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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/shape.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/shape.h')
| -rw-r--r-- | scene/resources/shape.h | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/scene/resources/shape.h b/scene/resources/shape.h index 29a93b642..8a8ecf122 100644 --- a/scene/resources/shape.h +++ b/scene/resources/shape.h @@ -34,26 +34,24 @@ class Mesh; class Shape : public Resource { - GDCLASS( Shape, Resource ); - OBJ_SAVE_TYPE( Shape ); + GDCLASS(Shape, Resource); + OBJ_SAVE_TYPE(Shape); RES_BASE_EXTENSION("shp"); RID shape; Ref<Mesh> debug_mesh_cache; protected: - _FORCE_INLINE_ RID get_shape() const { return shape; } Shape(RID p_shape); - virtual Vector<Vector3> _gen_debug_mesh_lines()=0;// { return Vector<Vector3>(); } + virtual Vector<Vector3> _gen_debug_mesh_lines() = 0; // { return Vector<Vector3>(); } public: - virtual RID get_rid() const { return shape; } Ref<Mesh> get_debug_mesh(); - void add_vertices_to_array(PoolVector<Vector3> &array, const Transform& p_xform); + void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform); Shape(); ~Shape(); |
