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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

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