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-rw-r--r--core/angles.hh20
1 files changed, 11 insertions, 9 deletions
diff --git a/core/angles.hh b/core/angles.hh
index 0d8e41d..98dc086 100644
--- a/core/angles.hh
+++ b/core/angles.hh
@@ -15,22 +15,24 @@ float wrap_360(float angle);
namespace cxangles
{
-glm::fvec3 wrap_180(const glm::fvec3 &angles);
-glm::fvec3 wrap_360(const glm::fvec3 &angles);
+glm::fvec3 wrap_180(const glm::fvec3& angles);
+glm::fvec3 wrap_360(const glm::fvec3& angles);
} // namespace cxangles
namespace cxangles
{
-void vectors(const glm::fvec3 &angles, glm::fvec3 &forward);
-void vectors(const glm::fvec3 &angles, glm::fvec3 *forward, glm::fvec3 *right, glm::fvec3 *up);
+void vectors(const glm::fvec3& angles, glm::fvec3& forward);
+void vectors(const glm::fvec3& angles, glm::fvec3* forward, glm::fvec3* right, glm::fvec3* up);
} // namespace cxangles
inline float cxangles::wrap_180(float angle)
{
const auto result = std::fmod(angle + A180, A360);
- if(result < 0.0f)
+ if(result < 0.0f) {
return result + A180;
+ }
+
return result - A180;
}
@@ -39,7 +41,7 @@ inline float cxangles::wrap_360(float angle)
return std::fmod(std::fmod(angle, A360) + A360, A360);
}
-inline glm::fvec3 cxangles::wrap_180(const glm::fvec3 &angles)
+inline glm::fvec3 cxangles::wrap_180(const glm::fvec3& angles)
{
return glm::fvec3 {
cxangles::wrap_180(angles.x),
@@ -48,7 +50,7 @@ inline glm::fvec3 cxangles::wrap_180(const glm::fvec3 &angles)
};
}
-inline glm::fvec3 cxangles::wrap_360(const glm::fvec3 &angles)
+inline glm::fvec3 cxangles::wrap_360(const glm::fvec3& angles)
{
return glm::fvec3 {
cxangles::wrap_360(angles.x),
@@ -57,7 +59,7 @@ inline glm::fvec3 cxangles::wrap_360(const glm::fvec3 &angles)
};
}
-inline void cxangles::vectors(const glm::fvec3 &angles, glm::fvec3 &forward)
+inline void cxangles::vectors(const glm::fvec3& angles, glm::fvec3& forward)
{
const float cosp = std::cos(angles.x);
const float cosy = std::cos(angles.y);
@@ -69,7 +71,7 @@ inline void cxangles::vectors(const glm::fvec3 &angles, glm::fvec3 &forward)
forward.z = cosp * cosy * (-1.0f);
}
-inline void cxangles::vectors(const glm::fvec3 &angles, glm::fvec3 *forward, glm::fvec3 *right, glm::fvec3 *up)
+inline void cxangles::vectors(const glm::fvec3& angles, glm::fvec3* forward, glm::fvec3* right, glm::fvec3* up)
{
if(!forward && !right && !up) {
// There's no point in figuring out