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

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