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