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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
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@@ -28,15 +28,15 @@
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/*************************************************************************/
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#include "editor_preview_plugins.h"
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#include "io/resource_loader.h"
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#include "editor/editor_settings.h"
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#include "io/file_access_memory.h"
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#include "io/resource_loader.h"
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#include "os/os.h"
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#include "scene/resources/material.h"
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//#include "scene/resources/sample.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/bit_mask.h"
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#include "editor/editor_scale.h"
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#include "scene/resources/bit_mask.h"
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#include "scene/resources/mesh.h"
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#if 0
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bool EditorTexturePreviewPlugin::handles(const String& p_type) const {
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@@ -345,21 +345,23 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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Vector3(x0 * zr0, z0, y0 *zr0)
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};
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#define ADD_POINT(m_idx) \
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normals.push_back(v[m_idx]);\
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vertices.push_back(v[m_idx]*radius);\
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{ Vector2 uv(Math::atan2(v[m_idx].x,v[m_idx].z),Math::atan2(-v[m_idx].y,v[m_idx].z));\
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uv/=Math_PI;\
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uv*=4.0;\
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uv=uv*0.5+Vector2(0.5,0.5);\
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uvs.push_back(uv);\
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}\
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{ Vector3 t = tt.xform(v[m_idx]);\
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tangents.push_back(t.x);\
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tangents.push_back(t.y);\
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tangents.push_back(t.z);\
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tangents.push_back(1.0);\
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}
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#define ADD_POINT(m_idx) \
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normals.push_back(v[m_idx]); \
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vertices.push_back(v[m_idx] * radius); \
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{ \
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Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
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uv /= Math_PI; \
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uv *= 4.0; \
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uv = uv * 0.5 + Vector2(0.5, 0.5); \
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uvs.push_back(uv); \
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} \
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{ \
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Vector3 t = tt.xform(v[m_idx]); \
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tangents.push_back(t.x); \
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tangents.push_back(t.y); \
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tangents.push_back(t.z); \
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tangents.push_back(1.0); \
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}
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