Added editorconfig file for VS C++ code style formatting.

Applied C++ auto formatting.
This commit is contained in:
2022-08-08 00:20:45 -07:00
parent 870a796f39
commit 82a892cede
25 changed files with 2876 additions and 2480 deletions

View File

@@ -35,198 +35,214 @@
namespace kraken {
void Matrix2x3::init() {
// Default constructor - Initialize with an identity matrix
static const float IDENTITY_MATRIX[] = {
1.0, 0.0,
0.0, 1.0,
0.0, 0.0
};
memcpy(c, IDENTITY_MATRIX, sizeof(float) * 6);
}
void Matrix2x3::init(float *pMat) {
memcpy(c, pMat, sizeof(float) * 6);
}
void Matrix2x3::init(const Vector2 &new_axis_x, const Vector2 &new_axis_y, const Vector2 &new_transform)
void Matrix2x3::init()
{
c[0] = new_axis_x.x; c[1] = new_axis_x.y;
c[2] = new_axis_y.x; c[3] = new_axis_y.y;
c[4] = new_transform.x; c[5] = new_transform.y;
// Default constructor - Initialize with an identity matrix
static const float IDENTITY_MATRIX[] = {
1.0, 0.0,
0.0, 1.0,
0.0, 0.0
};
memcpy(c, IDENTITY_MATRIX, sizeof(float) * 6);
}
void Matrix2x3::init(const Matrix2x3 &m) {
memcpy(c, m.c, sizeof(float) * 6);
void Matrix2x3::init(float* pMat)
{
memcpy(c, pMat, sizeof(float) * 6);
}
float *Matrix2x3::getPointer() {
return c;
void Matrix2x3::init(const Vector2& new_axis_x, const Vector2& new_axis_y, const Vector2& new_transform)
{
c[0] = new_axis_x.x; c[1] = new_axis_x.y;
c[2] = new_axis_y.x; c[3] = new_axis_y.y;
c[4] = new_transform.x; c[5] = new_transform.y;
}
float& Matrix2x3::operator[](unsigned i) {
return c[i];
void Matrix2x3::init(const Matrix2x3& m)
{
memcpy(c, m.c, sizeof(float) * 6);
}
float Matrix2x3::operator[](unsigned i) const {
return c[i];
float* Matrix2x3::getPointer()
{
return c;
}
float& Matrix2x3::operator[](unsigned i)
{
return c[i];
}
float Matrix2x3::operator[](unsigned i) const
{
return c[i];
}
// Overload comparison operator
bool Matrix2x3::operator==(const Matrix2x3 &m) const {
return memcmp(c, m.c, sizeof(float) * 6) == 0;
bool Matrix2x3::operator==(const Matrix2x3& m) const
{
return memcmp(c, m.c, sizeof(float) * 6) == 0;
}
// Overload compound multiply operator
Matrix2x3& Matrix2x3::operator*=(const Matrix2x3 &m) {
float temp[6];
/*
temp[0] = c[0] * m[0] + c[2] * m[1];
temp[1] = c[1] * m[0] + c[3] * m[1];
temp[2] = c[0] * m[2] + c[2] * m[3];
temp[3] = c[1] * m[2] + c[3] * m[3];
temp[4] = c[0] * m[4] + c[2] * m[5] + c[4];
temp[5] = c[1] * m[4] + c[3] * m[5] + c[5];
*/
temp[0] = m[0] * c[0] + m[2] * c[1];
temp[1] = m[1] * c[0] + m[3] * c[1];
temp[2] = m[0] * c[2] + m[2] * c[3];
temp[3] = m[1] * c[2] + m[3] * c[3];
temp[4] = m[0] * c[4] + m[2] * c[5] + m[4];
temp[5] = m[1] * c[4] + m[3] * c[5] + m[5];
Matrix2x3& Matrix2x3::operator*=(const Matrix2x3& m)
{
float temp[6];
/*
temp[0] = c[0] * m[0] + c[2] * m[1];
temp[1] = c[1] * m[0] + c[3] * m[1];
temp[2] = c[0] * m[2] + c[2] * m[3];
temp[3] = c[1] * m[2] + c[3] * m[3];
temp[4] = c[0] * m[4] + c[2] * m[5] + c[4];
temp[5] = c[1] * m[4] + c[3] * m[5] + c[5];
*/
temp[0] = m[0] * c[0] + m[2] * c[1];
temp[1] = m[1] * c[0] + m[3] * c[1];
temp[2] = m[0] * c[2] + m[2] * c[3];
temp[3] = m[1] * c[2] + m[3] * c[3];
temp[4] = m[0] * c[4] + m[2] * c[5] + m[4];
temp[5] = m[1] * c[4] + m[3] * c[5] + m[5];
memcpy(c, temp, sizeof(float) * 6);
return *this;
memcpy(c, temp, sizeof(float) * 6);
return *this;
}
// Overload multiply operator
Matrix2x3 Matrix2x3::operator*(const Matrix2x3 &m) const {
Matrix2x3 ret = *this;
ret *= m;
return ret;
Matrix2x3 Matrix2x3::operator*(const Matrix2x3& m) const
{
Matrix2x3 ret = *this;
ret *= m;
return ret;
}
/* Perform translation operations on a matrix */
void Matrix2x3::translate(float x, float y) {
Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init();
newMatrix.transform.x = x;
newMatrix.transform.y = y;
*this *= newMatrix;
void Matrix2x3::translate(float x, float y)
{
Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init();
newMatrix.transform.x = x;
