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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/resources/mesh_data_tool.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/resources/mesh_data_tool.h')
| -rw-r--r-- | scene/resources/mesh_data_tool.h | 42 |
1 files changed, 20 insertions, 22 deletions
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h index fa9c50d2e..14318a9f8 100644 --- a/scene/resources/mesh_data_tool.h +++ b/scene/resources/mesh_data_tool.h @@ -31,10 +31,9 @@ #include "scene/resources/mesh.h" -class MeshDataTool : public Reference { - - GDCLASS(MeshDataTool,Reference); +class MeshDataTool : public Reference { + GDCLASS(MeshDataTool, Reference); int format; struct Vertex { @@ -69,18 +68,17 @@ class MeshDataTool : public Reference { Variant meta; }; - Vector<Face> faces; Ref<Material> material; -protected: +protected: static void _bind_methods(); -public: +public: void clear(); - Error create_from_surface(const Ref<Mesh>& p_mesh,int p_surface); - Error commit_to_surface(const Ref<Mesh>& p_mesh); + Error create_from_surface(const Ref<Mesh> &p_mesh, int p_surface); + Error commit_to_surface(const Ref<Mesh> &p_mesh); int get_format() const; @@ -89,44 +87,44 @@ public: int get_face_count() const; Vector3 get_vertex(int p_idx) const; - void set_vertex(int p_idx,const Vector3& p_vertex); + void set_vertex(int p_idx, const Vector3 &p_vertex); Vector3 get_vertex_normal(int p_idx) const; - void set_vertex_normal(int p_idx,const Vector3& p_normal); + void set_vertex_normal(int p_idx, const Vector3 &p_normal); Plane get_vertex_tangent(int p_idx) const; - void set_vertex_tangent(int p_idx,const Plane& p_tangent); + void set_vertex_tangent(int p_idx, const Plane &p_tangent); Vector2 get_vertex_uv(int p_idx) const; - void set_vertex_uv(int p_idx,const Vector2& p_uv); + void set_vertex_uv(int p_idx, const Vector2 &p_uv); Vector2 get_vertex_uv2(int p_idx) const; - void set_vertex_uv2(int p_idx,const Vector2& p_uv2); + void set_vertex_uv2(int p_idx, const Vector2 &p_uv2); Color get_vertex_color(int p_idx) const; - void set_vertex_color(int p_idx,const Color& p_color); + void set_vertex_color(int p_idx, const Color &p_color); Vector<int> get_vertex_bones(int p_idx) const; - void set_vertex_bones(int p_idx,const Vector<int>& p_bones); + void set_vertex_bones(int p_idx, const Vector<int> &p_bones); Vector<float> get_vertex_weights(int p_idx) const; - void set_vertex_weights(int p_idx,const Vector<float>& p_weights); + void set_vertex_weights(int p_idx, const Vector<float> &p_weights); Variant get_vertex_meta(int p_idx) const; - void set_vertex_meta(int p_idx,const Variant& p_meta); + void set_vertex_meta(int p_idx, const Variant &p_meta); Vector<int> get_vertex_edges(int p_idx) const; Vector<int> get_vertex_faces(int p_idx) const; - int get_edge_vertex(int p_edge,int p_vertex) const; + int get_edge_vertex(int p_edge, int p_vertex) const; Vector<int> get_edge_faces(int p_edge) const; Variant get_edge_meta(int p_idx) const; - void set_edge_meta(int p_idx,const Variant& p_meta); + void set_edge_meta(int p_idx, const Variant &p_meta); - int get_face_vertex(int p_face,int p_vertex) const; - int get_face_edge(int p_face,int p_vertex) const; + int get_face_vertex(int p_face, int p_vertex) const; + int get_face_edge(int p_face, int p_vertex) const; Variant get_face_meta(int p_face) const; - void set_face_meta(int p_face,const Variant& p_meta); + void set_face_meta(int p_face, const Variant &p_meta); Vector3 get_face_normal(int p_face) const; Ref<Material> get_material() const; |
