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| author | Rémi Verschelde | 2017-12-07 09:18:11 +0100 |
|---|---|---|
| committer | GitHub | 2017-12-07 09:18:11 +0100 |
| commit | 96dbf19093cfc88aa688d4321fd07c2fb9afb259 (patch) | |
| tree | d5d31273dc27f2a864bdf8620ddd2fe0a8facff5 /modules/bullet/godot_ray_world_algorithm.cpp | |
| parent | 5e19fac9872e8ba24a65bf6f9de2fdf9fa360358 (diff) | |
| parent | 13c2ff932089db24841bb971b645141218bd8586 (diff) | |
| download | godot-96dbf19093cfc88aa688d4321fd07c2fb9afb259.tar.gz godot-96dbf19093cfc88aa688d4321fd07c2fb9afb259.tar.zst godot-96dbf19093cfc88aa688d4321fd07c2fb9afb259.zip | |
Merge pull request #14332 from akien-mga/clang-format
Update style for clang-format 5.0.0, new min required version
Diffstat (limited to '')
| -rw-r--r-- | modules/bullet/godot_ray_world_algorithm.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp index 98daf8398..ba1390354 100644 --- a/modules/bullet/godot_ray_world_algorithm.cpp +++ b/modules/bullet/godot_ray_world_algorithm.cpp @@ -34,18 +34,18 @@ #include "btRayShape.h" #include "collision_object_bullet.h" -GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world) - : m_world(world) {} +GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world) : + m_world(world) {} -GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world) - : m_world(world) {} +GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world) : + m_world(world) {} -GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped) - : btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap), - m_manifoldPtr(mf), - m_ownManifold(false), - m_world(world), - m_isSwapped(isSwapped) {} +GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped) : + btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap), + m_manifoldPtr(mf), + m_ownManifold(false), + m_world(world), + m_isSwapped(isSwapped) {} GodotRayWorldAlgorithm::~GodotRayWorldAlgorithm() { if (m_ownManifold && m_manifoldPtr) { |
