fix mixed tabbing

This commit is contained in:
Glenn Maynard
2005-01-28 07:31:41 +00:00
parent b61a030ce0
commit 61c2064f49
+37 -37
View File
@@ -206,57 +206,57 @@ public:
LoadIdentity();
}
// Pops the top of the stack.
void Pop()
// Pops the top of the stack.
void Pop()
{
stack.pop_back();
ASSERT( stack.size() > 0 ); // underflow
}
// Pushes the stack by one, duplicating the current matrix.
void Push()
// Pushes the stack by one, duplicating the current matrix.
void Push()
{
stack.push_back( stack.back() );
ASSERT( stack.size() < 100 ); // overflow
}
// Loads identity in the current matrix.
void LoadIdentity()
// Loads identity in the current matrix.
void LoadIdentity()
{
RageMatrixIdentity( &stack.back() );
}
// Loads the given matrix into the current matrix
void LoadMatrix( const RageMatrix& m )
// Loads the given matrix into the current matrix
void LoadMatrix( const RageMatrix& m )
{
stack.back() = m;
}
// Right-Multiplies the given matrix to the current matrix.
// (transformation is about the current world origin)
void MultMatrix( const RageMatrix& m )
// Right-Multiplies the given matrix to the current matrix.
// (transformation is about the current world origin)
void MultMatrix( const RageMatrix& m )
{
RageMatrixMultiply( &stack.back(), &m, &stack.back() );
}
// Left-Multiplies the given matrix to the current matrix
// (transformation is about the local origin of the object)
void MultMatrixLocal( const RageMatrix& m )
// Left-Multiplies the given matrix to the current matrix
// (transformation is about the local origin of the object)
void MultMatrixLocal( const RageMatrix& m )
{
RageMatrixMultiply( &stack.back(), &stack.back(), &m );
}
// Right multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the current world origin)
void RotateX( float degrees )
// Right multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the current world origin)
void RotateX( float degrees )
{
RageMatrix m;
RageMatrixRotationX( &m, degrees );
MultMatrix( m );
}
void RotateY( float degrees )
{
void RotateY( float degrees )
{
RageMatrix m;
RageMatrixRotationY( &m, degrees );
MultMatrix( m );
@@ -269,15 +269,15 @@ public:
}
// Left multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// local origin of the object)
// matrix. All angles are counterclockwise. (rotation is about the
// local origin of the object)
void RotateXLocal( float degrees )
{
RageMatrix m;
RageMatrixRotationX( &m, degrees );
MultMatrixLocal( m );
}
void RotateYLocal( float degrees )
void RotateYLocal( float degrees )
{
RageMatrix m;
RageMatrixRotationY( &m, degrees );
@@ -290,44 +290,44 @@ public:
MultMatrixLocal( m );
}
// Right multiply the current matrix with the computed scale
// matrix. (transformation is about the current world origin)
void Scale( float x, float y, float z)
// Right multiply the current matrix with the computed scale
// matrix. (transformation is about the current world origin)
void Scale( float x, float y, float z)
{
RageMatrix m;
RageMatrixScaling( &m, x, y, z );
MultMatrix( m );
}
// Left multiply the current matrix with the computed scale
// matrix. (transformation is about the local origin of the object)
void ScaleLocal( float x, float y, float z)
// Left multiply the current matrix with the computed scale
// matrix. (transformation is about the local origin of the object)
void ScaleLocal( float x, float y, float z)
{
RageMatrix m;
RageMatrixScaling( &m, x, y, z );
MultMatrixLocal( m );
}
// Right multiply the current matrix with the computed translation
// matrix. (transformation is about the current world origin)
void Translate( float x, float y, float z)
// Right multiply the current matrix with the computed translation
// matrix. (transformation is about the current world origin)
void Translate( float x, float y, float z)
{
RageMatrix m;
RageMatrixTranslation( &m, x, y, z );
MultMatrix( m );
}
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
void TranslateLocal( float x, float y, float z)
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
void TranslateLocal( float x, float y, float z)
{
RageMatrix m;
RageMatrixTranslation( &m, x, y, z );
MultMatrixLocal( m );
}
// Obtain the current matrix at the top of the stack
const RageMatrix* GetTop() { return &stack.back(); }
// Obtain the current matrix at the top of the stack
const RageMatrix* GetTop() { return &stack.back(); }
};