[Scummvm-git-logs] scummvm master -> 78d4217ddb83c57c24b2a19d20fee299eae17fe5

aquadran noreply at scummvm.org
Sun Jun 19 22:19:45 UTC 2022


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:
78d4217ddb MATH: Janitorial


Commit: 78d4217ddb83c57c24b2a19d20fee299eae17fe5
    https://github.com/scummvm/scummvm/commit/78d4217ddb83c57c24b2a19d20fee299eae17fe5
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2022-06-20T00:19:40+02:00

Commit Message:
MATH: Janitorial

Changed paths:
    math/angle.cpp
    math/line2d.cpp
    math/matrix3.cpp
    math/matrix3.h
    math/matrix4.cpp
    math/matrix4.h
    math/quat.cpp
    math/quat.h
    math/rect2d.cpp
    math/rotation3d.h
    math/vector2d.cpp
    math/vector3d.cpp
    math/vector3d.h
    math/vector4d.cpp


diff --git a/math/angle.cpp b/math/angle.cpp
index 40fe6431ad1..d2eff046f56 100644
--- a/math/angle.cpp
+++ b/math/angle.cpp
@@ -32,7 +32,6 @@ Angle::Angle(float degrees) :
 
 Angle::Angle(const Angle &a) :
 		_degrees(a._degrees) {
-
 }
 
 Angle &Angle::normalize(float low) {
diff --git a/math/line2d.cpp b/math/line2d.cpp
index 7f1f0b08c6c..2e0e2f37abd 100644
--- a/math/line2d.cpp
+++ b/math/line2d.cpp
@@ -96,7 +96,6 @@ Common::StreamDebug &operator<<(Common::StreamDebug &dbg, const Math::Line2d &li
 
 
 Segment2d::Segment2d() {
-
 }
 
 Segment2d::Segment2d(const Vector2d &b, const Vector2d &e) :
diff --git a/math/matrix3.cpp b/math/matrix3.cpp
index 15494b84c69..161ac2e6706 100644
--- a/math/matrix3.cpp
+++ b/math/matrix3.cpp
@@ -46,7 +46,7 @@ void Matrix<3, 3>::transpose() {
  * http://clb.confined.space/MathGeoLib/nightly/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) {
+	                              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);
diff --git a/math/matrix3.h b/math/matrix3.h
index 9e458d5bde7..4e1b77f70f5 100644
--- a/math/matrix3.h
+++ b/math/matrix3.h
@@ -50,7 +50,7 @@ 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);
 
 	inline Matrix<3, 3> operator*(const Matrix<3, 3> &m2) const {
 		Matrix<3, 3> result;
diff --git a/math/matrix4.cpp b/math/matrix4.cpp
index 3e28d3ddcb6..a6b3be37346 100644
--- a/math/matrix4.cpp
+++ b/math/matrix4.cpp
@@ -97,8 +97,7 @@ void Matrix<4, 4>::translate(const Vector3d &vec) {
  * http://clb.confined.space/MathGeoLib/nightly/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)
-{
+                                      const Math::Vector3d &modelUp, const Math::Vector3d &worldUp) {
 	Matrix3 rotation;
 	rotation.buildFromTargetDir(modelForward, targetDirection, modelUp, worldUp);
 	this->setRotation(rotation);
@@ -115,7 +114,7 @@ void Matrix<4, 4>::invertAffineOrthonormal() {
 	setPosition(position);
 }
 
-void swap (float &a, float &b);
+void swap(float &a, float &b);
 
 void Matrix<4, 4>::transpose() {
 	swap(operator ()(0,1), operator ()(1,0));
diff --git a/math/matrix4.h b/math/matrix4.h
index 7518f9a8628..c899811d182 100644
--- a/math/matrix4.h
+++ b/math/matrix4.h
@@ -61,14 +61,14 @@ 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
-	*	(columns and rows 0, 1 and 2 orthogonal and unit length).
-	*	See e.g. Eric Lengyel's Mathematics for 3D Game Programming and Computer Graphics, p. 82.
+	* 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
+	* (columns and rows 0, 1 and 2 orthogonal and unit length).
+	* See e.g. Eric Lengyel's Mathematics for 3D Game Programming and Computer Graphics, p. 82.
 	*/
 	void invertAffineOrthonormal();
 
