TINYGL: Use astyle to (semi-selectively) apply the code-formatting conventions to TinyGL.

This commit is contained in:
Einar Johan Trøan Sømåen 2014-02-20 18:46:49 +01:00
parent b21271bd82
commit 698ef4a37c
26 changed files with 835 additions and 838 deletions

View file

@ -19,9 +19,9 @@ void gl_M4_Id(M4 *a) {
int gl_M4_IsId(M4 *a) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == j) {
if (a->m[i][j] != 1.0)
return 0;
if (i == j) {
if (a->m[i][j] != 1.0)
return 0;
} else if (a->m[i][j] != 0.0)
return 0;
}
@ -36,7 +36,7 @@ void gl_M4_Mul(M4 *c, M4 *a, M4 *b) {
s = 0.0;
for (int k = 0; k < 4; k++)
s += a->m[i][k] * b->m[k][j];
c->m[i][j]=s;
c->m[i][j] = s;
}
}
}
@ -54,7 +54,7 @@ void gl_M4_MulLeft(M4 *c, M4 *b) {
s = 0.0;
for (int k = 0; k < 4; k++)
s += a.m[i][k] * b->m[k][j];
c->m[i][j]=s;
c->m[i][j] = s;
}
}
}
@ -124,7 +124,7 @@ void gl_M4_InvOrtho(M4 *a, M4 b) {
s = 0;
for (j = 0; j < 3; j++)
s -= b.m[j][i] * b.m[j][3];
a->m[i][3]=s;
a->m[i][3] = s;
}
}
}
@ -138,33 +138,33 @@ int Matrix_Inv(float *r, float *m, int n) {
// identitée dans r
for (int i = 0; i < n * n; i++)
r[i]=0;
r[i] = 0;
for (int i = 0; i < n; i++)
r[i * n + i] = 1;
for (int j = 0; j < n; j++) {
max = m[j * n + j];
k = j;
for (int i = j + 1; i < n; i++) {
if (fabs(m[i * n + j]) > fabs(max)) {
k = i;
max = m[i * n + j];
k = i;
max = m[i * n + j];
}
}
// non intersible matrix
if (max == 0)
return 1;
if (k != j) {
for (int i = 0; i < n; i++) {
tmp = m[j * n + i];
m[j * n + i] = m[k * n + i];
m[k * n + i] = tmp;
tmp = r[j * n + i];
r[j * n + i] = r[k * n + i];
r[k * n + i] = tmp;
}
if (k != j) {
for (int i = 0; i < n; i++) {
tmp = m[j * n + i];
m[j * n + i] = m[k * n + i];
m[k * n + i] = tmp;
tmp = r[j * n + i];
r[j * n + i] = r[k * n + i];
r[k * n + i] = tmp;
}
}
max = 1 / max;
@ -172,8 +172,8 @@ int Matrix_Inv(float *r, float *m, int n) {
m[j * n + i] *= max;
r[j * n + i] *= max;
}
for (int l = 0; l < n; l++) {
if (l != j) {
t = m[l * n + j];
@ -198,13 +198,13 @@ void gl_M4_Inv(M4 *a, M4 *b) {
}
void gl_M4_Rotate(M4 *a, float t, int u) {
float s,c;
int v,w;
float s, c;
int v, w;
if ((v = u + 1) > 2)
v = 0;
if ((w = v + 1) > 2)
w=0;
w = 0;
s = sin(t);
c = cos(t);
gl_M4_Id(a);
@ -213,14 +213,14 @@ void gl_M4_Rotate(M4 *a, float t, int u) {
a->m[w][v] = s;
a->m[w][w] = c;
}
// inverse of a 3x3 matrix
void gl_M3_Inv(M3 *a, M3 *m) {
float det;
det = m->m[0][0] * m->m[1][1] * m->m[2][2] - m->m[0][0] * m->m[1][2] * m->m[2][1] -
m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
a->m[0][0] = (m->m[1][1] * m->m[2][2] - m->m[1][2] * m->m[2][1]) / det;
a->m[0][1] = -(m->m[0][1] * m->m[2][2] - m->m[0][2] * m->m[2][1]) / det;