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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1318 changed files with 140051 additions and 166004 deletions
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@ -40,44 +40,43 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
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CollisionObject *co = p_obj->cast_to<CollisionObject>();
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ERR_FAIL_COND(!co);
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if (polygon.size()==0)
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if (polygon.size() == 0)
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return;
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bool solids=build_mode==BUILD_SOLIDS;
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bool solids = build_mode == BUILD_SOLIDS;
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Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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if (decomp.size()==0)
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Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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if (decomp.size() == 0)
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return;
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if (true || solids) {
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//here comes the sun, lalalala
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//decompose concave into multiple convex polygons and add them
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shape_from=co->get_shape_count();
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for(int i=0;i<decomp.size();i++) {
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Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
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shape_from = co->get_shape_count();
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for (int i = 0; i < decomp.size(); i++) {
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Ref<ConvexPolygonShape> convex = memnew(ConvexPolygonShape);
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PoolVector<Vector3> cp;
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int cs = decomp[i].size();
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cp.resize(cs*2);
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cp.resize(cs * 2);
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{
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PoolVector<Vector3>::Write w = cp.write();
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int idx=0;
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for(int j=0;j<cs;j++) {
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int idx = 0;
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for (int j = 0; j < cs; j++) {
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Vector2 d = decomp[i][j];
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w[idx++]=Vector3(d.x,d.y,depth*0.5);
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w[idx++]=Vector3(d.x,d.y,-depth*0.5);
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w[idx++] = Vector3(d.x, d.y, depth * 0.5);
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w[idx++] = Vector3(d.x, d.y, -depth * 0.5);
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}
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}
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convex->set_points(cp);
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co->add_shape(convex,get_transform());
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co->add_shape(convex, get_transform());
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}
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shape_to=co->get_shape_count()-1;
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if (shape_to<shape_from) {
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shape_from=-1;
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shape_to=-1;
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shape_to = co->get_shape_count() - 1;
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if (shape_to < shape_from) {
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shape_from = -1;
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shape_to = -1;
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}
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} else {
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@ -100,9 +99,7 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
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#endif
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}
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//co->add_shape(shape,get_transform());
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}
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void CollisionPolygon::_update_parent() {
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@ -119,29 +116,28 @@ void CollisionPolygon::_update_parent() {
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co->_update_shapes_from_children();
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}
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void CollisionPolygon::_set_shape_range(const Vector2& p_range) {
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void CollisionPolygon::_set_shape_range(const Vector2 &p_range) {
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shape_from=p_range.x;
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shape_to=p_range.y;
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shape_from = p_range.x;
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shape_to = p_range.y;
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}
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Vector2 CollisionPolygon::_get_shape_range() const {
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return Vector2(shape_from,shape_to);
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return Vector2(shape_from, shape_to);
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}
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void CollisionPolygon::_notification(int p_what) {
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switch(p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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can_update_body=get_tree()->is_editor_hint();
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can_update_body = get_tree()->is_editor_hint();
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set_notify_local_transform(!can_update_body);
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//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
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} break;
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case NOTIFICATION_EXIT_TREE: {
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can_update_body=false;
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can_update_body = false;
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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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@ -154,12 +150,12 @@ void CollisionPolygon::_notification(int p_what) {
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (!can_update_body && shape_from>=0 && shape_to>=0) {
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if (!can_update_body && shape_from >= 0 && shape_to >= 0) {
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CollisionObject *co = get_parent()->cast_to<CollisionObject>();
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if (co) {
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for(int i=shape_from;i<=shape_to;i++) {
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co->set_shape_transform(i,get_transform());
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for (int i = shape_from; i <= shape_to; i++) {
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co->set_shape_transform(i, get_transform());
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}
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}
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}
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@ -190,31 +186,29 @@ void CollisionPolygon::_notification(int p_what) {
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}
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}
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void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) {
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void CollisionPolygon::set_polygon(const Vector<Point2> &p_polygon) {
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polygon=p_polygon;
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polygon = p_polygon;
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if (can_update_body) {
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for(int i=0;i<polygon.size();i++) {
