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

@ -6,14 +6,15 @@
// File format designed by Mark Sibly for the Blitz3D engine and has been
// declared public domain
#pragma once
#include "SMaterial.h"
#include "irrMath.h"
namespace irr {
namespace scene {
namespace irr
{
namespace scene
{
struct SB3dChunkHeader
{
@ -23,14 +24,14 @@ struct SB3dChunkHeader
struct SB3dChunk
{
SB3dChunk(const SB3dChunkHeader& header, long sp)
: length(header.size+8), startposition(sp)
SB3dChunk(const SB3dChunkHeader &header, long sp) :
length(header.size + 8), startposition(sp)
{
length = core::max_(length, 8);
name[0]=header.name[0];
name[1]=header.name[1];
name[2]=header.name[2];
name[3]=header.name[3];
name[0] = header.name[0];
name[1] = header.name[1];
name[2] = header.name[2];
name[3] = header.name[3];
}
c8 name[4];
s32 length;
@ -51,17 +52,18 @@ struct SB3dTexture
struct SB3dMaterial
{
SB3dMaterial() : red(1.0f), green(1.0f),
blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
fx(0)
SB3dMaterial() :
red(1.0f), green(1.0f),
blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
fx(0)
{
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
Textures[i]=0;
for (u32 i = 0; i < video::MATERIAL_MAX_TEXTURES; ++i)
Textures[i] = 0;
}
video::SMaterial Material;
f32 red, green, blue, alpha;
f32 shininess;
s32 blend,fx;
s32 blend, fx;
SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
};