[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: PaweÅ KoÅodziejski (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 ¢er, 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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