-#ifndef __DALI_CONSTRAINTS_H__
-#define __DALI_CONSTRAINTS_H__
+#ifndef DALI_CONSTRAINTS_H
+#define DALI_CONSTRAINTS_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/math/vector3.h>
-#include <dali/public-api/math/vector4.h>
-#include <dali/public-api/math/quaternion.h>
#include <dali/public-api/math/matrix.h>
#include <dali/public-api/math/matrix3.h>
+#include <dali/public-api/math/quaternion.h>
+#include <dali/public-api/math/vector3.h>
+#include <dali/public-api/math/vector4.h>
#include <dali/public-api/object/property-input.h>
namespace Dali
* @brief Constructor.
* @SINCE_1_0.0
*/
- EqualToConstraint()
- { }
+ EqualToConstraint() = default;
/**
- * @brief Override functor for float properties
+ * @brief Overrides functor for float properties.
*
* @SINCE_1_0.0
- * @param[in, out] current The current property value, the constrained value is set
+ * @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( float& current, const PropertyInputContainer& inputs )
+ void operator()(float& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetFloat();
}
/**
- * @brief Override functor for Vector2 properties
+ * @brief Overrides functor for Vector2 properties.
*
* @SINCE_1_0.0
- * @param[in, out] current The current property value, the constrained value is set
+ * @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( Vector2& current, const PropertyInputContainer& inputs )
+ void operator()(Vector2& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetVector2();
}
/**
- * @brief Override functor for Vector3 properties
+ * @brief Overrides functor for Vector3 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( Vector3& current, const PropertyInputContainer& inputs )
+ void operator()(Vector3& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetVector3();
}
/**
- * @brief Override functor for Vector4 properties
+ * @brief Overrides functor for Vector4 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( Vector4& current, const PropertyInputContainer& inputs )
+ void operator()(Vector4& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetVector4();
}
/**
- * @brief Override functor for Quaternion properties
+ * @brief Overrides functor for Quaternion properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( Quaternion& current, const PropertyInputContainer& inputs )
+ void operator()(Quaternion& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetQuaternion();
}
/**
- * @brief Override functor for Matrix3 properties
+ * @brief Overrides functor for Matrix3 properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value
* @param[in] inputs Contains the property to copy
*/
- void operator()( Matrix3& current, const PropertyInputContainer& inputs )
+ void operator()(Matrix3& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetMatrix3();
}
/**
- * @brief Override functor for Matrix properties
+ * @brief Overrides functor for Matrix properties.
*
* @SINCE_1_0.0
* @param[in,out] current The current property value, the constrained value is set
* @param[in] inputs Contains the property to copy
*/
- void operator()( Matrix& current, const PropertyInputContainer& inputs )
+ void operator()(Matrix& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetMatrix();
}
-
};
/**
* multiplied by scale parameter (for Vector3 properties).
*
* @e current = <em>input[0]</em> * @e scale. @e current, <em>input[0]</em>, and @e scale
- * indicate the target property, the first constraint source, and the scale parameter, respectively.
+ * indicates the target property, the first constraint source, and the scale parameter, respectively.
* * implies element-wise multiplication.
* @SINCE_1_0.0
*/
* @SINCE_1_0.0
* @param[in] scale Scale factor
*/
- RelativeToConstraint( float scale )
- : mScale( scale, scale, scale ) { }
+ RelativeToConstraint(float scale)
+ : mScale(scale, scale, scale)
+ {
+ }
/**
* @brief Constructor.
* @SINCE_1_0.0
* @param[in] scale Scale factor
*/
- RelativeToConstraint( const Vector3& scale )
- : mScale( scale ) { }
+ RelativeToConstraint(const Vector3& scale)
+ : mScale(scale)
+ {
+ }
/**
* @brief Functor.
* @SINCE_1_0.0
- * @param[in,out] current The current property value (vector3 property * scale factor).
- * @param[in] input Property container for current property calculation
+ * @param[in,out] current The current property value (vector3 property * scale factor)
+ * @param[in] inputs Property container for current property calculation
*/
- void operator()( Vector3& current, const PropertyInputContainer& inputs )
+ void operator()(Vector3& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetVector3() * mScale;
}
* multiplied by scale parameter (for float properties).
*
* @e current = <em>input[0]</em> * @e scale. @e current, <em>input[0]</em>, and @e scale
- * indicate the target property, the first constraint source, and the scale parameter, respectively.
+ * indicates the target property, the first constraint source, and the scale parameter, respectively.
* @SINCE_1_0.0
*/
struct RelativeToConstraintFloat
* @SINCE_1_0.0
* @param[in] scale Scale factor
*/
- RelativeToConstraintFloat( float scale )
- : mScale( scale ) { }
+ RelativeToConstraintFloat(float scale)
+ : mScale(scale)
+ {
+ }
/**
* @brief Functor.
* @SINCE_1_0.0
- * @param[in,out] current The current property value (float property * scale factor).
- * @param[in] input Property container for current property calculation
+ * @param[in,out] current The current property value (float property * scale factor)
+ * @param[in] inputs Property container for current property calculation
*/
- void operator()( float& current, const PropertyInputContainer& inputs )
+ void operator()(float& current, const PropertyInputContainer& inputs)
{
current = inputs[0]->GetFloat() * mScale;
}
* @brief Constraint function to aim a camera at a target.
*
* Constraint which sets camera's orientation given camera world position
- * and a target world position. Uses target's up vector to orient the
+ * and a target world position. Uses target's up vector to orient the
* constrained actor along the vector between camera position and
* target position.
*
* @SINCE_1_0.0
- * @param[in,out] current The current orientation property value, the constrained value is set.
+ * @param[in,out] current The current orientation property value, the constrained value is set
* @param[in] inputs Contains the world position of the target, the world position of the camera, and the world orientation of the target
*/
-inline void LookAt( Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs )
+inline void LookAt(Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs)
{
- const PropertyInput& targetPosition( *inputs[0] );
- const PropertyInput& cameraPosition( *inputs[1] );
- const PropertyInput& targetOrientation( *inputs[2] );
+ const PropertyInput& targetPosition(*inputs[0]);
+ const PropertyInput& cameraPosition(*inputs[1]);
+ const PropertyInput& targetOrientation(*inputs[2]);
Vector3 vForward = targetPosition.GetVector3() - cameraPosition.GetVector3();
vForward.Normalize();
Vector3 vY = vForward.Cross(vX);
vY.Normalize();
- current = Quaternion( vX, vY, vForward );
+ current = Quaternion(vX, vY, vForward);
}
/**
*/
} // namespace Dali
-#endif // __DALI_CONSTRAINTS_H__
+#endif // DALI_CONSTRAINTS_H