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Coding - Apply .clang-format formatting #286
Update empty method guards to new style with regex (see PR). Used clang-format 18.1.8. New actions to validate code formatting is added. Update .clang-format with disabling of include sorting. It is temporary changes, then include will be sorted. Apply formatting for /src and /tools folder. The files with .hxx,.cxx,.lxx,.h,.pxx,.hpp,*.cpp extensions.
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@@ -11,101 +11,99 @@
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <Vrml_Texture2Transform.hxx>
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Vrml_Texture2Transform::Vrml_Texture2Transform()
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{
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gp_Vec2d tmpVec(0,0);
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gp_Vec2d tmpVec(0, 0);
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myTranslation = tmpVec;
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myCenter = tmpVec;
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myCenter = tmpVec;
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myRotation = 0;
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tmpVec.SetCoord(1,1);
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tmpVec.SetCoord(1, 1);
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myScaleFactor = tmpVec;
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}
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Vrml_Texture2Transform::Vrml_Texture2Transform(const gp_Vec2d& aTranslation,
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const Standard_Real aRotation,
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const gp_Vec2d& aScaleFactor,
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const gp_Vec2d& aCenter)
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Vrml_Texture2Transform::Vrml_Texture2Transform(const gp_Vec2d& aTranslation,
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const Standard_Real aRotation,
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const gp_Vec2d& aScaleFactor,
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const gp_Vec2d& aCenter)
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{
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myTranslation = aTranslation;
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myRotation = aRotation;
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myRotation = aRotation;
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myScaleFactor = aScaleFactor;
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myCenter = aCenter;
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myCenter = aCenter;
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}
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void Vrml_Texture2Transform::SetTranslation(const gp_Vec2d& aTranslation)
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void Vrml_Texture2Transform::SetTranslation(const gp_Vec2d& aTranslation)
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{
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myTranslation = aTranslation;
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}
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gp_Vec2d Vrml_Texture2Transform::Translation() const
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gp_Vec2d Vrml_Texture2Transform::Translation() const
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{
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return myTranslation;
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}
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void Vrml_Texture2Transform::SetRotation(const Standard_Real aRotation)
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void Vrml_Texture2Transform::SetRotation(const Standard_Real aRotation)
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{
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myRotation = aRotation;
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}
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Standard_Real Vrml_Texture2Transform::Rotation() const
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Standard_Real Vrml_Texture2Transform::Rotation() const
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{
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return myRotation;
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}
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void Vrml_Texture2Transform::SetScaleFactor(const gp_Vec2d& aScaleFactor)
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void Vrml_Texture2Transform::SetScaleFactor(const gp_Vec2d& aScaleFactor)
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{
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myScaleFactor = aScaleFactor;
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}
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gp_Vec2d Vrml_Texture2Transform::ScaleFactor() const
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gp_Vec2d Vrml_Texture2Transform::ScaleFactor() const
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{
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return myScaleFactor;
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}
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void Vrml_Texture2Transform::SetCenter(const gp_Vec2d& aCenter)
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void Vrml_Texture2Transform::SetCenter(const gp_Vec2d& aCenter)
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{
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myCenter = aCenter;
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myCenter = aCenter;
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}
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gp_Vec2d Vrml_Texture2Transform::Center() const
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gp_Vec2d Vrml_Texture2Transform::Center() const
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{
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return myCenter;
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}
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Standard_OStream& Vrml_Texture2Transform::Print(Standard_OStream& anOStream) const
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Standard_OStream& Vrml_Texture2Transform::Print(Standard_OStream& anOStream) const
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{
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anOStream << "Texture2Transform {\n";
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anOStream << "Texture2Transform {\n";
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if ( Abs(myTranslation.X() - 0) > 0.0001 || Abs(myTranslation.Y() - 0) > 0.0001 )
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{
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anOStream << " translation\t";
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if (Abs(myTranslation.X() - 0) > 0.0001 || Abs(myTranslation.Y() - 0) > 0.0001)
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{
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anOStream << " translation\t";
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anOStream << myTranslation.X() << " " << myTranslation.Y() << "\n";
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}
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}
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if ( Abs(myRotation - 0) > 0.0001 )
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{
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anOStream << " rotation\t";
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if (Abs(myRotation - 0) > 0.0001)
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{
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anOStream << " rotation\t";
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anOStream << myRotation << "\n";
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}
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}
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if ( Abs(myScaleFactor.X() - 0) > 0.0001 || Abs(myScaleFactor.Y() - 0) > 0.0001 )
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{
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anOStream << " scaleFactor\t";
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if (Abs(myScaleFactor.X() - 0) > 0.0001 || Abs(myScaleFactor.Y() - 0) > 0.0001)
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{
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anOStream << " scaleFactor\t";
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anOStream << myScaleFactor.X() << " " << myScaleFactor.Y() << "\n";
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}
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}
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if ( Abs(myCenter.X() - 0) > 0.0001 || Abs(myCenter.Y() - 0) > 0.0001 )
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{
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anOStream << " center\t";
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if (Abs(myCenter.X() - 0) > 0.0001 || Abs(myCenter.Y() - 0) > 0.0001)
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{
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anOStream << " center\t";
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anOStream << myCenter.X() << " " << myCenter.Y() << "\n";
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}
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anOStream << "}\n";
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return anOStream;
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}
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anOStream << "}\n";
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return anOStream;
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}
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