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Fix vector, quaternion, pid and lpf libraries curly braces code style
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@@ -13,76 +13,62 @@ public:
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Vector(float x, float y, float z): x(x), y(y), z(z) {};
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float norm() const
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{
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float norm() const {
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return sqrt(x * x + y * y + z * z);
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}
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bool zero() const
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{
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bool zero() const {
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return x == 0 && y == 0 && z == 0;
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}
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void normalize()
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{
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void normalize() {
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float n = norm();
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x /= n;
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y /= n;
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z /= n;
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}
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Vector operator * (const float b) const
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{
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Vector operator * (const float b) const {
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return Vector(x * b, y * b, z * b);
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}
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Vector operator / (const float b) const
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{
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Vector operator / (const float b) const {
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return Vector(x / b, y / b, z / b);
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}
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Vector operator + (const Vector& b) const
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{
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Vector operator + (const Vector& b) const {
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return Vector(x + b.x, y + b.y, z + b.z);
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}
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Vector operator - (const Vector& b) const
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{
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Vector operator - (const Vector& b) const {
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return Vector(x - b.x, y - b.y, z - b.z);
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}
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inline bool operator == (const Vector& b) const
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{
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inline bool operator == (const Vector& b) const {
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return x == b.x && y == b.y && z == b.z;
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}
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inline bool operator != (const Vector& b) const
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{
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inline bool operator != (const Vector& b) const {
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return !(*this == b);
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}
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inline bool finite() const
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{
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inline bool finite() const {
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return isfinite(x) && isfinite(y) && isfinite(z);
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}
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static float dot(const Vector& a, const Vector& b)
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{
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static float dot(const Vector& a, const Vector& b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static Vector cross(const Vector& a, const Vector& b)
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{
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static Vector cross(const Vector& a, const Vector& b) {
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return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
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}
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static float angleBetweenVectors(const Vector& a, const Vector& b)
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{
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static float angleBetweenVectors(const Vector& a, const Vector& b) {
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return acos(constrain(dot(a, b) / (a.norm() * b.norm()), -1, 1));
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}
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static Vector angularRatesBetweenVectors(const Vector& u, const Vector& v)
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{
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static Vector angularRatesBetweenVectors(const Vector& u, const Vector& v) {
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Vector direction = cross(u, v);
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direction.normalize();
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float angle = angleBetweenVectors(u, v);
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