Correct indentation in gdnative vector2/3

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Emmanuel Leblond 2017-04-15 00:57:02 +02:00
parent e5f7f656d6
commit 7013cd984b
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GPG key ID: C360860E645EFFC0
4 changed files with 168 additions and 139 deletions

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@ -35,10 +35,10 @@
extern "C" {
#endif
void _vector2_api_anchor() {
}
void _vector2_api_anchor() {}
void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) {
void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
v->y = p_y;
@ -67,7 +67,8 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
v->normalize();
}
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) {
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
const godot_vector2 *p_src) {
Vector2 *v = (Vector2 *)p_src;
Vector2 *d = (Vector2 *)p_dest;
@ -84,71 +85,88 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
return v->length_squared();
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_to(*b);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_squared_to(*b);
}
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a + *b;
}
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a - *b;
}
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a * *b;
}
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a * p_b;
}
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a / *b;
}
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
const godot_vector2 *p_a,
const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a / p_b;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) {
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) {
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a < *b;
}
void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src) {
void GDAPI godot_vector2_abs(godot_vector2 *p_dest,
const godot_vector2 *p_src) {
const Vector2 *src = (Vector2 *)p_src;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->abs();
@ -159,28 +177,31 @@ godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
return src->angle();
}
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to) {
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src,
const godot_vector2 *p_to) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *to = (Vector2 *)p_to;
return src->angle_to(*to);
}
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to) {
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src,
const godot_vector2 *p_to) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *to = (Vector2 *)p_to;
return src->angle_to_point(*to);
}
void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length) {
void GDAPI godot_vector2_clamped(godot_vector2 *p_dest,
const godot_vector2 *p_src,
godot_real length) {
const Vector2 *src = (Vector2 *)p_src;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->clamped(length);
}
void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
const godot_vector2 *p_post_b, godot_real t) {
void GDAPI godot_vector2_cubic_interpolate(
godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b,
const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *b = (Vector2 *)p_b;
@ -189,13 +210,15 @@ void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_ve
*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
}
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with) {
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src,
const godot_vector2 *p_with) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *with = (Vector2 *)p_with;
return src->dot(*with);
}
void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src) {
void GDAPI godot_vector2_floor(godot_vector2 *p_dest,
const godot_vector2 *p_src) {
const Vector2 *src = (Vector2 *)p_src;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->floor();
@ -206,15 +229,18 @@ godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
return src->aspect();
}
void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
const godot_vector2 *p_b, godot_real t) {
void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
const godot_vector2 *p_src,
const godot_vector2 *p_b,
godot_real t) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *b = (Vector2 *)p_b;
*dest = src->linear_interpolate(*b, t);
}
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest,
const godot_vector2 *p_src,
const godot_vector2 *p_vec) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *vec = (Vector2 *)p_vec;
@ -222,40 +248,45 @@ void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_s
*dest = src->reflect(*vec);
}
void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi) {
void GDAPI godot_vector2_rotated(godot_vector2 *p_dest,
const godot_vector2 *p_src, godot_real phi) {
const Vector2 *src = (Vector2 *)p_src;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->rotated(phi);
}
void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec) {
void GDAPI godot_vector2_slide(godot_vector2 *p_dest,
const godot_vector2 *p_src,
godot_vector2 *p_vec) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *vec = (Vector2 *)p_vec;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->slide(*vec);
}
void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by) {
void GDAPI godot_vector2_snapped(godot_vector2 *p_dest,
const godot_vector2 *p_src,
godot_vector2 *p_by) {
const Vector2 *src = (Vector2 *)p_src;
const Vector2 *by = (Vector2 *)p_by;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->snapped(*by);
}
void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src) {
void GDAPI godot_vector2_tangent(godot_vector2 *p_dest,
const godot_vector2 *p_src) {
const Vector2 *src = (Vector2 *)p_src;
Vector2 *dest = (Vector2 *)p_dest;
*dest = src->tangent();
}
void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src) {
void GDAPI godot_vector2_to_string(godot_string *p_dest,
const godot_vector2 *p_src) {
const Vector2 *src = (Vector2 *)p_src;
String *dest = (String *)p_dest;
*dest = "(" + *src + ")";
}
#ifdef __cplusplus
}
#endif

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@ -74,8 +74,7 @@ void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
const godot_vector2 *p_b, godot_real t);
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
const godot_vector2 *p_vec);
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec);
void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);

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@ -120,7 +120,6 @@ void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
*dest = src->rotated(*axis, phi);
}
void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
const godot_vector3 *p_b, godot_real t) {
Vector3 *dest = (Vector3 *)p_dest;