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author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 23:01:17 +0200 |
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committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 23:01:17 +0200 |
commit | c2a7375788aea0cf1c0f4c45e4823a8a9a85264d (patch) | |
tree | 932e79f6940366a96f25fee83510a5193a7cb1e3 /src/old/d3dmath.cpp | |
parent | cf312c0b870175b8897ce98df6a8c46ccce92e2e (diff) | |
download | colobot-c2a7375788aea0cf1c0f4c45e4823a8a9a85264d.tar.gz colobot-c2a7375788aea0cf1c0f4c45e4823a8a9a85264d.tar.bz2 colobot-c2a7375788aea0cf1c0f4c45e4823a8a9a85264d.zip |
Removed trailing whitespace
Diffstat (limited to 'src/old/d3dmath.cpp')
-rw-r--r-- | src/old/d3dmath.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/old/d3dmath.cpp b/src/old/d3dmath.cpp index 15308fe..77ce492 100644 --- a/src/old/d3dmath.cpp +++ b/src/old/d3dmath.cpp @@ -43,9 +43,9 @@ VOID D3DMath_MatrixMultiply( D3DMATRIX& q, D3DMATRIX& a, D3DMATRIX& b ) ZeroMemory( pM, sizeof(D3DMATRIX) ); - for( WORD i=0; i<4; i++ ) - for( WORD j=0; j<4; j++ ) - for( WORD k=0; k<4; k++ ) + for( WORD i=0; i<4; i++ ) + for( WORD j=0; j<4; j++ ) + for( WORD k=0; k<4; k++ ) pM[4*i+j] += pA[4*i+k] * pB[4*k+j]; memcpy( &q, pM, sizeof(D3DMATRIX) ); @@ -107,7 +107,7 @@ HRESULT D3DMath_VectorMatrixMultiply( D3DVECTOR& vDest, D3DVECTOR& vSrc, FLOAT y = vSrc.x*mat._12 + vSrc.y*mat._22 + vSrc.z* mat._32 + mat._42; FLOAT z = vSrc.x*mat._13 + vSrc.y*mat._23 + vSrc.z* mat._33 + mat._43; FLOAT w = vSrc.x*mat._14 + vSrc.y*mat._24 + vSrc.z* mat._34 + mat._44; - + if( fabs( w ) < g_EPSILON ) return E_INVALIDARG; @@ -167,7 +167,7 @@ VOID D3DMath_QuaternionFromRotation( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w, //----------------------------------------------------------------------------- VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta, FLOAT x, FLOAT y, FLOAT z, FLOAT w ) - + { fTheta = acosf(w) * 2.0f; v.x = x / sinf( fTheta/2.0f ); @@ -184,7 +184,7 @@ VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta, //----------------------------------------------------------------------------- VOID D3DMath_QuaternionFromAngles( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w, FLOAT fYaw, FLOAT fPitch, FLOAT fRoll ) - + { FLOAT fSinYaw = sinf( fYaw/2.0f ); FLOAT fSinPitch = sinf( fPitch/2.0f ); @@ -212,8 +212,8 @@ VOID D3DMath_MatrixFromQuaternion( D3DMATRIX& mat, FLOAT x, FLOAT y, FLOAT z, FLOAT xx = x*x; FLOAT yy = y*y; FLOAT zz = z*z; FLOAT xy = x*y; FLOAT xz = x*z; FLOAT yz = y*z; FLOAT wx = w*x; FLOAT wy = w*y; FLOAT wz = w*z; - - mat._11 = 1 - 2 * ( yy + zz ); + + mat._11 = 1 - 2 * ( yy + zz ); mat._12 = 2 * ( xy - wz ); mat._13 = 2 * ( xz + wy ); @@ -257,8 +257,8 @@ VOID D3DMath_QuaternionFromMatrix( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w, FLOAT xx = x*x; FLOAT yy = y*y; FLOAT zz = z*z; FLOAT xy = x*y; FLOAT xz = x*z; FLOAT yz = y*z; FLOAT wx = w*x; FLOAT wy = w*y; FLOAT wz = w*z; - - mat._11 = 1 - 2 * ( yy + zz ); + + mat._11 = 1 - 2 * ( yy + zz ); mat._12 = 2 * ( xy - wz ); mat._13 = 2 * ( xz + wy ); @@ -311,7 +311,7 @@ VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw, FLOAT fCosTheta = Ax*Bx + Ay*By + Az*Bz + Aw*Bw; // Check angle to see if quaternions are in opposite hemispheres - if( fCosTheta < 0.0f ) + if( fCosTheta < 0.0f ) { // If so, flip one of the quaterions fCosTheta = -fCosTheta; @@ -321,12 +321,12 @@ VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw, // Set factors to do linear interpolation, as a special case where the // quaternions are close together. FLOAT fBeta = 1.0f - fAlpha; - + // If the quaternions aren't close, proceed with spherical interpolation - if( 1.0f - fCosTheta > 0.001f ) - { + if( 1.0f - fCosTheta > 0.001f ) + { FLOAT fTheta = acosf( fCosTheta ); - + fBeta = sinf( fTheta*fBeta ) / sinf( fTheta); fAlpha = sinf( fTheta*fAlpha ) / sinf( fTheta); } |