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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/sphere_shape.cpp | |
| 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/sphere_shape.cpp | 40 |
1 files changed, 19 insertions, 21 deletions
diff --git a/scene/resources/sphere_shape.cpp b/scene/resources/sphere_shape.cpp index 302962592..c242e748a 100644 --- a/scene/resources/sphere_shape.cpp +++ b/scene/resources/sphere_shape.cpp @@ -31,24 +31,23 @@ Vector<Vector3> SphereShape::_gen_debug_mesh_lines() { - float r=get_radius(); + float r = get_radius(); Vector<Vector3> points; - for(int i=0;i<=360;i++) { + for (int i = 0; i <= 360; i++) { - float ra=Math::deg2rad((float)i); - float rb=Math::deg2rad((float)i+1); - Point2 a = Vector2(Math::sin(ra),Math::cos(ra))*r; - Point2 b = Vector2(Math::sin(rb),Math::cos(rb))*r; - - points.push_back(Vector3(a.x,0,a.y)); - points.push_back(Vector3(b.x,0,b.y)); - points.push_back(Vector3(0,a.x,a.y)); - points.push_back(Vector3(0,b.x,b.y)); - points.push_back(Vector3(a.x,a.y,0)); - points.push_back(Vector3(b.x,b.y,0)); + float ra = Math::deg2rad((float)i); + float rb = Math::deg2rad((float)i + 1); + Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r; + Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r; + points.push_back(Vector3(a.x, 0, a.y)); + points.push_back(Vector3(b.x, 0, b.y)); + points.push_back(Vector3(0, a.x, a.y)); + points.push_back(Vector3(0, b.x, b.y)); + points.push_back(Vector3(a.x, a.y, 0)); + points.push_back(Vector3(b.x, b.y, 0)); } return points; @@ -56,12 +55,12 @@ Vector<Vector3> SphereShape::_gen_debug_mesh_lines() { void SphereShape::_update_shape() { - PhysicsServer::get_singleton()->shape_set_data(get_shape(),radius); + PhysicsServer::get_singleton()->shape_set_data(get_shape(), radius); } void SphereShape::set_radius(float p_radius) { - radius=p_radius; + radius = p_radius; _update_shape(); notify_change_to_owners(); _change_notify("radius"); @@ -72,17 +71,16 @@ float SphereShape::get_radius() const { return radius; } - void SphereShape::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_radius","radius"),&SphereShape::set_radius); - ClassDB::bind_method(D_METHOD("get_radius"),&SphereShape::get_radius); - - ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0,4096,0.01"), "set_radius", "get_radius"); + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape::get_radius); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_radius", "get_radius"); } -SphereShape::SphereShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) { +SphereShape::SphereShape() + : Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) { set_radius(1.0); } |
