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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/mesh_instance.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'scene/3d/mesh_instance.h')
-rw-r--r--scene/3d/mesh_instance.h28
1 files changed, 15 insertions, 13 deletions
diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h
index 2d1af46980..543f407ca1 100644
--- a/scene/3d/mesh_instance.h
+++ b/scene/3d/mesh_instance.h
@@ -37,7 +37,7 @@
*/
class MeshInstance : public GeometryInstance {
- GDCLASS( MeshInstance, GeometryInstance );
+ GDCLASS(MeshInstance, GeometryInstance);
Ref<Mesh> mesh;
NodePath skeleton_path;
@@ -46,38 +46,40 @@ class MeshInstance : public GeometryInstance {
int idx;
float value;
- BlendShapeTrack() { idx=0; value=0; }
+ BlendShapeTrack() {
+ idx = 0;
+ value = 0;
+ }
};
- Map<StringName,BlendShapeTrack> blend_shape_tracks;
+ Map<StringName, BlendShapeTrack> blend_shape_tracks;
Vector<Ref<Material> > materials;
void _mesh_changed();
void _resolve_skeleton_path();
protected:
-
- bool _set(const StringName& p_name, const Variant& p_value);
- bool _get(const StringName& p_name,Variant &r_ret) const;
- void _get_property_list( List<PropertyInfo> *p_list) const;
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+ void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
-public:
- void set_mesh(const Ref<Mesh>& p_mesh);
+public:
+ void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
- void set_skeleton_path(const NodePath& p_skeleton);
+ void set_skeleton_path(const NodePath &p_skeleton);
NodePath get_skeleton_path();
- void set_surface_material(int p_surface,const Ref<Material>& p_material);
+ void set_surface_material(int p_surface, const Ref<Material> &p_material);
Ref<Material> get_surface_material(int p_surface) const;
- Node* create_trimesh_collision_node();
+ Node *create_trimesh_collision_node();
void create_trimesh_collision();
- Node* create_convex_collision_node();
+ Node *create_convex_collision_node();
void create_convex_collision();
virtual Rect3 get_aabb() const;