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authorRémi Verschelde2017-03-05 16:44:50 +0100
committerRémi Verschelde2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/immediate_geometry.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
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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.h27
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;