### Skins2: Move method bodies with inline tags to before where they're needed....

`Skins2: Move method bodies with inline tags to before where they're needed. Drop const in favour of static on power() and instead of recursing(!) make it use powf().`
parent 4e7c493e
 ... ... @@ -194,6 +194,23 @@ int Bezier::findNearestPoint( int x, int y ) const } inline float Bezier::power( float x, int n ) { #if 0 return n <= 0 ? 1 : x * power( x, n - 1 ); #else return powf( x, n ); #endif } inline float Bezier::computeCoeff( int i, int n, float t ) const { return (power( t, i ) * power( 1 - t, (n - i) ) * (m_ft[n] / m_ft[i] / m_ft[n - i])); } void Bezier::computePoint( float t, int &x, int &y ) const { // See http://astronomy.swin.edu.au/~pbourke/curves/bezier/ for a simple ... ... @@ -212,18 +229,3 @@ void Bezier::computePoint( float t, int &x, int &y ) const y = lrintf(yPos); } inline float Bezier::computeCoeff( int i, int n, float t ) const { return (power( t, i ) * power( 1 - t, (n - i) ) * (m_ft[n] / m_ft[i] / m_ft[n - i])); } inline float Bezier::power( float x, int n ) const { if( n > 0 ) return x * power( x, n - 1); else return 1; }
 ... ... @@ -98,7 +98,7 @@ private: /// Helper function to compute a coefficient of the curve inline float computeCoeff( int i, int n, float t ) const; /// x^n inline float power( float x, int n ) const; static inline float power( float x, int n ); }; ... ...
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