From 7013cd984b6281debc98d519458296e30029b43f Mon Sep 17 00:00:00 2001 From: Emmanuel Leblond Date: Sat, 15 Apr 2017 00:57:02 +0200 Subject: [PATCH] Correct indentation in gdnative vector2/3 --- modules/gdnative/godot/godot_vector2.cpp | 171 +++++++++++++---------- modules/gdnative/godot/godot_vector2.h | 9 +- modules/gdnative/godot/godot_vector3.cpp | 115 ++++++++------- modules/gdnative/godot/godot_vector3.h | 12 +- 4 files changed, 168 insertions(+), 139 deletions(-) diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp index e11cec2cfd4..ad5107f9a8a 100644 --- a/modules/gdnative/godot/godot_vector2.cpp +++ b/modules/gdnative/godot/godot_vector2.cpp @@ -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; @@ -84,178 +85,208 @@ 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(); } godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) { - const Vector2 *src = (Vector2*)p_src; + const Vector2 *src = (Vector2 *)p_src; return src->angle(); } - -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; +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) { - const Vector2 *src = (Vector2*)p_src; - const Vector2 *to = (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) { - const Vector2 *src = (Vector2*)p_src; - Vector2 *dest = (Vector2*)p_dest; +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) { - Vector2 *dest = (Vector2*)p_dest; - const Vector2 *src = (Vector2*)p_src; - const Vector2 *b = (Vector2*)p_b; - const Vector2 *pre_a = (Vector2*)p_pre_a; - const Vector2 *post_b = (Vector2*)p_post_b; +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; + const Vector2 *pre_a = (Vector2 *)p_pre_a; + const Vector2 *post_b = (Vector2 *)p_post_b; *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) { - const Vector2 *src = (Vector2*)p_src; - const Vector2 *with = (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) { - const Vector2 *src = (Vector2*)p_src; - Vector2 *dest = (Vector2*)p_dest; +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(); } godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) { - const Vector2 *src = (Vector2*)p_src; + const Vector2 *src = (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) { - Vector2 *dest = (Vector2*)p_dest; - const Vector2 *src = (Vector2*)p_src; - const Vector2 *b = (Vector2*)p_b; +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, - const godot_vector2 *p_vec) { - const Vector2 *src = (Vector2*)p_src; - const Vector2 *vec = (Vector2*)p_vec; - Vector2 *dest = (Vector2*)p_dest; +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; + Vector2 *dest = (Vector2 *)p_dest; *dest = src->reflect(*vec); } -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; +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) { - const Vector2 *src = (Vector2*)p_src; - const Vector2 *vec = (Vector2*)p_vec; - Vector2 *dest = (Vector2*)p_dest; +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) { - const Vector2 *src = (Vector2*)p_src; - const Vector2 *by = (Vector2*)p_by; - Vector2 *dest = (Vector2*)p_dest; +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) { - const Vector2 *src = (Vector2*)p_src; - Vector2 *dest = (Vector2*)p_dest; +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) { - const Vector2 *src = (Vector2*)p_src; - String *dest = (String*)p_dest; +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 diff --git a/modules/gdnative/godot/godot_vector2.h b/modules/gdnative/godot/godot_vector2.h index c3bc8551baa..4d957d4c7f5 100644 --- a/modules/gdnative/godot/godot_vector2.h +++ b/modules/gdnative/godot/godot_vector2.h @@ -67,15 +67,14 @@ godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_ godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to); void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real 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); + const godot_vector2 *p_b, const godot_vector2 *p_pre_a, + const godot_vector2 *p_post_b, godot_real t); godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with); 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); + 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_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); diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp index 599420dd009..41d1c1abf5c 100644 --- a/modules/gdnative/godot/godot_vector3.cpp +++ b/modules/gdnative/godot/godot_vector3.cpp @@ -85,113 +85,112 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 * } void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; *dest = src->inverse(); } void godot_vector3_zero(godot_vector3 *p_src) { - Vector3 *src = (Vector3*)p_src; + Vector3 *src = (Vector3 *)p_src; src->zero(); } void godot_vector3_snap(godot_vector3 *p_src, godot_real val) { - Vector3 *src = (Vector3*)p_src; + Vector3 *src = (Vector3 *)p_src; src->snap(val); } void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; *dest = src->snapped(val); } void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) { - Vector3 *src = (Vector3*)p_src; - const Vector3 *axis = (Vector3*)p_axis; + Vector3 *src = (Vector3 *)p_src; + const Vector3 *axis = (Vector3 *)p_axis; src->rotate(*axis, phi); } void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_axis, godot_real