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author | Eugene Sandulenko | 2016-10-03 12:38:43 +0200 |
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committer | Eugene Sandulenko | 2016-10-03 12:38:43 +0200 |
commit | 281c19ab036f387a99192594aa645e696009f40b (patch) | |
tree | e4de335067b68ee83b76de33c9b7f86b4f016d35 /engines/bladerunner/vector.h | |
parent | 77be430824ad0cafb0de9952ecb352ba4ad18571 (diff) | |
download | scummvm-rg350-281c19ab036f387a99192594aa645e696009f40b.tar.gz scummvm-rg350-281c19ab036f387a99192594aa645e696009f40b.tar.bz2 scummvm-rg350-281c19ab036f387a99192594aa645e696009f40b.zip |
BLADERUNNER: Code formatting fixes
Diffstat (limited to 'engines/bladerunner/vector.h')
-rw-r--r-- | engines/bladerunner/vector.h | 65 |
1 files changed, 17 insertions, 48 deletions
diff --git a/engines/bladerunner/vector.h b/engines/bladerunner/vector.h index 80fd5f8e14..070ca86190 100644 --- a/engines/bladerunner/vector.h +++ b/engines/bladerunner/vector.h @@ -27,35 +27,25 @@ namespace BladeRunner { -class Vector2 -{ +class Vector2 { public: float x; float y; - Vector2() - : x(0.0), y(0.0) - {} + Vector2() : x(0.0), y(0.0) {} - Vector2(float ax, float ay) - : x(ax), y(ay) - {} + Vector2(float ax, float ay) : x(ax), y(ay) {} }; -class Vector3 -{ +class Vector3 { public: float x; float y; float z; - Vector3() - : x(0.0), y(0.0), z(0.0) - {} + Vector3() : x(0.0), y(0.0), z(0.0) {} - Vector3(float ax, float ay, float az) - : x(ax), y(ay), z(az) - {} + Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {} float length() { return sqrtf(x * x + y * y + z * z); } Vector3 normalize() { @@ -74,68 +64,47 @@ public: } }; -inline -Vector3 operator+(Vector3 a, Vector3 b) -{ +inline Vector3 operator+(Vector3 a, Vector3 b) { return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } -inline -Vector3 operator-(Vector3 a, Vector3 b) -{ +inline Vector3 operator-(Vector3 a, Vector3 b) { return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } -inline -Vector3 operator*(float f, Vector3 v) -{ +inline Vector3 operator*(float f, Vector3 v) { return Vector3(f * v.x, f * v.y, f * v.z); } -class Vector4 -{ +class Vector4 { public: float x; float y; float z; float w; - Vector4() - : x(0.0), y(0.0), z(0.0), w(0.0) - {} + Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {} - Vector4(float ax, float ay, float az, float aw) - : x(ax), y(ay), z(az), w(aw) - {} + Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {} }; -inline -Vector4 operator+(Vector4 a, Vector4 b) -{ +inline Vector4 operator+(Vector4 a, Vector4 b) { return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } -inline -Vector4 operator-(Vector4 a, Vector4 b) -{ +inline Vector4 operator-(Vector4 a, Vector4 b) { return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } -inline -Vector4 operator*(float f, Vector4 v) -{ +inline Vector4 operator*(float f, Vector4 v) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } -inline -Vector4 operator*(Vector4 v, float f) -{ +inline Vector4 operator*(Vector4 v, float f) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } -inline -Vector4 operator/(Vector4 a, Vector4 b) -{ +inline Vector4 operator/(Vector4 a, Vector4 b) { return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } |