const float ANGLEKEY_IDENTITY = 0;
-inline void default_angle(float &angle)
-{
- angle = ANGLEKEY_IDENTITY;
+inline void default_angle( float& angle ){
+ angle = ANGLEKEY_IDENTITY;
}
-
-inline void normalise_angle(float &angle)
-{
- angle = static_cast<float>( float_mod(angle, 360.0));
+inline void normalise_angle( float& angle ){
+ angle = static_cast<float>( float_mod( angle, 360.0 ) );
}
-
-inline void read_angle(float &angle, const char *value)
-{
- if (!string_parse_float(value, angle)) {
- angle = 0;
- } else {
- normalise_angle(angle);
- }
+inline void read_angle( float& angle, const char* value ){
+ if ( !string_parse_float( value, angle ) ) {
+ angle = 0;
+ }
+ else
+ {
+ normalise_angle( angle );
+ }
}
-
-inline void write_angle(float angle, Entity *entity)
-{
- if (angle == 0) {
- entity->setKeyValue("angle", "");
- } else {
- char value[64];
- sprintf(value, "%f", angle);
- entity->setKeyValue("angle", value);
- }
+inline void write_angle( float angle, Entity* entity ){
+ if ( angle == 0 ) {
+ entity->setKeyValue( "angle", "" );
+ }
+ else
+ {
+ char value[64];
+ sprintf( value, "%f", angle );
+ entity->setKeyValue( "angle", value );
+ }
}
-class AngleKey {
- Callback<void()> m_angleChanged;
+class AngleKey
+{
+Callback<void()> m_angleChanged;
public:
- float m_angle;
-
+float m_angle;
- AngleKey(const Callback<void()> &angleChanged)
- : m_angleChanged(angleChanged), m_angle(ANGLEKEY_IDENTITY)
- {
- }
- void angleChanged(const char *value)
- {
- read_angle(m_angle, value);
- m_angleChanged();
- }
+AngleKey( const Callback<void()>& angleChanged )
+ : m_angleChanged( angleChanged ), m_angle( ANGLEKEY_IDENTITY ){
+}
- typedef MemberCaller<AngleKey, void(const char *), &AngleKey::angleChanged> AngleChangedCaller;
+void angleChanged( const char* value ){
+ read_angle( m_angle, value );
+ m_angleChanged();
+}
+typedef MemberCaller<AngleKey, void(const char*), &AngleKey::angleChanged> AngleChangedCaller;
- void write(Entity *entity) const
- {
- write_angle(m_angle, entity);
- }
+void write( Entity* entity ) const {
+ write_angle( m_angle, entity );
+}
};
-inline float angle_rotated(float angle, const Quaternion &rotation)
-{
- return matrix4_get_rotation_euler_xyz_degrees(
- matrix4_multiplied_by_matrix4(
- matrix4_rotation_for_z_degrees(angle),
- matrix4_rotation_for_quaternion_quantised(rotation)
- )
- ).z();
+inline float angle_rotated( float angle, const Quaternion& rotation ){
+ return matrix4_get_rotation_euler_xyz_degrees(
+ matrix4_multiplied_by_matrix4(
+ matrix4_rotation_for_z_degrees( angle ),
+ matrix4_rotation_for_quaternion_quantised( rotation )
+ )
+ ).z();
}
#endif