diff options
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/skeleton.h | |
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/skeleton.h')
-rw-r--r-- | scene/3d/skeleton.h | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 04eb3e9009..7074289724 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -29,15 +29,15 @@ #ifndef SKELETON_H #define SKELETON_H -#include "scene/3d/spatial.h" #include "rid.h" +#include "scene/3d/spatial.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class Skeleton : public Spatial { - GDCLASS( Skeleton, Spatial ); + GDCLASS(Skeleton, Spatial); struct Bone { @@ -58,7 +58,12 @@ class Skeleton : public Spatial { List<uint32_t> nodes_bound; - Bone() { parent=-1; enabled=true; custom_pose_enable=false; disable_rest=false; } + Bone() { + parent = -1; + enabled = true; + custom_pose_enable = false; + disable_rest = false; + } }; bool rest_global_inverse_dirty; @@ -70,41 +75,37 @@ class Skeleton : public Spatial { void _make_dirty(); bool dirty; -//bind helpers + //bind helpers Array _get_bound_child_nodes_to_bone(int p_bone) const { Array bound; - List<Node*> childs; - get_bound_child_nodes_to_bone(p_bone,&childs); + List<Node *> childs; + get_bound_child_nodes_to_bone(p_bone, &childs); - for (int i=0;i<childs.size();i++) { + for (int i = 0; i < childs.size(); i++) { - bound.push_back( childs[i] ); + bound.push_back(childs[i]); } return bound; } - protected: - - bool _get(const StringName& p_name,Variant &r_ret) const; - bool _set(const StringName& p_name, const Variant& p_value); - void _get_property_list( List<PropertyInfo>* p_list ) const; + bool _get(const StringName &p_name, Variant &r_ret) const; + bool _set(const StringName &p_name, const Variant &p_value); + void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); static void _bind_methods(); public: - enum { - NOTIFICATION_UPDATE_SKELETON=50 + NOTIFICATION_UPDATE_SKELETON = 50 }; - RID get_skeleton() const; // skeleton creation api - void add_bone(const String&p_name); + void add_bone(const String &p_name); int find_bone(String p_name) const; String get_bone_name(int p_bone) const; @@ -118,35 +119,34 @@ public: int get_bone_count() const; - void set_bone_rest(int p_bone, const Transform& p_rest); + void set_bone_rest(int p_bone, const Transform &p_rest); Transform get_bone_rest(int p_bone) const; Transform get_bone_transform(int p_bone) const; Transform get_bone_global_pose(int p_bone) const; - void set_bone_global_pose(int p_bone,const Transform& p_pose); + void set_bone_global_pose(int p_bone, const Transform &p_pose); void set_bone_enabled(int p_bone, bool p_enabled); bool is_bone_enabled(int p_bone) const; - void bind_child_node_to_bone(int p_bone,Node *p_node); - void unbind_child_node_from_bone(int p_bone,Node *p_node); - void get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const; + void bind_child_node_to_bone(int p_bone, Node *p_node); + void unbind_child_node_from_bone(int p_bone, Node *p_node); + void get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const; void clear_bones(); // posing api - void set_bone_pose(int p_bone, const Transform& p_pose); + void set_bone_pose(int p_bone, const Transform &p_pose); Transform get_bone_pose(int p_bone) const; - void set_bone_custom_pose(int p_bone, const Transform& p_custom_pose); + void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose); Transform get_bone_custom_pose(int p_bone) const; void localize_rests(); // used for loaders and tools Skeleton(); ~Skeleton(); - }; #endif |