@@ -82,10 +82,10 @@ public:
 
 		for (int i = 0; i < 16; i += 4) {
 			for (int j = 0; j < 4; ++j) {
-				r[i + j] = (d1[i + 0] * d2[j + 0])
-					+ (d1[i + 1] * d2[j + 4])
-					+ (d1[i + 2] * d2[j + 8])
-					+ (d1[i + 3] * d2[j + 12]);
+				r[i + j] = (d1[i + 0] * d2[j + 0]) +
+				           (d1[i + 1] * d2[j + 4]) +
+				           (d1[i + 2] * d2[j + 8]) +
+				           (d1[i + 3] * d2[j + 12]);
 			}
 		}
 
@@ -114,116 +114,116 @@ public:
 		float *m = getData();
 
 		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[7]  * m[10];
+		         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[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] +
-			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] -
-			m[12] * m[7] * m[9];
-
-		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[12] * m[6] * m[9];
+		          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] -
+		         m[12] * m[7]  * m[9];
+
+		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[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] +
-			m[13] * m[3] * m[10];
+		          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] -
-			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] +
-			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] -
-			m[12] * m[2] * m[9];
+		         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] +
+		          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] -
+		          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] -
-			m[13] * m[3] * m[6];
+		         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] +
-			m[12] * m[3] * m[6];
+		          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] -
-			m[12] * m[3] * m[5];
+		          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] +
-			m[12] * m[2] * m[5];
+		           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] +
-			m[9] * m[3] * m[6];
+		          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] -
-			m[8] * m[3] * m[6];
+		         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] +
-			m[8] * m[3] * m[5];
+		           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] -
-			m[8] * m[2] * m[5];
+		          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/quat.cpp b/math/quat.cpp
index 00932f8f975..96fa3733f9e 100644
--- a/math/quat.cpp
+++ b/math/quat.cpp
@@ -178,10 +178,10 @@ void Quaternion::toMatrix(Matrix4 &dst) const {
 	float two_zz = z() * (z() + z());
 
 	float newMat[16] = {
-		1.0f - (two_yy + two_zz),	two_xy - two_wz,		two_xz + two_wy,	  0.0f,
-		two_xy + two_wz,		1.0f - (two_xx + two_zz),	two_yz - two_wx,	  0.0f,
-		two_xz - two_wy,		two_yz + two_wx,		1.0f - (two_xx + two_yy), 0.0f,
-		0.0f,				0.0f,				0.0f,			  1.0f
+		1.0f - (two_yy + two_zz), two_xy - two_wz,          two_xz + two_wy,          0.0f,
+		two_xy + two_wz,          1.0f - (two_xx + two_zz), two_yz - two_wx,          0.0f,
+		two_xz - two_wy,          two_yz + two_wx,          1.0f - (two_xx + two_yy), 0.0f,
+		0.0f,                     0.0f,                     0.0f,                     1.0f
 	};
 	dst.setData(newMat);
 }
diff --git a/math/quat.h b/math/quat.h
index 3fafdba2ddc..833b27697ad 100644
--- a/math/quat.h
+++ b/math/quat.h
@@ -53,99 +53,99 @@ public:
 	/**
 	 * Constructor from four floats in the order X,Y,Z,W
 	 * The initial values should be normalized, otherwise call normalize() after creation
-	 * @param lx		The X value of the Quaternion
-	 * @param ly		The Y value of the Quaternion
-	 * @param lz		The Z value of the Quaternion
-	 * @param lw		The W value of the Quaternion
+	 * @param lx       The X value of the Quaternion
+	 * @param ly       The Y value of the Quaternion
+	 * @param lz       The Z value of the Quaternion
+	 * @param lw       The W value of the Quaternion
 	 */
 	Quaternion(float lx, float ly, float lz, float lw) : Vector4d(lx, ly, lz, lw) {}
 
