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authorRémi Verschelde2017-03-05 16:44:50 +0100
committerRémi Verschelde2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/resources/mesh_data_tool.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadgodot-5dbf180.tar.gz
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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.h42
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;