From d9a1ffe56d0beb9cdd048d0e83f7d0177b31411a Mon Sep 17 00:00:00 2001 From: Tomi Valkeinen Date: Wed, 7 Oct 2020 08:58:35 +0300 Subject: Bulk format of all files --- kmscube/esTransform.h | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'kmscube/esTransform.h') diff --git a/kmscube/esTransform.h b/kmscube/esTransform.h index c0383ab..f89e7b4 100644 --- a/kmscube/esTransform.h +++ b/kmscube/esTransform.h @@ -52,7 +52,7 @@ extern "C" { typedef struct { - GLfloat m[4][4]; + GLfloat m[4][4]; } ESMatrix; // @@ -60,14 +60,14 @@ typedef struct /// \param result Specifies the input matrix. Scaled matrix is returned in result. /// \param sx, sy, sz Scale factors along the x, y and z axes respectively // -void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz); +void esScale(ESMatrix* result, GLfloat sx, GLfloat sy, GLfloat sz); // /// \brief multiply matrix specified by result with a translation matrix and return new matrix in result /// \param result Specifies the input matrix. Translated matrix is returned in result. /// \param tx, ty, tz Scale factors along the x, y and z axes respectively // -void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz); +void esTranslate(ESMatrix* result, GLfloat tx, GLfloat ty, GLfloat tz); // /// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result @@ -75,7 +75,7 @@ void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz); /// \param angle Specifies the angle of rotation, in degrees. /// \param x, y, z Specify the x, y and z coordinates of a vector, respectively // -void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +void esRotate(ESMatrix* result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); // // \brief multiply matrix specified by result with a perspective matrix and return new matrix in result @@ -84,7 +84,7 @@ void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes /// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive. // -void esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ); +void esFrustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ); // /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result @@ -94,7 +94,7 @@ void esFrustum(ESMatrix *result, float left, float right, float bottom, float to /// \param nearZ Near plane distance /// \param farZ Far plane distance // -void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ); +void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ); // /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result @@ -103,20 +103,20 @@ void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, floa /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes /// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer // -void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ); +void esOrtho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ); // /// \brief perform the following operation - result matrix = srcA matrix * srcB matrix /// \param result Returns multiplied matrix /// \param srcA, srcB Input matrices to be multiplied // -void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB); +void esMatrixMultiply(ESMatrix* result, ESMatrix* srcA, ESMatrix* srcB); // //// \brief return an indentity matrix //// \param result returns identity matrix // -void esMatrixLoadIdentity(ESMatrix *result); +void esMatrixLoadIdentity(ESMatrix* result); #ifdef __cplusplus } -- cgit v1.2.3