 	/**
 	 * Constructor from an existing Quaternion
-	 * @param q		The existing quaternion
-	 * @return		The new Quaternion
+	 * @param q        The existing quaternion
+	 * @return         The new Quaternion
 	 */
 	Quaternion(const Quaternion &q) : Vector4d(q.x(), q.y(), q.z(), q.w()) {}
 
 	/**
 	 * Constructor from a vector of four floats in the order X,Y,Z,W
 	 * The initial values should be normalized, otherwise call normalize() after creation
-	 * @param vec		The vector of floats comprising the quaternion
-	 * @return		The new Quaternion
+	 * @param vec      The vector of floats comprising the quaternion
+	 * @return         The new Quaternion
 	 */
 	Quaternion(const Vector4d &vec) : Vector4d(vec.x(), vec.y(), vec.z(), vec.w()) {}
 
 	/**
 	 * Constructor from a rotation matrix
-	 * @param m		The rotation matrix
-	 * @return		The new Quaternion
+	 * @param m        The rotation matrix
+	 * @return         The new Quaternion
 	 */
 	Quaternion(const Matrix3 &m);
 
 	/**
 	 * Constructor from a rotation matrix
-	 * @param m		The rotation matrix
-	 * @return		The new Quaternion
+	 * @param m        The rotation matrix
+	 * @return         The new Quaternion
 	 */
 	Quaternion(const Matrix4 &m);
 
 	/** Set the Quaternion from a rotation matrix
-	 * @param m		The matrix used to set the Quaternion
+	 * @param m        The matrix used to set the Quaternion
 	 */
 	void fromMatrix(const Matrix3 &m);
 
 	/**
 	 * Constructor from an axis vector and the angle to rotate on that axis
-	 * @param axis		The axis to perform the rotation around
-	 * @param angle		The angle amount to rotate
-	 * @return		The new Quaternion
+	 * @param axis     The axis to perform the rotation around
+	 * @param angle    The angle amount to rotate
+	 * @return         The new Quaternion
 	 */
 	Quaternion(const Vector3d &axis, const Angle &angle);
 
 	/**
 	 * Constructs a Quaternion from Euler Coordinates
-	 * @param first		The Euler Angle for the first Axis
-	 * @param second	The Euler Angle for the second Axis
-	 * @param third		The Euler Angle for the third Axis
-	 * @param order		The Euler Order, specified in Rotation3D
-	 * @return		The new Quaternion
+	 * @param first    The Euler Angle for the first Axis
+	 * @param second   The Euler Angle for the second Axis
+	 * @param third    The Euler Angle for the third Axis
+	 * @param order    The Euler Order, specified in Rotation3D
+	 * @return         The new Quaternion
 	 */
 	static Quaternion fromEuler(const Angle &first, const Angle &second, const Angle &third, EulerOrder order);
 
 	/**
 	 * Returns Euler Angles based on the Euler Order
-	 * @param first		The Euler Angle for the first Axis
-	 * @param second	The Euler Angle for the second Axis
-	 * @param third		The Euler Angle for the third Axis
-	 * @param order		The Euler Order, specified in Rotation3D
-	 * @return		The new Quaternion
+	 * @param first    The Euler Angle for the first Axis
+	 * @param second   The Euler Angle for the second Axis
+	 * @param third    The Euler Angle for the third Axis
+	 * @param order    The Euler Order, specified in Rotation3D
+	 * @return         The new Quaternion
 	 */
 	void getEuler(Angle *first, Angle *second, Angle *third, EulerOrder order) const;
 
