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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@ -31,24 +31,23 @@
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Vector<Vector3> SphereShape::_gen_debug_mesh_lines() {
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float r=get_radius();
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float r = get_radius();
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Vector<Vector3> points;
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for(int i=0;i<=360;i++) {
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for (int i = 0; i <= 360; i++) {
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float ra=Math::deg2rad((float)i);
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float rb=Math::deg2rad((float)i+1);
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Point2 a = Vector2(Math::sin(ra),Math::cos(ra))*r;
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Point2 b = Vector2(Math::sin(rb),Math::cos(rb))*r;
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points.push_back(Vector3(a.x,0,a.y));
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points.push_back(Vector3(b.x,0,b.y));
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points.push_back(Vector3(0,a.x,a.y));
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points.push_back(Vector3(0,b.x,b.y));
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points.push_back(Vector3(a.x,a.y,0));
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points.push_back(Vector3(b.x,b.y,0));
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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points.push_back(Vector3(a.x, 0, a.y));
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points.push_back(Vector3(b.x, 0, b.y));
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points.push_back(Vector3(0, a.x, a.y));
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points.push_back(Vector3(0, b.x, b.y));
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points.push_back(Vector3(a.x, a.y, 0));
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points.push_back(Vector3(b.x, b.y, 0));
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}
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return points;
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@ -56,12 +55,12 @@ Vector<Vector3> SphereShape::_gen_debug_mesh_lines() {
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void SphereShape::_update_shape() {
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PhysicsServer::get_singleton()->shape_set_data(get_shape(),radius);
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PhysicsServer::get_singleton()->shape_set_data(get_shape(), radius);
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}
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void SphereShape::set_radius(float p_radius) {
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radius=p_radius;
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radius = p_radius;
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_update_shape();
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notify_change_to_owners();
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_change_notify("radius");
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@ -72,17 +71,16 @@ float SphereShape::get_radius() const {
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return radius;
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}
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void SphereShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius","radius"),&SphereShape::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"),&SphereShape::get_radius);
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0,4096,0.01"), "set_radius", "get_radius");
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape::get_radius);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_radius", "get_radius");
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}
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SphereShape::SphereShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) {
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SphereShape::SphereShape()
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: Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) {
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set_radius(1.0);
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}
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