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for (int i = 0; i < polygon.size(); i++) {
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Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);
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Vector3 p1(polygon[i].x, polygon[i].y, depth * 0.5);
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if (i==0)
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aabb=Rect3(p1,Vector3());
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if (i == 0)
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aabb = Rect3(p1, Vector3());
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else
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aabb.expand_to(p1);
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Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
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Vector3 p2(polygon[i].x, polygon[i].y, -depth * 0.5);
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aabb.expand_to(p2);
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}
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if (aabb==Rect3()) {
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if (aabb == Rect3()) {
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aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2));
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aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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} else {
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aabb.pos-=aabb.size*0.3;
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aabb.size+=aabb.size*0.6;
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aabb.pos -= aabb.size * 0.3;
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aabb.size += aabb.size * 0.6;
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}
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_update_parent();
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}
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@ -228,14 +222,14 @@ Vector<Point2> CollisionPolygon::get_polygon() const {
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void CollisionPolygon::set_build_mode(BuildMode p_mode) {
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ERR_FAIL_INDEX(p_mode,2);
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build_mode=p_mode;
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ERR_FAIL_INDEX(p_mode, 2);
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build_mode = p_mode;
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if (!can_update_body)
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return;
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_update_parent();
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}
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CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{
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CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const {
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return build_mode;
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}
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@ -247,7 +241,7 @@ Rect3 CollisionPolygon::get_item_rect() const {
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void CollisionPolygon::set_depth(float p_depth) {
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depth=p_depth;
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depth = p_depth;
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if (!can_update_body)
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return;
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_update_parent();
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@ -267,7 +261,6 @@ String CollisionPolygon::get_configuration_warning() const {
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if (polygon.empty()) {
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return TTR("An empty CollisionPolygon has no effect on collision.");
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}
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return String();
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@ -275,37 +268,36 @@ String CollisionPolygon::get_configuration_warning() const {
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void CollisionPolygon::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
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ClassDB::bind_method(D_METHOD("_add_to_collision_object"), &CollisionPolygon::_add_to_collision_object);
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ClassDB::bind_method(D_METHOD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode);
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ClassDB::bind_method(D_METHOD("get_build_mode"),&CollisionPolygon::get_build_mode);
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ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon::set_build_mode);
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ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon::get_build_mode);
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ClassDB::bind_method(D_METHOD("set_depth","depth"),&CollisionPolygon::set_depth);
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ClassDB::bind_method(D_METHOD("get_depth"),&CollisionPolygon::get_depth);
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ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon::set_depth);
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ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon::get_depth);
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ClassDB::bind_method(D_METHOD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"),&CollisionPolygon::get_polygon);
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ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon::get_polygon);
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ClassDB::bind_method(D_METHOD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range);
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ClassDB::bind_method(D_METHOD("_get_shape_range"),&CollisionPolygon::_get_shape_range);
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ClassDB::bind_method(D_METHOD("_set_shape_range", "shape_range"), &CollisionPolygon::_set_shape_range);
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ClassDB::bind_method(D_METHOD("_get_shape_range"), &CollisionPolygon::_get_shape_range);
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ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape);
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ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape);
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ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"), &CollisionPolygon::get_collision_object_first_shape);
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ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"), &CollisionPolygon::get_collision_object_last_shape);
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ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),"set_build_mode","get_build_mode");
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),"set_depth","get_depth");
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ADD_PROPERTY( PropertyInfo(Variant::POOL_VECTOR2_ARRAY,"polygon"),"set_polygon","get_polygon");
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),"_set_shape_range","_get_shape_range");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Triangles"), "set_build_mode", "get_build_mode");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), "set_depth", "get_depth");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_shape_range", "_get_shape_range");
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}
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CollisionPolygon::CollisionPolygon() {
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shape_from=-1;
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shape_to=-1;
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can_update_body=false;
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aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2));
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build_mode=BUILD_SOLIDS;
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depth=1.0;
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shape_from = -1;
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shape_to = -1;
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can_update_body = false;
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aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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build_mode = BUILD_SOLIDS;
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depth = 1.0;
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}
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