diff --git a/stepmania/src/RageDisplay.cpp b/stepmania/src/RageDisplay.cpp index 565c3f7ebf..3f0cd2044e 100644 --- a/stepmania/src/RageDisplay.cpp +++ b/stepmania/src/RageDisplay.cpp @@ -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(); } };