Reformat the code, using:

find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
This commit is contained in:
Desour
2024-03-20 19:35:52 +01:00
parent eb4dec46c2
commit 2bf1d12353
292 changed files with 37376 additions and 42421 deletions

View File

@ -12,76 +12,74 @@ namespace irr
namespace scene
{
class CMeshSceneNode : public IMeshSceneNode
{
public:
class CMeshSceneNode : public IMeshSceneNode
{
public:
//! constructor
CMeshSceneNode(IMesh *mesh, ISceneNode *parent, ISceneManager *mgr, s32 id,
const core::vector3df &position = core::vector3df(0, 0, 0),
const core::vector3df &rotation = core::vector3df(0, 0, 0),
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f));
//! constructor
CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
//! destructor
virtual ~CMeshSceneNode();
//! destructor
virtual ~CMeshSceneNode();
//! frame
void OnRegisterSceneNode() override;
//! frame
void OnRegisterSceneNode() override;
//! renders the node.
void render() override;
//! renders the node.
void render() override;
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32> &getBoundingBox() const override;
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& getBoundingBox() const override;
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hierarchy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial &getMaterial(u32 i) override;
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hierarchy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& getMaterial(u32 i) override;
//! returns amount of materials used by this scene node.
u32 getMaterialCount() const override;
//! returns amount of materials used by this scene node.
u32 getMaterialCount() const override;
//! Returns type of the scene node
ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; }
//! Returns type of the scene node
ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; }
//! Sets a new mesh
void setMesh(IMesh *mesh) override;
//! Sets a new mesh
void setMesh(IMesh* mesh) override;
//! Returns the current mesh
IMesh *getMesh(void) override { return Mesh; }
//! Returns the current mesh
IMesh* getMesh(void) override { return Mesh; }
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
void setReadOnlyMaterials(bool readonly) override;
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
void setReadOnlyMaterials(bool readonly) override;
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool isReadOnlyMaterials() const override;
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool isReadOnlyMaterials() const override;
//! Creates a clone of this scene node and its children.
ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) override;
//! Creates a clone of this scene node and its children.
ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached child.
bool removeChild(ISceneNode *child) override;
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached child.
bool removeChild(ISceneNode* child) override;
protected:
void copyMaterials();
protected:
core::array<video::SMaterial> Materials;
core::aabbox3d<f32> Box;
video::SMaterial ReadOnlyMaterial;
void copyMaterials();
IMesh *Mesh;
core::array<video::SMaterial> Materials;
core::aabbox3d<f32> Box;
video::SMaterial ReadOnlyMaterial;
IMesh* Mesh;
s32 PassCount;
bool ReadOnlyMaterials;
};
s32 PassCount;
bool ReadOnlyMaterials;
};
} // end namespace scene
} // end namespace irr