 	/**
 	 * Create a Quaternion from a rotation around the X Axis
-	 * @param angle		The Euler Angle for rotation
-	 * @return		The resulting Quaternion
+	 * @param angle    The Euler Angle for rotation
+	 * @return         The resulting Quaternion
 	 */
 	static Quaternion xAxis(const Angle &angle);
 
 	/**
 	 * Create a Quaternion from a rotation around the Y Axis
-	 * @param angle		The Euler Angle for rotation
-	 * @return		The resulting Quaternion
+	 * @param angle    The Euler Angle for rotation
+	 * @return         The resulting Quaternion
 	 */
 	static Quaternion yAxis(const Angle &angle);
 
 	/**
 	 * Create a Quaternion from a rotation around the Z Axis
-	 * @param angle		The Euler Angle for rotation
-	 * @return		The resulting Quaternion
+	 * @param angle    The Euler Angle for rotation
+	 * @return         The resulting Quaternion
 	 */
 	static Quaternion zAxis(const Angle &angle);
 
 	/**
 	 * Normalize the Quaternion
-	 * @return		A reference to this quaternion
+	 * @return         A reference to this quaternion
 	 */
 	Quaternion &normalize();
 
@@ -169,29 +169,29 @@ public:
 
 	/**
 	 * Make a new Quaternion that's the inverse of this Quaternion
-	 * @return		The resulting Quaternion
+	 * @return              The resulting Quaternion
 	 */
 	Quaternion inverse() const;
 
 	/**
 	 * Slerps between this quaternion and to by factor t
-	 * @param to		the quaternion to slerp between
-	 * @param t		factor to slerp by.
-	 * @return		the resulting quaternion.
+	 * @param to            the quaternion to slerp between
+	 * @param t             factor to slerp by.
+	 * @return              the resulting quaternion.
 	 */
 	Quaternion slerpQuat(const Quaternion& to, const float t) const;
 
 	/**
 	 * Get the direction vector specified by col
-	 * @param col		Column in the rotation matrix to get the direction vector from
-	 * @return		The resulting Vector3d
+	 * @param col           Column in the rotation matrix to get the direction vector from
+	 * @return              The resulting Vector3d
 	 */
 	Vector3d directionVector(const int col) const;
 
 	/**
 	 * Get the angle between two quaternions
-	 * @param to		The quaternion we're comparing against
-	 * @return		The angle between the two
+	 * @param to            The quaternion we're comparing against
+	 * @return              The angle between the two
 	 */
 	Angle getAngleBetween(const Quaternion &to);
 
@@ -212,23 +212,23 @@ public:
 
 	/**
 	 * Multiply this Quaternion by a constant
-	 * @param quat 		The Quaternion multiplicand
-	 * @return		The result of the multiplication
+	 * @param quat          The Quaternion multiplicand
+	 * @return              The result of the multiplication
 	 */
 	Quaternion operator*(const float c) const;
 
 	/**
 	 * Sum two quaternions
-	 * @param quat 		The Quaternion to be added
-	 * @return		The result of the addition
+	 * @param quat          The Quaternion to be added
+	 * @return              The result of the addition
 	 */
 	Quaternion operator+(const Quaternion &o) const;
 	Quaternion& operator+=(const Quaternion &o);
 
 	/**
 	 * Compare quaternions
-	 * @param quat 		The Quaternion to be compared
-	 * @return		The result of the comparison
+	 * @param quat          The Quaternion to be compared
+	 * @return              The result of the comparison
 	 */
 	bool operator==(const Quaternion &o) const;
 	bool operator!=(const Quaternion &o) const;
diff --git a/math/rect2d.cpp b/math/rect2d.cpp
index 0ed5e55b0f6..fcfd4b0de28 100644
--- a/math/rect2d.cpp
+++ b/math/rect2d.cpp
@@ -42,7 +42,7 @@ Rect2d::Rect2d(const Vector2d &topLeft, const Vector2d &bottomRight) {
 }
 