phi) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *axis = (Vector3*)p_axis; + const godot_vector3 *p_axis, godot_real phi) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *axis = (Vector3 *)p_axis; *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; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; + const godot_vector3 *p_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; *dest = src->linear_interpolate(*b, t); } void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_b, const godot_vector3 *p_pre_a, - const godot_vector3 *p_post_b, godot_real t) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; - const Vector3 *pre_a = (Vector3*)p_pre_a; - const Vector3 *post_b = (Vector3*)p_post_b; + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + const Vector3 *pre_a = (Vector3 *)p_pre_a; + const Vector3 *post_b = (Vector3 *)p_post_b; *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t); } void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_b, const godot_vector3 *p_pre_a, - const godot_vector3 *p_post_b, godot_real t) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; - const Vector3 *pre_a = (Vector3*)p_pre_a; - const Vector3 *post_b = (Vector3*)p_post_b; + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + const Vector3 *pre_a = (Vector3 *)p_pre_a; + const Vector3 *post_b = (Vector3 *)p_post_b; *dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t); } void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; *dest = src->cross(*b); } godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) { - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; return src->dot(*b); } void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { - Basis *dest = (Basis*)p_dest; - const Vector3 *src = (Vector3*)p_src; - const Vector3 *b = (Vector3*)p_b; + Basis *dest = (Basis *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; *dest = src->outer(*b); } void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) { - Basis *dest = (Basis*)p_dest; - const Vector3 *src = (Vector3*)p_src; + Basis *dest = (Basis *)p_dest; + const Vector3 *src = (Vector3 *)p_src; *dest = src->to_diagonal_matrix(); } void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; *dest = src->abs(); } void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) { - Vector3 *dest = (Vector3*)p_dest; - const Vector3 *src = (Vector3*)p_src; + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; *dest = src->floor(); } void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) { - const Vector3 *src = (Vector3*)p_src; - Vector3 *dest = (Vector3*)p_dest; + const Vector3 *src = (Vector3 *)p_src; + Vector3 *dest = (Vector3 *)p_dest; *dest = src->ceil(); } @@ -214,23 +213,23 @@ godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_ve } void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { - const Vector3 *src = (Vector3*)p_src; - const Vector3 *vec = (Vector3*)p_vec; - Vector3 *dest = (Vector3*)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; *dest = src->slide(*vec); } void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { - const Vector3 *src = (Vector3*)p_src; - const Vector3 *vec = (Vector3*)p_vec; - Vector3 *dest = (Vector3*)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; *dest = src->bounce(*vec); } void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { - const Vector3 *src = (Vector3*)p_src; - const Vector3 *vec = (Vector3*)p_vec; - Vector3 *dest = (Vector3*)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; *dest = src->reflect(*vec); } @@ -287,8 +286,8 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god } void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) { - const Vector3 *src = (Vector3*)p_src; - String *dest = (String*)p_dest; + const Vector3 *src = (Vector3 *)p_src; + String *dest = (String *)p_dest; *dest = "(" + *src + ")"; } diff --git a/modules/gdnative/godot/godot_vector3.h b/modules/gdnative/godot/godot_vector3.h index 51dd56c2860..bc141bcfec8 100644 --- a/modules/gdnative/godot/godot_vector3.h +++ b/modules/gdnative/godot/godot_vector3.h @@ -69,15 +69,15 @@ void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val); void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val); void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi); void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_axis, godot_real phi); + const godot_vector3 *p_axis, godot_real phi); void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_b, godot_real t); + const godot_vector3 *p_b, godot_real t); void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_b, const godot_vector3 *p_pre_a, - const godot_vector3 *p_post_b, godot_real t); + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t); void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src, - const godot_vector3 *p_b, const godot_vector3 *p_pre_a, - const godot_vector3 *p_post_b, godot_real t); + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t); void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b); godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b); void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);