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authorskal <pascal.massimino@gmail.com>2026-01-31 21:11:11 +0100
committerskal <pascal.massimino@gmail.com>2026-01-31 21:11:11 +0100
commit25e693cc46324b4ec588530de542bba8af6f47c6 (patch)
tree8a959e442f9330dd3f881fe4109e83b831f25a7e /src/util
parent9379697ccdf6f44ade7933d5635f72f644f6b92e (diff)
style: add vertical compression rules to clang-format
- Enabled AllowShortFunctionsOnASingleLine: All - Enabled AllowShortBlocksOnASingleLine: Always - Enabled AllowShortIfStatementsOnASingleLine: Always - Enabled AllowShortLoopsOnASingleLine: true - Set MaxEmptyLinesToKeep: 1 - Applied formatting to all source files.
Diffstat (limited to 'src/util')
-rw-r--r--src/util/asset_manager.cc6
-rw-r--r--src/util/mini_math.h61
2 files changed, 20 insertions, 47 deletions
diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc
index 33b697b..de3934b 100644
--- a/src/util/asset_manager.cc
+++ b/src/util/asset_manager.cc
@@ -12,14 +12,12 @@ extern const size_t g_assets_count;
const uint8_t *GetAsset(AssetId asset_id, size_t *out_size) {
uint16_t index = (uint16_t)asset_id;
if (index >= g_assets_count) {
- if (out_size)
- *out_size = 0;
+ if (out_size) *out_size = 0;
return nullptr;
}
const AssetRecord &record = g_assets[index];
- if (out_size)
- *out_size = record.size;
+ if (out_size) *out_size = record.size;
return record.data;
}
diff --git a/src/util/mini_math.h b/src/util/mini_math.h
index 3024737..d3c9bc5 100644
--- a/src/util/mini_math.h
+++ b/src/util/mini_math.h
@@ -18,25 +18,18 @@
// T: Class Name (e.g., vec3)
// N: Number of active components for math (e.g., 3)
#define VEC_OPERATORS(T, N) \
- float &operator[](int i) { \
- return v[i]; \
- } \
- const float &operator[](int i) const { \
- return v[i]; \
- } \
+ float &operator[](int i) { return v[i]; } \
+ const float &operator[](int i) const { return v[i]; } \
T &operator+=(const T &r) { \
- for (int i = 0; i < N; ++i) \
- v[i] += r.v[i]; \
+ for (int i = 0; i < N; ++i) v[i] += r.v[i]; \
return *this; \
} \
T &operator-=(const T &r) { \
- for (int i = 0; i < N; ++i) \
- v[i] -= r.v[i]; \
+ for (int i = 0; i < N; ++i) v[i] -= r.v[i]; \
return *this; \
} \
T &operator*=(float s) { \
- for (int i = 0; i < N; ++i) \
- v[i] *= s; \
+ for (int i = 0; i < N; ++i) v[i] *= s; \
return *this; \
} \
T operator+(const T &r) const { \
@@ -56,32 +49,22 @@
} \
T operator-() const { \
T res; \
- for (int i = 0; i < N; ++i) \
- res.v[i] = -v[i]; \
+ for (int i = 0; i < N; ++i) res.v[i] = -v[i]; \
return res; \
} \
static float dot(const T &a, const T &b) { \
float s = 0; \
- for (int i = 0; i < N; ++i) \
- s += a.v[i] * b.v[i]; \
+ for (int i = 0; i < N; ++i) s += a.v[i] * b.v[i]; \
return s; \
} \
- float dot(const T &a) const { \
- return dot(*this, a); \
- } \
- float norm() const { \
- return std::sqrt(dot(*this, *this)); \
- } \
- float len() const { \
- return norm(); \
- } \
+ float dot(const T &a) const { return dot(*this, a); } \
+ float norm() const { return std::sqrt(dot(*this, *this)); } \
+ float len() const { return norm(); } \
float inv_norm() const { \
float l2 = dot(*this, *this); \
return l2 > 0 ? 1.0f / std::sqrt(l2) : 0; \
} \
- T normalize() const { \
- return (*this) * inv_norm(); \
- }
+ T normalize() const { return (*this) * inv_norm(); }
#ifdef USE_VEC2
struct vec2 {
@@ -91,8 +74,7 @@ struct vec2 {
};
float v[2];
};
- vec2(float x = 0, float y = 0) : x(x), y(y) {
- }
+ vec2(float x = 0, float y = 0) : x(x), y(y) {}
VEC_OPERATORS(vec2, 2)
};
#endif
@@ -106,8 +88,7 @@ struct vec3 {
}; // _ is padding for 16-byte alignment
float v[4]; // Size 4 to match alignment
};
- vec3(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z), _(0) {
- }
+ vec3(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z), _(0) {}
VEC_OPERATORS(vec3, 3) // Operators only touch x,y,z (indices 0,1,2)
static vec3 cross(vec3 a, vec3 b) {
@@ -126,8 +107,7 @@ struct vec4 {
float v[4];
};
vec4(float x = 0, float y = 0, float z = 0, float w = 0)
- : x(x), y(y), z(z), w(w) {
- }
+ : x(x), y(y), z(z), w(w) {}
VEC_OPERATORS(vec4, 4)
};
#endif
@@ -179,8 +159,7 @@ struct quat {
float v[4];
};
quat(float x = 0, float y = 0, float z = 0, float w = 1)
- : x(x), y(y), z(z), w(w) {
- }
+ : x(x), y(y), z(z), w(w) {}
VEC_OPERATORS(quat, 4)
quat operator*(const quat &q) const {
@@ -198,8 +177,7 @@ struct quat {
static quat from_to(vec3 a, vec3 b) {
float d = vec3::dot(a, b);
vec3 axis = vec3::cross(a, b);
- if (d < -0.9999f)
- return {0, 1, 0, 0};
+ if (d < -0.9999f) return {0, 1, 0, 0};
float s = std::sqrt((1.0f + d) * 2.0f), inv_s = 1.0f / s;
return {axis.x * inv_s, axis.y * inv_s, axis.z * inv_s, s * 0.5f};
}
@@ -259,8 +237,7 @@ inline quat slerp(quat a, quat b, float t) {
}
if (d > 0.9995f) { // Linear fall-back
quat r;
- for (int i = 0; i < 4; ++i)
- r.v[i] = a.v[i] + (b.v[i] - a.v[i]) * t;
+ for (int i = 0; i < 4; ++i) r.v[i] = a.v[i] + (b.v[i] - a.v[i]) * t;
return r;
}
float th0 = std::acos(d), th = th0 * t, s0 = std::sin(th0),
@@ -275,9 +252,7 @@ template <typename T> inline T lerp(const T &a, const T &b, float t) {
#ifdef USE_EASING
namespace ease {
-inline float out_cubic(float t) {
- return 1.0f - std::pow(1.0f - t, 3.0f);
-}
+inline float out_cubic(float t) { return 1.0f - std::pow(1.0f - t, 3.0f); }
inline float in_out_quad(float t) {
return t < 0.5f ? 2.0f * t * t
: 1.0f - std::pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;