 Rect2d::Rect2d(const Vector2d &topLeft, const Vector2d &topRight,
-			   const Vector2d &bottomLeft, const Vector2d &bottomRight) :
+	       const Vector2d &bottomLeft, const Vector2d &bottomRight) :
 	_topLeft(topLeft), _topRight(topRight),
 	_bottomLeft(bottomLeft), _bottomRight(bottomRight) {
 
@@ -115,7 +115,7 @@ bool Rect2d::intersectsCircle(const Vector2d &center, float radius) const {
 		}
 
 		float cornerDistance_sq = pow(circleDistance.getX() - w / 2.f, 2.f) +
-								pow(circleDistance.getY() - h / 2.f, 2.f);
+		                              pow(circleDistance.getY() - h / 2.f, 2.f);
 
 		return (cornerDistance_sq <= radius * radius);
 	} else { //The rectangle was rotated
diff --git a/math/rotation3d.h b/math/rotation3d.h
index cb7262e4946..806352287ee 100644
--- a/math/rotation3d.h
+++ b/math/rotation3d.h
@@ -43,7 +43,7 @@ enum EulerOrder {
 	EO_YXZ,
 	EO_YZX,
 	EO_YZY,
-	EO_ZXY,		// Original ScummVM implmentation
+	EO_ZXY, // Original ScummVM implmentation
 	EO_ZXZ,
 	EO_ZYX,
 	EO_ZYZ
@@ -56,46 +56,46 @@ public:
 
 	/**
 	 * Constructor and assignment from buildFromEuler
-	 * @param first		Rotation on the first Axis, angle in degrees
-	 * @param second	Rotation on the second Axis, angle in degrees
-	 * @param third		Rotation on the third Axis, angle in degrees
-	 * @param order		The Euler Order (specifies axis order)
+	 * @param first         Rotation on the first Axis, angle in degrees
+	 * @param second        Rotation on the second Axis, angle in degrees
+	 * @param third         Rotation on the third Axis, angle in degrees
+	 * @param order         The Euler Order (specifies axis order)
 	 */
 	Rotation3D(const Angle &first, const Angle &second, const Angle &third, EulerOrder order);
 
 	/**
 	 * Build a rotation matrix from Euler Angles
-	 * @param first		Rotation on the first Axis, angle in degrees
-	 * @param second	Rotation on the second Axis, angle in degrees
-	 * @param third		Rotation on the third Axis, angle in degrees
-	 * @param order		The Euler Order (specifies axis order)
+	 * @param first         Rotation on the first Axis, angle in degrees
+	 * @param second        Rotation on the second Axis, angle in degrees
+	 * @param third         Rotation on the third Axis, angle in degrees
+	 * @param order         The Euler Order (specifies axis order)
 	 */
 	void buildFromEuler(const Angle &first, const Angle &second, const Angle &third, EulerOrder order);
 
 	/**
 	 * Build a rotation matrix on the X Axis from an angle
-	 * @param rotX		Rotation on the X Axis angle in degrees
+	 * @param rotX          Rotation on the X Axis angle in degrees
 	 */
 	void buildAroundX(const Angle &rotX);
 
 	/**
 	 * Build a rotation matrix on the Y Axis from an angle
-	 * @param rotY		Rotation on the Y Axis angle in degrees
+	 * @param rotY          Rotation on the Y Axis angle in degrees
 	 */
 	void buildAroundY(const Angle &rotY);
 
 	/**
 	 * Build a rotation matrix on the Z Axis from an angle
-	 * @param rotZ		Rotation on the Z Axis angle in degrees
+	 * @param rotZ          Rotation on the Z Axis angle in degrees
 	 */
 	void buildAroundZ(const Angle &rotZ);
 
