m[4]  * m[3] * m[14] - 
-			m[12] * m[2] * m[7] + 
+		inv[6] = -m[0]  * m[6] * m[15] +
+			m[0]  * m[7] * m[14] +
+			m[4]  * m[2] * m[15] -
+			m[4]  * m[3] * m[14] -
+			m[12] * m[2] * m[7] +
 			m[12] * m[3] * m[6];
 
-		inv[10] = m[0]  * m[5] * m[15] - 
-			m[0]  * m[7] * m[13] - 
-			m[4]  * m[1] * m[15] + 
-			m[4]  * m[3] * m[13] + 
-			m[12] * m[1] * m[7] - 
+		inv[10] = m[0]  * m[5] * m[15] -
+			m[0]  * m[7] * m[13] -
+			m[4]  * m[1] * m[15] +
+			m[4]  * m[3] * m[13] +
+			m[12] * m[1] * m[7] -
 			m[12] * m[3] * m[5];
 
-		inv[14] = -m[0]  * m[5] * m[14] + 
-			m[0]  * m[6] * m[13] + 
-			m[4]  * m[1] * m[14] - 
-			m[4]  * m[2] * m[13] - 
-			m[12] * m[1] * m[6] + 
+		inv[14] = -m[0]  * m[5] * m[14] +
+			m[0]  * m[6] * m[13] +
+			m[4]  * m[1] * m[14] -
+			m[4]  * m[2] * m[13] -
+			m[12] * m[1] * m[6] +
 			m[12] * m[2] * m[5];
 
-		inv[3] = -m[1] * m[6] * m[11] + 
-			m[1] * m[7] * m[10] + 
-			m[5] * m[2] * m[11] - 
-			m[5] * m[3] * m[10] - 
-			m[9] * m[2] * m[7] + 
+		inv[3] = -m[1] * m[6] * m[11] +
+			m[1] * m[7] * m[10] +
+			m[5] * m[2] * m[11] -
+			m[5] * m[3] * m[10] -
+			m[9] * m[2] * m[7] +
 			m[9] * m[3] * m[6];
 
-		inv[7] = m[0] * m[6] * m[11] - 
-			m[0] * m[7] * m[10] - 
-			m[4] * m[2] * m[11] + 
-			m[4] * m[3] * m[10] + 
-			m[8] * m[2] * m[7] - 
+		inv[7] = m[0] * m[6] * m[11] -
+			m[0] * m[7] * m[10] -
+			m[4] * m[2] * m[11] +
+			m[4] * m[3] * m[10] +
+			m[8] * m[2] * m[7] -
 			m[8] * m[3] * m[6];
 
-		inv[11] = -m[0] * m[5] * m[11] + 
-			m[0] * m[7] * m[9] + 
-			m[4] * m[1] * m[11] - 
-			m[4] * m[3] * m[9] - 
-			m[8] * m[1] * m[7] + 
+		inv[11] = -m[0] * m[5] * m[11] +
+			m[0] * m[7] * m[9] +
+			m[4] * m[1] * m[11] -
+			m[4] * m[3] * m[9] -
+			m[8] * m[1] * m[7] +
 			m[8] * m[3] * m[5];
 
-		inv[15] = m[0] * m[5] * m[10] - 
-			m[0] * m[6] * m[9] - 
-			m[4] * m[1] * m[10] + 
-			m[4] * m[2] * m[9] + 
-			m[8] * m[1] * m[6] - 
+		inv[15] = m[0] * m[5] * m[10] -
+			m[0] * m[6] * m[9] -
+			m[4] * m[1] * m[10] +
+			m[4] * m[2] * m[9] +
+			m[8] * m[1] * m[6] -
 			m[8] * m[2] * m[5];
 
 		float det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
diff --git a/math/ray.cpp b/math/ray.cpp
index 9b05befa29..4d0900fb0c 100644
--- a/math/ray.cpp
+++ b/math/ray.cpp
@@ -50,7 +50,6 @@ void Ray::translate(const Vector3d &v) {
 	_origin += v;
 }
 
-
 bool Ray::intersectAABB(const AABB &aabb) const {
 	Vector3d dirFrac;
 	dirFrac.x() = 1.0f / _direction.x();
diff --git a/math/rect2d.cpp b/math/rect2d.cpp
index dd59ba0019..ebf6f44561 100644
--- a/math/rect2d.cpp
+++ b/math/rect2d.cpp
@@ -28,7 +28,6 @@
 namespace Math {
 
 Rect2d::Rect2d() {
-
 }
 
 Rect2d::Rect2d(const Vector2d &topLeft, const Vector2d &bottomRight) {
diff --git a/math/rect2d.h b/math/rect2d.h
index 03bcbdbcfd..875bc613f4 100644
--- a/math/rect2d.h
+++ b/math/rect2d.h
@@ -35,7 +35,7 @@ public:
 	Rect2d();
 	Rect2d(const Vector2d &topLeft, const Vector2d &bottomRight);
 	Rect2d(const Vector2d &topLeft, const Vector2d &topRight,
-		   const Vector2d &bottomLeft, const Vector2d &bottomRight);
+	       const Vector2d &bottomLeft, const Vector2d &bottomRight);
 
 	void rotateAround(const Vector2d &point, const Angle &angle);
 	void rotateAroundCenter(const Angle &angle);
diff --git a/math/vector2d.cpp b/math/vector2d.cpp
index dd11beb8fb..1b72108fbd 100644
--- a/math/vector2d.cpp
+++ b/math/vector2d.cpp
@@ -27,7 +27,6 @@ namespace Math {
 
 Vector2d::Matrix() :
 	MatrixType<2, 1>() {
-
 }
 
 Vector2d::Matrix(float x, float y) :
@@ -38,7 +37,6 @@ Vector2d::Matrix(float x, float y) :
 
 Vector2d::Matrix(const MatrixBase<2, 1> &vec) :
 	MatrixType<2, 1>(vec) {
-
 }
 
 Vector2d::Matrix(const float *data) :
diff --git a/math/vector3d.cpp b/math/vector3d.cpp
index ff7b6f2716..012047beb4 100644
--- a/math/vector3d.cpp
+++ b/math/vector3d.cpp
@@ -27,7 +27,6 @@ namespace Math {
 
 Vector3d::Matrix() :
 	MatrixType<3, 1>() {
-
 }
 
 Vector3d::Matrix(float lx, float ly, float lz) :
diff --git a/math/vector3d.h b/math/vector3d.h
index 2c5c06cdea..e1e1f26ae6 100644
--- a/math/vector3d.h
+++ b/math/vector3d.h
@@ -84,7 +84,6 @@ public:
 	inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
 		return Angle::arcCosine(fminf(fmaxf(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
 	}
-
 };
 
 } // end of namespace Math
diff --git a/math/vector4d.cpp b/math/vector4d.cpp
index 10357fd8a3..c8dd9b666c 100644
--- a/math/vector4d.cpp
+++ b/math/vector4d.cpp
@@ -28,7 +28,6 @@ namespace Math {
 
 Vector4d::Matrix() :
 	MatrixType<4, 1>() {
-
 }
 
 Vector4d::Matrix(float lx, float ly, float lz, float lw) :




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