newMatrix.transform.y = y;
*this *= newMatrix;
}
void Matrix2x3::translate(const Vector2 &v)
void Matrix2x3::translate(const Vector2& v)
{
translate(v.x, v.y);
translate(v.x, v.y);
}
/* Rotate a matrix by an angle on a X, Y, or Z axis */
void Matrix2x3::rotate(float angle) {
Matrix2x3 newMatrix;
newMatrix.init();
newMatrix.c[0] = cosf(angle);
newMatrix.c[1] = -sinf(angle);
newMatrix.c[2] = -newMatrix.c[1];
newMatrix.c[3] = newMatrix.c[0];
*this *= newMatrix;
void Matrix2x3::rotate(float angle)
{
Matrix2x3 newMatrix;
newMatrix.init();
newMatrix.c[0] = cosf(angle);
newMatrix.c[1] = -sinf(angle);
newMatrix.c[2] = -newMatrix.c[1];
newMatrix.c[3] = newMatrix.c[0];
*this *= newMatrix;
}
/* Scale matrix by separate x, y, and z amounts */
void Matrix2x3::scale(float x, float y) {
Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init();
newMatrix.c[0] = x;
newMatrix.c[3] = y;
*this *= newMatrix;
void Matrix2x3::scale(float x, float y)
{
Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init();
newMatrix.c[0] = x;
newMatrix.c[3] = y;
*this *= newMatrix;
}
void Matrix2x3::scale(const Vector2 &v) {
scale(v.x, v.y);
void Matrix2x3::scale(const Vector2& v)
{
scale(v.x, v.y);
}
/* Scale all dimensions equally */
void Matrix2x3::scale(float s) {
scale(s,s);
void Matrix2x3::scale(float s)
{
scale(s, s);
}
/* Replace matrix with its inverse */
bool Matrix2x3::invert() {
float det = c[0] * c[3] - c[1] * c[2];
if (det == 0) {
return false;
}
float invdet = 1.0f / det;
float tmp[6];
tmp[0] = c[3] * invdet;
tmp[1] = -c[1] * invdet;
tmp[2] = -c[2] * invdet;
tmp[3] = c[0] * invdet;
tmp[4] = (c[2] * c[5] - c[3] * c[4]) * invdet;
tmp[5] = (c[1] * c[4] - c[0] * c[5]) * invdet;
memcpy(c, tmp, sizeof(float) * 6);
return true;
bool Matrix2x3::invert()
{
float det = c[0] * c[3] - c[1] * c[2];
if (det == 0) {
return false;
}
float invdet = 1.0f / det;
float tmp[6];
tmp[0] = c[3] * invdet;
tmp[1] = -c[1] * invdet;
tmp[2] = -c[2] * invdet;
tmp[3] = c[0] * invdet;
tmp[4] = (c[2] * c[5] - c[3] * c[4]) * invdet;
tmp[5] = (c[1] * c[4] - c[0] * c[5]) * invdet;
memcpy(c, tmp, sizeof(float) * 6);
return true;
}
/* Dot Product, returning Vector2 */
Vector2 Matrix2x3::Dot(const Matrix2x3 &m, const Vector2 &v) {
return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4],
v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5]
);
Vector2 Matrix2x3::Dot(const Matrix2x3& m, const Vector2& v)
{
return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4],
v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5]
);
}
// Dot product without including translation; useful for transforming normals and tangents
Vector2 Matrix2x3::DotNoTranslate(const Matrix2x3 &m, const Vector2 &v)
Vector2 Matrix2x3::DotNoTranslate(const Matrix2x3& m, const Vector2& v)
{
return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2],
v.c[0] * m.c[1] + v.c[1] * m.c[3]
);
return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2],
v.c[0] * m.c[1] + v.c[1] * m.c[3]
);
}
Matrix2x3 Matrix2x3::Invert(const Matrix2x3 &m)
Matrix2x3 Matrix2x3::Invert(const Matrix2x3& m)
{
Matrix2x3 matInvert = m;
matInvert.invert();
return matInvert;
Matrix2x3 matInvert = m;
matInvert.invert();
return matInvert;
}
Matrix2x3 Matrix2x3::Translation(const Vector2 &v)
Matrix2x3 Matrix2x3::Translation(const Vector2& v)
{
Matrix2x3 m;
m.init();
m.transform.x = v.x;
m.transform.y = v.y;
return m;
Matrix2x3 m;
m.init();
m.transform.x = v.x;
m.transform.y = v.y;
return m;
}
Matrix2x3 Matrix2x3::Rotation(float angle)
{
Matrix2x3 m;
m.init();
m.rotate(angle);
return m;
Matrix2x3 m;
m.init();
m.rotate(angle);
return m;
}
Matrix2x3 Matrix2x3::Scaling(const Vector2 &v)
Matrix2x3 Matrix2x3::Scaling(const Vector2& v)
{
Matrix2x3 m;
m.init();
m.scale(v);
return m;
Matrix2x3 m;
m.init();
m.scale(v);
return m;
}
Matrix2x3 Matrix2x3::Identity()
{
Matrix2x3 m;
m.init();
return m;
Matrix2x3 m;
m.init();
return m;
}
} // namespace kraken