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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>
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@ -10,8 +10,8 @@ namespace irr
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{
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namespace scene
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{
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class ICameraSceneNode;
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class IMeshBuffer;
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class ICameraSceneNode;
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class IMeshBuffer;
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//! A billboard scene node.
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/** A billboard is like a 3d sprite: A 2d element,
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@ -21,14 +21,13 @@ lensflares, particles and things like that.
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class IBillboardSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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IBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0))
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: ISceneNode(parent, mgr, id, position) {}
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IBillboardSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
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const core::vector3df &position = core::vector3df(0, 0, 0)) :
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ISceneNode(parent, mgr, id, position) {}
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//! Sets the size of the billboard, making it rectangular.
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virtual void setSize(const core::dimension2d<f32>& size) = 0;
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virtual void setSize(const core::dimension2d<f32> &size) = 0;
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//! Sets the size of the billboard with independent widths of the bottom and top edges.
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/** \param[in] height The height of the billboard.
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@ -42,38 +41,38 @@ public:
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Use getWidths() to retrieve the bottom and top edges independently.
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\return Size of the billboard.
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*/
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virtual const core::dimension2d<f32>& getSize() const = 0;
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virtual const core::dimension2d<f32> &getSize() const = 0;
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//! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
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/** \param[out] height The height of the billboard.
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\param[out] bottomEdgeWidth The width of the bottom edge of the billboard.
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\param[out] topEdgeWidth The width of the top edge of the billboard.
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*/
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virtual void getSize(f32& height, f32& bottomEdgeWidth, f32& topEdgeWidth) const =0;
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virtual void getSize(f32 &height, f32 &bottomEdgeWidth, f32 &topEdgeWidth) const = 0;
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//! Set the color of all vertices of the billboard
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/** \param[in] overallColor Color to set */
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virtual void setColor(const video::SColor& overallColor) = 0;
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virtual void setColor(const video::SColor &overallColor) = 0;
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//! Set the color of the top and bottom vertices of the billboard
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/** \param[in] topColor Color to set the top vertices
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\param[in] bottomColor Color to set the bottom vertices */
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virtual void setColor(const video::SColor& topColor,
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const video::SColor& bottomColor) = 0;
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virtual void setColor(const video::SColor &topColor,
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const video::SColor &bottomColor) = 0;
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//! Gets the color of the top and bottom vertices of the billboard
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/** \param[out] topColor Stores the color of the top vertices
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\param[out] bottomColor Stores the color of the bottom vertices */
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virtual void getColor(video::SColor& topColor,
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video::SColor& bottomColor) const = 0;
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virtual void getColor(video::SColor &topColor,
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video::SColor &bottomColor) const = 0;
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//! Get the real boundingbox used by the billboard, which can depend on the active camera.
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/** The boundingbox returned will use absolute coordinates.
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The billboard orients itself toward the camera and some only update in render().
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So we don't know the real boundingboxes before that. Which would be too late for culling.
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That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
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to contain the billboard. While this function can return the real one. */
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virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
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So we don't know the real boundingboxes before that. Which would be too late for culling.
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That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
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to contain the billboard. While this function can return the real one. */
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virtual const core::aabbox3d<f32> &getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode *camera) = 0;
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//! Get the amount of mesh buffers.
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/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
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@ -84,7 +83,7 @@ public:
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So this is mainly useful to access/modify the uv-coordinates.
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\param nr: Zero based index of the mesh buffer.
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\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
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virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
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};
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} // end namespace scene
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