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	I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
		
			
				
	
	
		
			206 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  transform.cpp                                                        */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "transform.h"
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#include "core/math/math_funcs.h"
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#include "core/os/copymem.h"
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#include "core/print_string.h"
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void Transform::affine_invert() {
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	basis.invert();
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	origin = basis.xform(-origin);
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}
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Transform Transform::affine_inverse() const {
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	Transform ret = *this;
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	ret.affine_invert();
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	return ret;
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}
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void Transform::invert() {
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	basis.transpose();
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	origin = basis.xform(-origin);
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}
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Transform Transform::inverse() const {
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	// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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	// Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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	Transform ret = *this;
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	ret.invert();
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	return ret;
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}
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void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
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	*this = rotated(p_axis, p_phi);
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}
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Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
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	return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
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}
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void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
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	basis.rotate(p_axis, p_phi);
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}
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Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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	Transform t = *this;
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	t.set_look_at(origin, p_target, p_up);
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	return t;
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}
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void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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#ifdef MATH_CHECKS
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	ERR_FAIL_COND(p_eye == p_target);
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	ERR_FAIL_COND(p_up.length() == 0);
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#endif
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	// Reference: MESA source code
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	Vector3 v_x, v_y, v_z;
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	/* Make rotation matrix */
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	/* Z vector */
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	v_z = p_eye - p_target;
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	v_z.normalize();
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	v_y = p_up;
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	v_x = v_y.cross(v_z);
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#ifdef MATH_CHECKS
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	ERR_FAIL_COND(v_x.length() == 0);
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#endif
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	/* Recompute Y = Z cross X */
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	v_y = v_z.cross(v_x);
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	v_x.normalize();
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	v_y.normalize();
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	basis.set(v_x, v_y, v_z);
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	origin = p_eye;
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}
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Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
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	/* not sure if very "efficient" but good enough? */
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	Vector3 src_scale = basis.get_scale();
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	Quat src_rot = basis.get_rotation_quat();
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	Vector3 src_loc = origin;
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	Vector3 dst_scale = p_transform.basis.get_scale();
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	Quat dst_rot = p_transform.basis.get_rotation_quat();
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	Vector3 dst_loc = p_transform.origin;
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	Transform interp;
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	interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c));
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	interp.origin = src_loc.lerp(dst_loc, p_c);
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	return interp;
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}
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void Transform::scale(const Vector3 &p_scale) {
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	basis.scale(p_scale);
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	origin *= p_scale;
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}
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Transform Transform::scaled(const Vector3 &p_scale) const {
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	Transform t = *this;
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	t.scale(p_scale);
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	return t;
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}
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void Transform::scale_basis(const Vector3 &p_scale) {
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	basis.scale(p_scale);
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}
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void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
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	translate(Vector3(p_tx, p_ty, p_tz));
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}
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void Transform::translate(const Vector3 &p_translation) {
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	for (int i = 0; i < 3; i++) {
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		origin[i] += basis[i].dot(p_translation);
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	}
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}
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Transform Transform::translated(const Vector3 &p_translation) const {
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	Transform t = *this;
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	t.translate(p_translation);
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	return t;
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}
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void Transform::orthonormalize() {
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	basis.orthonormalize();
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}
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Transform Transform::orthonormalized() const {
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	Transform _copy = *this;
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	_copy.orthonormalize();
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	return _copy;
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}
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bool Transform::is_equal_approx(const Transform &p_transform) const {
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	return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
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}
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bool Transform::operator==(const Transform &p_transform) const {
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	return (basis == p_transform.basis && origin == p_transform.origin);
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}
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bool Transform::operator!=(const Transform &p_transform) const {
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	return (basis != p_transform.basis || origin != p_transform.origin);
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}
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void Transform::operator*=(const Transform &p_transform) {
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	origin = xform(p_transform.origin);
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	basis *= p_transform.basis;
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}
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Transform Transform::operator*(const Transform &p_transform) const {
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	Transform t = *this;
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	t *= p_transform;
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	return t;
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}
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Transform::operator String() const {
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	return basis.operator String() + " - " + origin.operator String();
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}
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Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) :
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		basis(p_basis),
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		origin(p_origin) {
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}
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Transform::Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t ox, real_t oy, real_t oz) {
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	basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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	origin = Vector3(ox, oy, oz);
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}
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