Trivial code formatting for some {.cpp,.h} files

This commit is contained in:
luz.paz
2020-04-03 12:30:58 -04:00
committed by Yorik van Havre
parent a45738c629
commit d36c3ebe57
14 changed files with 95 additions and 94 deletions

View File

@@ -121,7 +121,7 @@ void Rotation::evaluateVector()
// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
//
// Note: -1 < w < +1 (|w| == 1 not allowed, with w:=quat[3])
if((this->quat[3] > -1.0) && (this->quat[3] < 1.0)) {
if ((this->quat[3] > -1.0) && (this->quat[3] < 1.0)) {
double rfAngle = acos(this->quat[3]) * 2.0;
double scale = sin(rfAngle / 2.0);
// Get a normalized vector
@@ -287,7 +287,7 @@ void Rotation::setValue(const Vector3d & rotateFrom, const Vector3d & rotateTo)
else {
// We can use any axis perpendicular to u (and v)
Vector3d t = u % Vector3d(1.0, 0.0, 0.0);
if(t.Length() < Base::Vector3d::epsilon())
if (t.Length() < Base::Vector3d::epsilon())
t = u % Vector3d(0.0, 1.0, 0.0);
this->setValue(t.x, t.y, t.z, 0.0);
}
@@ -455,7 +455,7 @@ Rotation Rotation::slerp(const Rotation & q0, const Rotation & q1, double t)
double scale1 = t;
double dot = q0.quat[0]*q1.quat[0]+q0.quat[1]*q1.quat[1]+q0.quat[2]*q1.quat[2]+q0.quat[3]*q1.quat[3];
bool neg=false;
if(dot < 0.0) {
if (dot < 0.0) {
dot = -dot;
neg = true;
}
@@ -495,10 +495,10 @@ Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdi
};
//convert priorityOrder string into a sequence of ints.
if(strlen(priorityOrder)!=3)
if (strlen(priorityOrder)!=3)
THROWM(ValueError, "makeRotationByAxes: length of priorityOrder is not 3");
int order[3];
for(int i = 0; i < 3; ++i){
for (int i = 0; i < 3; ++i){
order[i] = priorityOrder[i] - 'X';
if (order[i] < 0 || order[i] > 2)
THROWM(ValueError, "makeRotationByAxes: characters in priorityOrder must be uppercase X, Y, or Z. Some other character encountered.")
@@ -531,7 +531,7 @@ Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdi
//pick up the strict direction
Vector3d mainDir;
for(int i = 0; i < 3; ++i){
for (int i = 0; i < 3; ++i){
mainDir = *(dirs[order[0]]);
if (mainDir.Length() > tol)
break;
@@ -544,7 +544,7 @@ Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdi
//pick up the 2nd priority direction, "hint" direction.
Vector3d hintDir;
for(int i = 0; i < 2; ++i){
for (int i = 0; i < 2; ++i){
hintDir = *(dirs[order[1]]);
if ((hintDir.Cross(mainDir)).Length() > tol)
break;
@@ -619,7 +619,7 @@ Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdi
//build the rotation, by constructing a matrix first.
Matrix4D m;
m.setToUnity();
for(int i = 0; i < 3; ++i){
for (int i = 0; i < 3; ++i){
//matrix indexing: [row][col]
m[0][i] = finaldirs[i].x;
m[1][i] = finaldirs[i].y;