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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
This commit is contained in:
Rémi Verschelde
2017-03-05 16:44:50 +01:00
parent 45438e9918
commit 5dbf1809c6
1318 changed files with 140051 additions and 166004 deletions

View File

@@ -29,11 +29,11 @@
#ifndef TRIANGLE_MESH_H
#define TRIANGLE_MESH_H
#include "reference.h"
#include "face3.h"
#include "reference.h"
class TriangleMesh : public Reference {
GDCLASS( TriangleMesh, Reference);
GDCLASS(TriangleMesh, Reference);
struct Triangle {
@@ -56,7 +56,7 @@ class TriangleMesh : public Reference {
struct BVHCmpX {
bool operator()(const BVH* p_left, const BVH* p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.x < p_right->center.x;
}
@@ -64,35 +64,33 @@ class TriangleMesh : public Reference {
struct BVHCmpY {
bool operator()(const BVH* p_left, const BVH* p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.y < p_right->center.y;
}
};
struct BVHCmpZ {
bool operator()(const BVH* p_left, const BVH* p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.z < p_right->center.z;
}
};
int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
PoolVector<BVH> bvh;
int max_depth;
bool valid;
public:
bool is_valid() const;
bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
Vector3 get_area_normal(const Rect3& p_aabb) const;
bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const;
Vector3 get_area_normal(const Rect3 &p_aabb) const;
PoolVector<Face3> get_faces() const;
void create(const PoolVector<Vector3>& p_faces);
void create(const PoolVector<Vector3> &p_faces);
TriangleMesh();
};