fix(Core): C++ 11 rule of 3 compiant constructors (#3023)

This commit is contained in:
mishaparem
2020-06-15 13:45:04 +03:00
committed by GitHub
parent ebec48e6fd
commit a12e58b105
7 changed files with 79 additions and 35 deletions

View File

@@ -1,8 +1,8 @@
/**
@file Vector3.h
3D vector class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@@ -36,7 +36,7 @@ class Any;
/**
<B>Swizzles</B>
Vector classes have swizzle operators, e.g. <CODE>v.xy()</CODE>, that
allow selection of arbitrary sub-fields. These cannot be used as write
allow selection of arbitrary sub-fields. These cannot be used as write
masks. Examples
<PRE>
@@ -74,7 +74,7 @@ public:
/** \param any Must either Vector3(#, #, #) or Vector3 {x = #, y = #, z = #}*/
Vector3(const Any& any);
/** Converts the Vector3 to an Any. */
operator Any() const;
@@ -116,6 +116,11 @@ public:
// assignment and comparison
Vector3& __fastcall operator= (const Vector3& rkVector);
/* requried as of C++ 11 */
#if __cplusplus >= 201103L
Vector3(const Vector3&) = default;
Vector3(Vector3&&) = default;
#endif
bool operator== (const Vector3& rkVector) const;
bool operator!= (const Vector3& rkVector) const;
size_t hashCode() const;
@@ -130,7 +135,7 @@ public:
/** Returns true if this vector has length ~= 1 */
bool isUnit() const;
// arithmetic operations
Vector3 __fastcall operator+ (const Vector3& v) const;
Vector3 __fastcall operator- (const Vector3& v) const;
@@ -156,7 +161,7 @@ public:
float length() const;
float magnitude() const;
/**
The result is a nan vector if the length is almost zero.
*/
@@ -179,7 +184,7 @@ public:
<PRE>
V' N V
r ^ -,
\ | /
\|/
@@ -191,17 +196,17 @@ public:
/**
See also G3D::Ray::reflect.
The length is 1.
The length is 1.
<PRE>
V' N V
r ^ /
\ | /
\|'-
</PRE>
*/
Vector3 reflectionDirection(const Vector3& normal) const;
/**
Returns Vector3::zero() if the length is nearly zero, otherwise
@@ -223,7 +228,7 @@ public:
where iExit is the index of refraction for the
previous material and iEnter is the index of refraction
for the new material. Like Vector3::reflectionDirection,
the result has length 1 and is
the result has length 1 and is
pointed <I>away</I> from the intersection.
Returns Vector3::zero() in the case of total internal refraction.
@@ -237,7 +242,7 @@ public:
See also G3D::Ray::refract.
<PRE>
N V
^ /
| /
|'-
@@ -265,9 +270,9 @@ public:
float squaredLength() const;
float squaredMagnitude () const;
float __fastcall dot(const Vector3& rkVector) const;
float unitize(float tolerance = 1e-06);
/** Cross product. Note that two cross products in a row
@@ -319,14 +324,14 @@ public:
Linear interpolation
*/
inline Vector3 lerp(const Vector3& v, float alpha) const {
return (*this) + (v - *this) * alpha;
return (*this) + (v - *this) * alpha;
}
/** Gram-Schmidt orthonormalization. */
static void orthonormalize (Vector3 akVector[3]);
/** \brief Random unit vector, uniformly distributed on the sphere.
/** \brief Random unit vector, uniformly distributed on the sphere.
Distribution rendered by G3D::DirectionHistogram:
\image html vector3-random.png
*/
@@ -334,8 +339,8 @@ public:
/** \brief Random unit vector, distributed according to \f$\max(\cos \theta,0)\f$.
That is, so that the probability of \f$\vec{V}\f$ is proportional
to \f$\max(\vec{v} \cdot \vec{n}, 0)\f$. Useful in photon mapping for
That is, so that the probability of \f$\vec{V}\f$ is proportional
to \f$\max(\vec{v} \cdot \vec{n}, 0)\f$. Useful in photon mapping for
Lambertian scattering.
Distribution rendered by G3D::DirectionHistogram:
@@ -372,7 +377,7 @@ public:
/** Input W must be initialize to a nonzero vector, output is {U,V,W}
an orthonormal basis. A hint is provided about whether or not W
is already unit length.
is already unit length.
@deprecated Use getTangents
*/
static void generateOrthonormalBasis (Vector3& rkU, Vector3& rkV,
@@ -394,7 +399,7 @@ public:
static const Vector3& unitZ();
static const Vector3& inf();
static const Vector3& nan();
/** Smallest (most negative) representable vector */
static const Vector3& minFinite();
@@ -405,16 +410,16 @@ public:
/** Creates two orthonormal tangent vectors X and Y such that
if Z = this, X x Y = Z.*/
inline void getTangents(Vector3& X, Vector3& Y) const {
debugAssertM(G3D::fuzzyEq(length(), 1.0f),
debugAssertM(G3D::fuzzyEq(length(), 1.0f),
"makeAxes requires Z to have unit length");
// Choose another vector not perpendicular
X = (abs(x) < 0.9f) ? Vector3::unitX() : Vector3::unitY();
// Remove the part that is parallel to Z
X -= *this * this->dot(X);
X /= X.length();
Y = this->cross(X);
}