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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/quad.cpp | |
parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (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/quad.cpp')
-rw-r--r-- | scene/3d/quad.cpp | 153 |
1 files changed, 71 insertions, 82 deletions
diff --git a/scene/3d/quad.cpp b/scene/3d/quad.cpp index e740769bd4..e32320681c 100644 --- a/scene/3d/quad.cpp +++ b/scene/3d/quad.cpp @@ -35,39 +35,36 @@ void Quad::_update() { return; Vector3 normal; - normal[axis]=1.0; - - const int axis_order_1[3]={1,2,0}; - const int axis_order_2[3]={2,0,1}; - const int a1=axis_order_1[axis]; - const int a2=axis_order_2[axis]; - + normal[axis] = 1.0; + const int axis_order_1[3] = { 1, 2, 0 }; + const int axis_order_2[3] = { 2, 0, 1 }; + const int a1 = axis_order_1[axis]; + const int a2 = axis_order_2[axis]; PoolVector<Vector3> points; points.resize(4); PoolVector<Vector3>::Write pointsw = points.write(); - Vector2 s2 = size*0.5; + Vector2 s2 = size * 0.5; Vector2 o = offset; if (!centered) - o+=s2; - - pointsw[0][a1]=-s2.x+offset.x; - pointsw[0][a2]=s2.y+offset.y; + o += s2; - pointsw[1][a1]=s2.x+offset.x; - pointsw[1][a2]=s2.y+offset.y; + pointsw[0][a1] = -s2.x + offset.x; + pointsw[0][a2] = s2.y + offset.y; - pointsw[2][a1]=s2.x+offset.x; - pointsw[2][a2]=-s2.y+offset.y; + pointsw[1][a1] = s2.x + offset.x; + pointsw[1][a2] = s2.y + offset.y; - pointsw[3][a1]=-s2.x+offset.x; - pointsw[3][a2]=-s2.y+offset.y; + pointsw[2][a1] = s2.x + offset.x; + pointsw[2][a2] = -s2.y + offset.y; + pointsw[3][a1] = -s2.x + offset.x; + pointsw[3][a2] = -s2.y + offset.y; - aabb=Rect3(pointsw[0],Vector3()); - for(int i=1;i<4;i++) + aabb = Rect3(pointsw[0], Vector3()); + for (int i = 1; i < 4; i++) aabb.expand_to(pointsw[i]); pointsw = PoolVector<Vector3>::Write(); @@ -76,21 +73,19 @@ void Quad::_update() { normals.resize(4); PoolVector<Vector3>::Write normalsw = normals.write(); - for(int i=0;i<4;i++) - normalsw[i]=normal; - - normalsw=PoolVector<Vector3>::Write(); - + for (int i = 0; i < 4; i++) + normalsw[i] = normal; + normalsw = PoolVector<Vector3>::Write(); PoolVector<Vector2> uvs; uvs.resize(4); PoolVector<Vector2>::Write uvsw = uvs.write(); - uvsw[0]=Vector2(0,0); - uvsw[1]=Vector2(1,0); - uvsw[2]=Vector2(1,1); - uvsw[3]=Vector2(0,1); + uvsw[0] = Vector2(0, 0); + uvsw[1] = Vector2(1, 0); + uvsw[2] = Vector2(1, 1); + uvsw[3] = Vector2(0, 1); uvsw = PoolVector<Vector2>::Write(); @@ -98,90 +93,86 @@ void Quad::_update() { indices.resize(6); PoolVector<int>::Write indicesw = indices.write(); - indicesw[0]=0; - indicesw[1]=1; - indicesw[2]=2; - indicesw[3]=2; - indicesw[4]=3; - indicesw[5]=0; + indicesw[0] = 0; + indicesw[1] = 1; + indicesw[2] = 2; + indicesw[3] = 2; + indicesw[4] = 3; + indicesw[5] = 0; - indicesw=PoolVector<int>::Write(); + indicesw = PoolVector<int>::Write(); Array arr; arr.resize(VS::ARRAY_MAX); - arr[VS::ARRAY_VERTEX]=points; - arr[VS::ARRAY_NORMAL]=normals; - arr[VS::ARRAY_TEX_UV]=uvs; - arr[VS::ARRAY_INDEX]=indices; - + arr[VS::ARRAY_VERTEX] = points; + arr[VS::ARRAY_NORMAL] = normals; + arr[VS::ARRAY_TEX_UV] = uvs; + arr[VS::ARRAY_INDEX] = indices; if (configured) { - VS::get_singleton()->mesh_remove_surface(mesh,0); + VS::get_singleton()->mesh_remove_surface(mesh, 0); } else { - configured=true; + configured = true; } - VS::get_singleton()->mesh_add_surface_from_arrays(mesh,VS::PRIMITIVE_TRIANGLES,arr); + VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr); - pending_update=false; + pending_update = false; } - void Quad::set_axis(Vector3::Axis p_axis) { - axis=p_axis; + axis = p_axis; _update(); } -Vector3::Axis Quad::get_axis() const{ +Vector3::Axis Quad::get_axis() const { return axis; } -void Quad::set_size(const Vector2& p_size){ +void Quad::set_size(const Vector2 &p_size) { - size=p_size; + size = p_size; _update(); } -Vector2 Quad::get_size() const{ +Vector2 Quad::get_size() const { return size; } -void Quad::set_offset(const Vector2& p_offset){ +void Quad::set_offset(const Vector2 &p_offset) { - offset=p_offset; + offset = p_offset; _update(); } -Vector2 Quad::get_offset() const{ +Vector2 Quad::get_offset() const { return offset; } -void Quad::set_centered(bool p_enabled){ +void Quad::set_centered(bool p_enabled) { - centered=p_enabled; + centered = p_enabled; _update(); } -bool Quad::is_centered() const{ +bool Quad::is_centered() const { return centered; } void Quad::_notification(int p_what) { - switch(p_what) { + switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (pending_update) _update(); - } break; case NOTIFICATION_EXIT_TREE: { - pending_update=true; - + pending_update = true; } break; } @@ -197,38 +188,36 @@ Rect3 Quad::get_aabb() const { return aabb; } -void Quad::_bind_methods(){ +void Quad::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_axis","axis"),&Quad::set_axis); - ClassDB::bind_method(D_METHOD("get_axis"),&Quad::get_axis); + ClassDB::bind_method(D_METHOD("set_axis", "axis"), &Quad::set_axis); + ClassDB::bind_method(D_METHOD("get_axis"), &Quad::get_axis); - ClassDB::bind_method(D_METHOD("set_size","size"),&Quad::set_size); - ClassDB::bind_method(D_METHOD("get_size"),&Quad::get_size); + ClassDB::bind_method(D_METHOD("set_size", "size"), &Quad::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &Quad::get_size); - ClassDB::bind_method(D_METHOD("set_centered","centered"),&Quad::set_centered); - ClassDB::bind_method(D_METHOD("is_centered"),&Quad::is_centered); + ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Quad::set_centered); + ClassDB::bind_method(D_METHOD("is_centered"), &Quad::is_centered); - ClassDB::bind_method(D_METHOD("set_offset","offset"),&Quad::set_offset); - ClassDB::bind_method(D_METHOD("get_offset"),&Quad::get_offset); - - ADD_PROPERTY( PropertyInfo( Variant::INT, "axis", PROPERTY_HINT_ENUM,"X,Y,Z" ), "set_axis", "get_axis"); - ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "size" ), "set_size", "get_size"); - ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset" ), "set_offset", "get_offset"); - ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered" ), "set_centered", "is_centered"); + ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Quad::set_offset); + ClassDB::bind_method(D_METHOD("get_offset"), &Quad::get_offset); + ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_axis", "get_axis"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); } Quad::Quad() { - pending_update=true; - centered=true; + pending_update = true; + centered = true; //offset=0; - size=Vector2(1,1); - axis=Vector3::AXIS_Z; - mesh=VisualServer::get_singleton()->mesh_create(); + size = Vector2(1, 1); + axis = Vector3::AXIS_Z; + mesh = VisualServer::get_singleton()->mesh_create(); set_base(mesh); - configured=false; - + configured = false; } Quad::~Quad() { |