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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_2d.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 '')
| -rw-r--r-- | scene/resources/shape_2d.h | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h index 6a7ec03a9..afae74c38 100644 --- a/scene/resources/shape_2d.h +++ b/scene/resources/shape_2d.h @@ -32,28 +32,27 @@ #include "resource.h" class Shape2D : public Resource { - GDCLASS( Shape2D, Resource ); - OBJ_SAVE_TYPE( Shape2D ); + GDCLASS(Shape2D, Resource); + OBJ_SAVE_TYPE(Shape2D); RID shape; real_t custom_bias; -protected: - +protected: static void _bind_methods(); - Shape2D(const RID& p_rid); -public: + Shape2D(const RID &p_rid); +public: void set_custom_solver_bias(real_t p_bias); real_t get_custom_solver_bias() const; - bool collide_with_motion(const Transform2D& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform, const Vector2 &p_p_shape_motion); - bool collide(const Transform2D& p_local_xform, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform); + bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion); + bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); - Variant collide_with_motion_and_get_contacts(const Transform2D& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform, const Vector2 &p_p_shape_motion); - Variant collide_and_get_contacts(const Transform2D& p_local_xform, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform); + Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion); + Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); - virtual void draw(const RID& p_to_rid,const Color& p_color) {} + virtual void draw(const RID &p_to_rid, const Color &p_color) {} virtual Rect2 get_rect() const { return Rect2(); } virtual RID get_rid() const; Shape2D(); |
