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Unified Diff: third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp

Issue 2392653002: reflow comments in platform/{transforms,weborigin} (Closed)
Patch Set: Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
diff --git a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
index ab6cf39cece65fc727eb82d56c03a144a8fe0293..dac49216a02ee99c1f05388f2ebe1406b5e0a50e 100644
--- a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
+++ b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
@@ -51,24 +51,29 @@ namespace blink {
//
// Supporting Math Functions
//
-// This is a set of function from various places (attributed inline) to do things like
-// inversion and decomposition of a 4x4 matrix. They are used throughout the code
+// This is a set of function from various places (attributed inline) to do
+// things like inversion and decomposition of a 4x4 matrix. They are used
+// throughout the code
//
//
-// Adapted from Matrix Inversion by Richard Carling, Graphics Gems <http://tog.acm.org/GraphicsGems/index.html>.
-
-// EULA: The Graphics Gems code is copyright-protected. In other words, you cannot claim the text of the code
-// as your own and resell it. Using the code is permitted in any program, product, or library, non-commercial
-// or commercial. Giving credit is not required, though is a nice gesture. The code comes as-is, and if there
-// are any flaws or problems with any Gems code, nobody involved with Gems - authors, editors, publishers, or
-// webmasters - are to be held responsible. Basically, don't be a jerk, and remember that anything free comes
-// with no guarantee.
+// Adapted from Matrix Inversion by Richard Carling, Graphics Gems
+// <http://tog.acm.org/GraphicsGems/index.html>.
+
+// EULA: The Graphics Gems code is copyright-protected. In other words, you
+// cannot claim the text of the code as your own and resell it. Using the code
+// is permitted in any program, product, or library, non-commercial or
+// commercial. Giving credit is not required, though is a nice gesture. The code
+// comes as-is, and if there are any flaws or problems with any Gems code,
+// nobody involved with Gems - authors, editors, publishers, or webmasters - are
+// to be held responsible. Basically, don't be a jerk, and remember that
+// anything free comes with no guarantee.
// A clarification about the storage of matrix elements
//
-// This class uses a 2 dimensional array internally to store the elements of the matrix. The first index into
-// the array refers to the column that the element lies in; the second index refers to the row.
+// This class uses a 2 dimensional array internally to store the elements of the
+// matrix. The first index into the array refers to the column that the element
+// lies in; the second index refers to the row.
//
// In other words, this is the layout of the matrix:
//
@@ -671,8 +676,8 @@ FloatPoint TransformationMatrix::projectPoint(const FloatPoint& p,
*clamped = false;
if (m33() == 0) {
- // In this case, the projection plane is parallel to the ray we are trying to
- // trace, and there is no well-defined value for the projection.
+ // In this case, the projection plane is parallel to the ray we are trying
+ // to trace, and there is no well-defined value for the projection.
return FloatPoint();
}
@@ -686,8 +691,8 @@ FloatPoint TransformationMatrix::projectPoint(const FloatPoint& p,
double w = x * m14() + y * m24() + z * m34() + m44();
if (w <= 0) {
- // Using int max causes overflow when other code uses the projected point. To
- // represent infinity yet reduce the risk of overflow, we use a large but
+ // Using int max causes overflow when other code uses the projected point.
+ // To represent infinity yet reduce the risk of overflow, we use a large but
// not-too-large number here when clamping.
const int largeNumber = 100000000 / kFixedPointDenominator;
outX = copysign(largeNumber, outX);
@@ -719,7 +724,8 @@ FloatQuad TransformationMatrix::projectQuad(const FloatQuad& q,
if (clamped)
*clamped = clamped1 || clamped2 || clamped3 || clamped4;
- // If all points on the quad had w < 0, then the entire quad would not be visible to the projected surface.
+ // If all points on the quad had w < 0, then the entire quad would not be
+ // visible to the projected surface.
bool everythingWasClipped = clamped1 && clamped2 && clamped3 && clamped4;
if (everythingWasClipped)
return FloatQuad();
@@ -878,7 +884,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double x,
// Normalize the axis of rotation
double length = std::sqrt(x * x + y * y + z * z);
if (length == 0) {
- // A direction vector that cannot be normalized, such as [0, 0, 0], will cause the rotation to not be applied.
+ // A direction vector that cannot be normalized, such as [0, 0, 0], will
+ // cause the rotation to not be applied.
return *this;
} else if (length != 1) {
x /= length;
@@ -940,7 +947,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double x,
// Formula is adapted from Wikipedia article on Rotation matrix,
// http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
//
- // An alternate resource with the same matrix: http://www.fastgraph.com/makegames/3drotation/
+ // An alternate resource with the same matrix:
+ // http://www.fastgraph.com/makegames/3drotation/
//
double oneMinusCosTheta = 1 - cosTheta;
mat.m_matrix[0][0] = cosTheta + x * x * oneMinusCosTheta;
@@ -1186,7 +1194,8 @@ TransformationMatrix& TransformationMatrix::multiply(
"v24", "v25", "v26", "v27", "v28", "v29", "v30", "v31", "v0", "v1",
"v2", "v3", "v4", "v5", "v6", "v7");
#elif defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2)
- // x86_64 has 16 XMM registers which is enough to do the multiplication fully in registers.
+ // x86_64 has 16 XMM registers which is enough to do the multiplication fully
+ // in registers.
__m128d matrixBlockA = _mm_load_pd(&(m_matrix[0][0]));
__m128d matrixBlockC = _mm_load_pd(&(m_matrix[1][0]));
__m128d matrixBlockE = _mm_load_pd(&(m_matrix[2][0]));

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