 	/**
 	 * Get Euler Angles from a rotation matrix
-	 * @param first		Pointer to the storage for the first axis angle
-	 * @param second	Pointer to the storage for the second axis angle
-	 * @param third		Pointer to the storage for the third axis angle
-	 * @param order		The Euler order (specifies axis order)
+	 * @param first         Pointer to the storage for the first axis angle
+	 * @param second        Pointer to the storage for the second axis angle
+	 * @param third         Pointer to the storage for the third axis angle
+	 * @param order         The Euler order (specifies axis order)
 	 */
 	void getEuler(Angle *first, Angle *second, Angle *third, EulerOrder order) const;
 };
diff --git a/math/vector2d.cpp b/math/vector2d.cpp
index 61be12cde35..f7d98df2b8e 100644
--- a/math/vector2d.cpp
+++ b/math/vector2d.cpp
@@ -20,6 +20,7 @@
  */
 
 #include "math/vector2d.h"
+
 #include "common/streamdebug.h"
 
 namespace Math {
diff --git a/math/vector3d.cpp b/math/vector3d.cpp
index 27c4262b642..5ceadd29bf3 100644
--- a/math/vector3d.cpp
+++ b/math/vector3d.cpp
@@ -20,6 +20,7 @@
  */
 
 #include "common/streamdebug.h"
+
 #include "math/vector3d.h"
 
 namespace Math {
diff --git a/math/vector3d.h b/math/vector3d.h
index 842ba888be9..63e4d143c8e 100644
--- a/math/vector3d.h
+++ b/math/vector3d.h
@@ -50,48 +50,48 @@ public:
 
 	/**
 	 * Set the value of the vector using three floats
-	 * @param lx	X Value
-	 * @param ly	Y Value
-	 * @param lz	Z Value
+	 * @param lx    X Value
+	 * @param ly    Y Value
+	 * @param lz    Z Value
 	 */
 	void set(float lx, float ly, float lz);
 
 	/**
 	 * Get the angle of this vector around the unit circle
 	 * This operation ignores the z-component
-	 * @return	The computed angle
+	 * @return      The computed angle
 	 */
 	Angle unitCircleAngle() const;
 
 	/**
 	 * Multiply vector XYZ with Matrix 3x3
 	 *
-	 * @return	The result of multiplication
+	 * @return      The result of multiplication
 	 */
 	inline Vector3d operator*(const MatrixType<3, 3> &m) const {
 		const float *d = m.getData();
 		return Vector3d(x() * d[0] + y() * d[3] + z() * d[6],
-				x() * d[1] + y() * d[4] + z() * d[7],
-				x() * d[2] + y() * d[5] + z() * d[8]);
+		                x() * d[1] + y() * d[4] + z() * d[7],
+		                x() * d[2] + y() * d[5] + z() * d[8]);
 	}
 
 	/**
 	 * Find the cross product between two vectors
-	 * @param v1	The first vector
-	 * @param v2	The second vector
-	 * @return	The resulting cross product
+	 * @param v1    The first vector
+	 * @param v2    The second vector
+	 * @return      The resulting cross product
 	 */
 	inline static Vector3d crossProduct(const Vector3d& v1, const Vector3d& v2) {
 		return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
-				v1.z() * v2.x() - v1.x() * v2.z(),
-				v1.x() * v2.y() - v1.y() * v2.x());
+		                v1.z() * v2.x() - v1.x() * v2.z(),
+		                v1.x() * v2.y() - v1.y() * v2.x());
 	}
 
 	/**
 	 * Find the angle between two vectors
-	 * @param v1	The first vector
-	 * @param v2	The second vector
-	 * @return	The computed angle
+	 * @param v1    The first vector
+	 * @param v2    The second vector
+	 * @return      The computed angle
 	 */
 	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));
diff --git a/math/vector4d.cpp b/math/vector4d.cpp
index 1c13378a78e..536e7aaea62 100644
--- a/math/vector4d.cpp
+++ b/math/vector4d.cpp
@@ -20,6 +20,7 @@
  */
 
 #include "common/streamdebug.h"
+
 #include "math/vector3d.h"
 #include "math/vector4d.h"
 




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