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authorEugene Sandulenko2010-08-06 13:13:25 +0000
committerEugene Sandulenko2010-10-12 22:35:55 +0000
commit47904bc7b2992189bb554833f00a79ff0fea9fb8 (patch)
tree1cec51758c6741b970bd064fafee77607b9f884f /engines/sword25/math/vertex.h
parentca17def625154e5f758b797e4fc48c76b0566320 (diff)
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SWORD25: Mass-astyle.
svn-id: r53222
Diffstat (limited to 'engines/sword25/math/vertex.h')
-rw-r--r--engines/sword25/math/vertex.h76
1 files changed, 47 insertions, 29 deletions
diff --git a/engines/sword25/math/vertex.h b/engines/sword25/math/vertex.h
index 65c179d654..b39de82fac 100644
--- a/engines/sword25/math/vertex.h
+++ b/engines/sword25/math/vertex.h
@@ -23,7 +23,7 @@
*
*/
-/*
+/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
@@ -33,10 +33,10 @@
*/
/*
- BS_Vertex
- ---------
+ BS_Vertex
+ ---------
- Autor: Malte Thiesen
+ Autor: Malte Thiesen
*/
#ifndef SWORD25_VERTEX_H
@@ -63,7 +63,10 @@ namespace Sword25 {
class BS_Vertex {
public:
BS_Vertex() : X(0), Y(0) {};
- BS_Vertex(int X_, int Y_) { this->X = X_; this->Y = Y_; }
+ BS_Vertex(int X_, int Y_) {
+ this->X = X_;
+ this->Y = Y_;
+ }
int X;
int Y;
@@ -71,78 +74,93 @@ public:
/**
* Compares two Vertecies.
*/
- inline bool operator==(const BS_Vertex& rhs) const { if (X == rhs.X && Y == rhs.Y) return true; return false; }
+ inline bool operator==(const BS_Vertex &rhs) const {
+ if (X == rhs.X && Y == rhs.Y) return true;
+ return false;
+ }
/**
* Compares two Vertecies.
*/
- inline bool operator!=(const BS_Vertex& rhs) const { if (X != rhs.X || Y != rhs.Y) return true; return false; }
+ inline bool operator!=(const BS_Vertex &rhs) const {
+ if (X != rhs.X || Y != rhs.Y) return true;
+ return false;
+ }
/**
* Adds a vertex to vertex
*/
- inline void operator+=(const BS_Vertex& Delta) { X += Delta.X; Y += Delta.Y; }
+ inline void operator+=(const BS_Vertex &Delta) {
+ X += Delta.X;
+ Y += Delta.Y;
+ }
/**
* Subtracts a vertex from a vertex
*/
- inline void operator-=(const BS_Vertex& Delta) { X -= Delta.X; Y -= Delta.Y; }
+ inline void operator-=(const BS_Vertex &Delta) {
+ X -= Delta.X;
+ Y -= Delta.Y;
+ }
/**
* Adds two vertecies
*/
- inline BS_Vertex operator+(const BS_Vertex& Delta) const { return BS_Vertex(X + Delta.X, Y + Delta.Y); }
+ inline BS_Vertex operator+(const BS_Vertex &Delta) const {
+ return BS_Vertex(X + Delta.X, Y + Delta.Y);
+ }
/**
* Subtracts two vertecies
*/
- inline BS_Vertex operator-(const BS_Vertex& Delta) const { return BS_Vertex(X - Delta.X, Y - Delta.Y); }
+ inline BS_Vertex operator-(const BS_Vertex &Delta) const {
+ return BS_Vertex(X - Delta.X, Y - Delta.Y);
+ }
/**
* Calculates the square of the distance between two Vertecies.
- * @param Vertex The vertex for which the distance is to be calculated
- * @return Returns the square of the distance between itself and the passed vertex
- * @remark If only distances should be compared, this method should be used because
+ * @param Vertex The vertex for which the distance is to be calculated
+ * @return Returns the square of the distance between itself and the passed vertex
+ * @remark If only distances should be compared, this method should be used because
* it is faster than Distance()
*/
- inline int Distance2(const BS_Vertex& Vertex) const {
+ inline int Distance2(const BS_Vertex &Vertex) const {
return (X - Vertex.X) * (X - Vertex.X) + (Y - Vertex.Y) * (Y - Vertex.Y);
}
/**
* Calculates the square of the distance between two Vertecies.
- * @param Vertex The vertex for which the distance is to be calculated
- * @return Returns the square of the distance between itself and the passed vertex
- * @remark If only distances should be compared, Distance2() should be used, since it is faster.
+ * @param Vertex The vertex for which the distance is to be calculated
+ * @return Returns the square of the distance between itself and the passed vertex
+ * @remark If only distances should be compared, Distance2() should be used, since it is faster.
*/
- inline int Distance(const BS_Vertex& Vertex) const {
+ inline int Distance(const BS_Vertex &Vertex) const {
return (int)(sqrtf(static_cast<float>(Distance2(Vertex))) + 0.5);
}
/**
* Calculates the cross product of the vertex with another vertex. Here the Vertecies will be
* interpreted as vectors.
- * @param Vertex The second vertex
- * @return Returns the cross product of this vertex and the passed vertex.
+ * @param Vertex The second vertex
+ * @return Returns the cross product of this vertex and the passed vertex.
*/
- inline int ComputeCrossProduct(const BS_Vertex& Vertex) const {
+ inline int ComputeCrossProduct(const BS_Vertex &Vertex) const {
return X * Vertex.Y - Vertex.X * Y;
}
/**
* Returns the dot product of this vertex with another vertex. Here the Vertecies are interpreted as vectors.
- * @param Vertex The second vertex
- * @return Returns the dot product of this vertex and the passed vertex.
+ * @param Vertex The second vertex
+ * @return Returns the dot product of this vertex and the passed vertex.
*/
- inline int ComputeDotProduct(const BS_Vertex& Vertex) const
- {
+ inline int ComputeDotProduct(const BS_Vertex &Vertex) const {
return X * Vertex.X + Y * Vertex.Y;
}
/**
* Calculates the angle between this vertex and another vertex. Here the Vertecies are interpreted as vectors.
- * @param Vertex The second vertex
- * @return Returns the angle between this vertex and the passed vertex in radians.
+ * @param Vertex The second vertex
+ * @return Returns the angle between this vertex and the passed vertex in radians.
*/
- inline float ComputeAngle(const BS_Vertex& Vertex) const {
+ inline float ComputeAngle(const BS_Vertex &Vertex) const {
return atan2f(static_cast<float>(ComputeCrossProduct(Vertex)), static_cast<float>(ComputeDotProduct(Vertex)));
}