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

@ -28,68 +28,60 @@
/*************************************************************************/
#include "immediate_geometry.h"
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture) {
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
VS::get_singleton()->immediate_begin(im, (VS::PrimitiveType)p_primitive, p_texture.is_valid() ? p_texture->get_rid() : RID());
if (p_texture.is_valid())
cached_textures.push_back(p_texture);
}
void ImmediateGeometry::set_normal(const Vector3& p_normal){
void ImmediateGeometry::set_normal(const Vector3 &p_normal) {
VS::get_singleton()->immediate_normal(im,p_normal);
VS::get_singleton()->immediate_normal(im, p_normal);
}
void ImmediateGeometry::set_tangent(const Plane& p_tangent){
VS::get_singleton()->immediate_tangent(im,p_tangent);
void ImmediateGeometry::set_tangent(const Plane &p_tangent) {
VS::get_singleton()->immediate_tangent(im, p_tangent);
}
void ImmediateGeometry::set_color(const Color& p_color){
VS::get_singleton()->immediate_color(im,p_color);
void ImmediateGeometry::set_color(const Color &p_color) {
VS::get_singleton()->immediate_color(im, p_color);
}
void ImmediateGeometry::set_uv(const Vector2& p_uv){
VS::get_singleton()->immediate_uv(im,p_uv);
void ImmediateGeometry::set_uv(const Vector2 &p_uv) {
VS::get_singleton()->immediate_uv(im, p_uv);
}
void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
VS::get_singleton()->immediate_uv2(im,p_uv2);
void ImmediateGeometry::set_uv2(const Vector2 &p_uv2) {
VS::get_singleton()->immediate_uv2(im, p_uv2);
}
void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
void ImmediateGeometry::add_vertex(const Vector3 &p_vertex) {
VS::get_singleton()->immediate_vertex(im,p_vertex);
VS::get_singleton()->immediate_vertex(im, p_vertex);
if (empty) {
aabb.pos=p_vertex;
aabb.size=Vector3();
empty=false;
aabb.pos = p_vertex;
aabb.size = Vector3();
empty = false;
} else {
aabb.expand_to(p_vertex);
}
}
void ImmediateGeometry::end(){
void ImmediateGeometry::end() {
VS::get_singleton()->immediate_end(im);
}
void ImmediateGeometry::clear(){
void ImmediateGeometry::clear() {
VS::get_singleton()->immediate_clear(im);
empty=true;
empty = true;
cached_textures.clear();
}
Rect3 ImmediateGeometry::get_aabb() const {
@ -101,44 +93,41 @@ PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
for(int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
for (int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = p_lons; j >= 1; j--) {
for (int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / p_lons;
double lng1 = 2 * Math_PI * (double)(j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
Vector3 v[4] = {
Vector3(x1 * zr0, z0, y1 * zr0),
Vector3(x1 * zr1, z1, y1 * zr1),
Vector3(x0 * zr1, z1, y0 * zr1),
Vector3(x0 * zr0, z0, y0 * zr0)
};
#define ADD_POINT(m_idx)\
if (p_add_uv) {\
set_uv(Vector2(Math::atan2(v[m_idx].x,v[m_idx].z)/Math_PI * 0.5+0.5,v[m_idx].y*0.5+0.5));\
set_tangent(Plane(Vector3(-v[m_idx].z,v[m_idx].y,v[m_idx].x),1)); \
}\
set_normal(v[m_idx]);\
add_vertex(v[m_idx]*p_radius);
#define ADD_POINT(m_idx) \
if (p_add_uv) { \
set_uv(Vector2(Math::atan2(v[m_idx].x, v[m_idx].z) / Math_PI * 0.5 + 0.5, v[m_idx].y * 0.5 + 0.5)); \
set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1)); \
} \
set_normal(v[m_idx]); \
add_vertex(v[m_idx] * p_radius);
ADD_POINT(0);
ADD_POINT(1);
@ -149,37 +138,30 @@ void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool
ADD_POINT(0);
}
}
}
void ImmediateGeometry::_bind_methods() {
ClassDB::bind_method(D_METHOD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin,DEFVAL(Ref<Texture>()));
ClassDB::bind_method(D_METHOD("set_normal","normal"),&ImmediateGeometry::set_normal);
ClassDB::bind_method(D_METHOD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
ClassDB::bind_method(D_METHOD("set_color","color"),&ImmediateGeometry::set_color);
ClassDB::bind_method(D_METHOD("set_uv","uv"),&ImmediateGeometry::set_uv);
ClassDB::bind_method(D_METHOD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
ClassDB::bind_method(D_METHOD("add_vertex","pos"),&ImmediateGeometry::add_vertex);
ClassDB::bind_method(D_METHOD("add_sphere","lats","lons","radius","add_uv"),&ImmediateGeometry::add_sphere,DEFVAL(true));
ClassDB::bind_method(D_METHOD("end"),&ImmediateGeometry::end);
ClassDB::bind_method(D_METHOD("clear"),&ImmediateGeometry::clear);
ClassDB::bind_method(D_METHOD("begin", "primitive", "texture:Texture"), &ImmediateGeometry::begin, DEFVAL(Ref<Texture>()));
ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry::set_normal);
ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry::set_tangent);
ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry::set_color);
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry::set_uv);
ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry::set_uv2);
ClassDB::bind_method(D_METHOD("add_vertex", "pos"), &ImmediateGeometry::add_vertex);
ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry::add_sphere, DEFVAL(true));
ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry::end);
ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry::clear);
}
ImmediateGeometry::ImmediateGeometry() {
im = VisualServer::get_singleton()->immediate_create();
set_base(im);
empty=true;
empty = true;
}
ImmediateGeometry::~ImmediateGeometry() {
VisualServer::get_singleton()->free(im);
}