From 87360e6adcb305d7a71b87165f2f9ceefa8477aa Mon Sep 17 00:00:00 2001 From: Zak Strange Date: Sat, 2 Apr 2016 21:14:29 -0700 Subject: [PATCH] Fixed formating --- HandmadeMath.h | 162 +++++++++++++++++-------------------------------- 1 file changed, 54 insertions(+), 108 deletions(-) diff --git a/HandmadeMath.h b/HandmadeMath.h index 24fe871..d857d68 100644 --- a/HandmadeMath.h +++ b/HandmadeMath.h @@ -205,78 +205,46 @@ typedef union mat4 float Elements[4][4]; } mat4; -HMMDEF float -Power(float Base, int Exponent); -HMMDEF float -Clamp(float Min, float Value, float Max); -HMMDEF vec3 -Normalize(vec3 A); -HMMDEF vec3 -Cross(vec3 VecOne, vec3 VecTwo); -HMMDEF float -Dot(vec3 VecOne, vec3 VecTwo); +HMMDEF float Power(float Base, int Exponent); +HMMDEF float Clamp(float Min, float Value, float Max); +HMMDEF vec3 Normalize(vec3 A); +HMMDEF vec3 Cross(vec3 VecOne, vec3 VecTwo); +HMMDEF float Dot(vec3 VecOne, vec3 VecTwo); -HMMDEF vec2 -Vec2i(int X, int Y); -HMMDEF vec2 -Vec2(float X, float Y); -HMMDEF vec3 -Vec3(float X, float Y, float Z); -HMMDEF vec3 -Vec3i(int X, int Y, int Z); -HMMDEF vec4 -Vec4(float X, float Y, float Z, float W); -HMMDEF vec4 -Vec4i(int X, int Y, int Z, int W); +HMMDEF vec2 Vec2i(int X, int Y); +HMMDEF vec2 Vec2(float X, float Y); +HMMDEF vec3 Vec3(float X, float Y, float Z); +HMMDEF vec3 Vec3i(int X, int Y, int Z); +HMMDEF vec4 Vec4(float X, float Y, float Z, float W); +HMMDEF vec4 Vec4i(int X, int Y, int Z, int W); -HMMDEF vec2 -AddVec2(vec2 Left, vec2 Right); -HMMDEF vec3 -AddVec3(vec3 Left, vec3 Right); -HMMDEF vec4 -AddVec4(vec4 Left, vec4 Right); +HMMDEF vec2 AddVec2(vec2 Left, vec2 Right); +HMMDEF vec3 AddVec3(vec3 Left, vec3 Right); +HMMDEF vec4 AddVec4(vec4 Left, vec4 Right); -HMMDEF vec2 -SubtractVec2(vec2 Left, vec2 Right); -HMMDEF vec3 -SubtractVec3(vec3 Left, vec3 Right); -HMMDEF vec4 -SubtractVec4(vec4 Left, vec4 Right); +HMMDEF vec2 SubtractVec2(vec2 Left, vec2 Right); +HMMDEF vec3 SubtractVec3(vec3 Left, vec3 Right); +HMMDEF vec4 SubtractVec4(vec4 Left, vec4 Right); -HMMDEF vec2 -MultiplyVec2(vec2 Left, vec2 Right); -HMMDEF vec3 -MultiplyVec3(vec3 Left, vec3 Right); -HMMDEF vec4 -MultiplyVec4(vec4 Left, vec4 Right); +HMMDEF vec2 MultiplyVec2(vec2 Left, vec2 Right); +HMMDEF vec3 MultiplyVec3(vec3 Left, vec3 Right); +HMMDEF vec4 MultiplyVec4(vec4 Left, vec4 Right); -HMMDEF vec2 -DivideVec2(vec2 Left, vec2 Right); -HMMDEF vec3 -DivideVec3(vec3 Left, vec3 Right); -HMMDEF vec4 -DivideVec4(vec4 Left, vec4 Right); +HMMDEF vec2 DivideVec2(vec2 Left, vec2 Right); +HMMDEF vec3 DivideVec3(vec3 Left, vec3 Right); +HMMDEF vec4 DivideVec4(vec4 Left, vec4 Right); -HMMDEF mat4 -Mat4(void); -HMMDEF mat4 -Mat4d(float Diagonal); -HMMDEF mat4 -MultiplyMat4(mat4 Left, mat4 Right); +HMMDEF mat4 Mat4(void); +HMMDEF mat4 Mat4d(float Diagonal); +HMMDEF mat4 MultiplyMat4(mat4 Left, mat4 Right); -HMMDEF mat4 -Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far); -HMMDEF mat4 -Perspective(float FOV, float AspectRatio, float Near, float Far); -HMMDEF mat4 -Translate(vec3 Translation); -HMMDEF mat4 -Rotate(float Angle, vec3 Axis); -HMMDEF mat4 -Scale(vec3 Scale); +HMMDEF mat4 Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far); +HMMDEF mat4 Perspective(float FOV, float AspectRatio, float Near, float Far); +HMMDEF mat4 Translate(vec3 Translation); +HMMDEF mat4 Rotate(float Angle, vec3 Axis); +HMMDEF mat4 Scale(vec3 Scale); -HMMDEF mat4 -LookAt(vec3 Eye, vec3 Center, vec3 Up); +HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up); #ifdef __cplusplus } @@ -284,49 +252,30 @@ LookAt(vec3 Eye, vec3 Center, vec3 Up); #ifdef HANDMADE_MATH_CPP_MODE -HMMDEF vec2 -Add(int X, int Y); -HMMDEF vec3 -Add(int X, int Y, int Z); -HMMDEF vec4 -Add(int X, int Y, int Z, int W); +HMMDEF vec2 Add(int X, int Y); +HMMDEF vec3 Add(int X, int Y, int Z); +HMMDEF vec4 Add(int X, int Y, int Z, int W); -HMMDEF vec2 -Subtract(int X, int Y); -HMMDEF vec3 -Subtract(int X, int Y, int Z); -HMMDEF vec4 -Subtract(int X, int Y, int Z, int W); +HMMDEF vec2 Subtract(int X, int Y); +HMMDEF vec3 Subtract(int X, int Y, int Z); +HMMDEF vec4 Subtract(int X, int Y, int Z, int W); -HMMDEF vec2 -Multiply(int X, int Y); -HMMDEF vec3 -Multiply(int X, int Y, int Z); -HMMDEF vec4 -Multiply(int X, int Y, int Z, int W); -HMMDEF mat4 -Multiply(mat4 Left, mat4 Right); +HMMDEF vec2 Multiply(int X, int Y); +HMMDEF vec3 Multiply(int X, int Y, int Z); +HMMDEF vec4 Multiply(int X, int Y, int Z, int W); +HMMDEF mat4 Multiply(mat4 Left, mat4 Right); -HMMDEF vec2 -Divide(int X, int Y); -HMMDEF vec3 -Divide(int X, int Y, int Z); -HMMDEF vec4 -Divide(int X, int Y, int Z, int W); +HMMDEF vec2 Divide(int X, int Y); +HMMDEF vec3 Divide(int X, int Y, int Z); +HMMDEF vec4 Divide(int X, int Y, int Z, int W); -HMMDEF vec2 -operator+(vec2 Left, vec2 Right); -HMMDEF vec3 -operator+(vec3 Left, vec3 Right); -HMMDEF vec4 -operator+(vec4 Left, vec4 Right); +HMMDEF vec2 operator+(vec2 Left, vec2 Right); +HMMDEF vec3 operator+(vec3 Left, vec3 Right); +HMMDEF vec4 operator+(vec4 Left, vec4 Right); -HMMDEF vec2 -operator-(vec2 Left, vec2 Right); -HMMDEF vec3 -operator-(vec3 Left, vec3 Right); -HMMDEF vec4 -operator-(vec4 Left, vec4 Right); +HMMDEF vec2 operator-(vec2 Left, vec2 Right); +HMMDEF vec3 operator-(vec3 Left, vec3 Right); +HMMDEF vec4 operator-(vec4 Left, vec4 Right); HMMDEF vec2 operator*(vec2 Left, vec2 Right); HMMDEF vec3 operator*(vec3 Left, vec3 Right); @@ -335,12 +284,9 @@ HMMDEF mat4 operator*(mat4 Left, mat4 Right); HMMDEF vec3 operator*(vec3 Left, float Right); HMMDEF vec2 operator*(vec2 Left, float Right); -HMMDEF vec2 -operator/(vec2 Left, vec2 Right); -HMMDEF vec3 -operator/(vec3 Left, vec3 Right); -HMMDEF vec4 -operator/(vec4 Left, vec4 Right); +HMMDEF vec2 operator/(vec2 Left, vec2 Right); +HMMDEF vec3 operator/(vec3 Left, vec3 Right); +HMMDEF vec4 operator/(vec4 Left, vec4 Right); #endif /* HANDMADE_MATH_CPP */