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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/immediate_geometry.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/immediate_geometry.h')
| -rw-r--r-- | scene/3d/immediate_geometry.h | 27 |
1 files changed, 11 insertions, 16 deletions
diff --git a/scene/3d/immediate_geometry.h b/scene/3d/immediate_geometry.h index e385a34da..6e0123992 100644 --- a/scene/3d/immediate_geometry.h +++ b/scene/3d/immediate_geometry.h @@ -34,8 +34,7 @@ class ImmediateGeometry : public GeometryInstance { - GDCLASS(ImmediateGeometry,GeometryInstance); - + GDCLASS(ImmediateGeometry, GeometryInstance); RID im; //a list of texures drawn need to be kept, to avoid references @@ -43,28 +42,24 @@ class ImmediateGeometry : public GeometryInstance { List<Ref<Texture> > cached_textures; bool empty; Rect3 aabb; -protected: +protected: static void _bind_methods(); -public: - - void begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture=Ref<Texture>()); - void set_normal(const Vector3& p_normal); - void set_tangent(const Plane& p_tangent); - void set_color(const Color& p_color); - void set_uv(const Vector2& tex_uv); - void set_uv2(const Vector2& tex_uv); +public: + void begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture = Ref<Texture>()); + void set_normal(const Vector3 &p_normal); + void set_tangent(const Plane &p_tangent); + void set_color(const Color &p_color); + void set_uv(const Vector2 &tex_uv); + void set_uv2(const Vector2 &tex_uv); - void add_vertex(const Vector3& p_vertex); + void add_vertex(const Vector3 &p_vertex); void end(); void clear(); - - void add_sphere(int p_lats,int p_lons,float p_radius,bool p_add_uv=true); - - + void add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv = true); virtual Rect3 get_aabb() const; virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; |
