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| author | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
| commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
| tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/collision_polygon.h | |
| parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
| download | godot-5dbf180.tar.gz godot-5dbf180.tar.zst godot-5dbf180.zip | |
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/collision_polygon.h')
| -rw-r--r-- | scene/3d/collision_polygon.h | 18 |
1 files changed, 6 insertions, 12 deletions
diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h index 693cf0640..fee146a87 100644 --- a/scene/3d/collision_polygon.h +++ b/scene/3d/collision_polygon.h @@ -32,27 +32,22 @@ #include "scene/3d/spatial.h" #include "scene/resources/shape.h" - - class CollisionPolygon : public Spatial { - GDCLASS(CollisionPolygon,Spatial); -public: + GDCLASS(CollisionPolygon, Spatial); +public: enum BuildMode { BUILD_SOLIDS, BUILD_TRIANGLES, }; protected: - - float depth; Rect3 aabb; BuildMode build_mode; Vector<Point2> polygon; - void _add_to_collision_object(Object *p_obj); void _update_parent(); @@ -60,22 +55,21 @@ protected: int shape_from; int shape_to; - void _set_shape_range(const Vector2& p_range); + void _set_shape_range(const Vector2 &p_range); Vector2 _get_shape_range() const; protected: - void _notification(int p_what); static void _bind_methods(); -public: +public: void set_build_mode(BuildMode p_mode); BuildMode get_build_mode() const; void set_depth(float p_depth); float get_depth() const; - void set_polygon(const Vector<Point2>& p_polygon); + void set_polygon(const Vector<Point2> &p_polygon); Vector<Point2> get_polygon() const; virtual Rect3 get_item_rect() const; @@ -88,5 +82,5 @@ public: CollisionPolygon(); }; -VARIANT_ENUM_CAST( CollisionPolygon::BuildMode ); +VARIANT_ENUM_CAST(CollisionPolygon::BuildMode); #endif // COLLISION_POLYGON_H |
