Clean up GTX_matrix_transform coding style

This commit is contained in:
Christophe Riccio 2016-03-06 02:28:21 +01:00
parent ecfebe640f
commit a391bc1be6

View File

@ -150,12 +150,9 @@ namespace glm
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
(
T left,
T right,
T bottom,
T top,
T zNear,
T zFar
T left, T right,
T bottom, T top,
T zNear, T zFar
)
{
# ifdef GLM_LEFT_HANDED
@ -168,12 +165,9 @@ namespace glm
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoLH
(
T left,
T right,
T bottom,
T top,
T zNear,
T zFar
T left, T right,
T bottom, T top,
T zNear, T zFar
)
{
tmat4x4<T, defaultp> Result(1);
@ -189,18 +183,16 @@ namespace glm
Result[2][2] = static_cast<T>(2) / (zFar - zNear);
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
# endif
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoRH
(
T left,
T right,
T bottom,
T top,
T zNear,
T zFar
T left, T right,
T bottom, T top,
T zNear, T zFar
)
{
tmat4x4<T, defaultp> Result(1);
@ -216,16 +208,15 @@ namespace glm
Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
# endif
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
(
T left,
T right,
T bottom,
T top
T left, T right,
T bottom, T top
)
{
tmat4x4<T, defaultp> Result(1);
@ -240,12 +231,9 @@ namespace glm
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum
(
T left,
T right,
T bottom,
T top,
T nearVal,
T farVal
T left, T right,
T bottom, T top,
T nearVal, T farVal
)
{
# ifdef GLM_LEFT_HANDED
@ -258,12 +246,9 @@ namespace glm
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumLH
(
T left,
T right,
T bottom,
T top,
T nearVal,
T farVal
T left, T right,
T bottom, T top,
T nearVal, T farVal
)
{
tmat4x4<T, defaultp> Result(0);
@ -280,18 +265,16 @@ namespace glm
Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
# endif
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumRH
(
T left,
T right,
T bottom,
T top,
T nearVal,
T farVal
T left, T right,
T bottom, T top,
T nearVal, T farVal
)
{
tmat4x4<T, defaultp> Result(0);
@ -308,6 +291,7 @@ namespace glm
Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
# endif
return Result;
}
@ -332,8 +316,7 @@ namespace glm
(
T fovy,
T aspect,
T zNear,
T zFar
T zNear, T zFar
)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
@ -352,6 +335,7 @@ namespace glm
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
# endif
return Result;
}
@ -360,8 +344,7 @@ namespace glm
(
T fovy,
T aspect,
T zNear,
T zFar
T zNear, T zFar
)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
@ -380,6 +363,7 @@ namespace glm
Result[2][2] = (zFar + zNear) / (zFar - zNear);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
# endif
return Result;
}
@ -387,10 +371,8 @@ namespace glm
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
(
T fov,
T width,
T height,
T zNear,
T zFar
T width, T height,
T zNear, T zFar
)
{
# ifdef GLM_LEFT_HANDED
@ -404,10 +386,8 @@ namespace glm
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
(
T fov,
T width,
T height,
T zNear,
T zFar
T width, T height,
T zNear, T zFar
)
{
assert(width > static_cast<T>(0));
@ -430,6 +410,7 @@ namespace glm
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
# endif
return Result;
}
@ -437,10 +418,8 @@ namespace glm
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
(
T fov,
T width,
T height,
T zNear,
T zFar
T width, T height,
T zNear, T zFar
)
{
assert(width > static_cast<T>(0));