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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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@ -13,28 +13,26 @@ namespace scene
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class IMesh;
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//! A scene node displaying a static mesh
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class IMeshSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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/** Use setMesh() to set the mesh to display.
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*/
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IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1,1,1))
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: ISceneNode(parent, mgr, id, position, rotation, scale) {}
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*/
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IMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
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const core::vector3df &position = core::vector3df(0, 0, 0),
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const core::vector3df &rotation = core::vector3df(0, 0, 0),
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const core::vector3df &scale = core::vector3df(1, 1, 1)) :
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ISceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Sets a new mesh to display
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/** \param mesh Mesh to display. */
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virtual void setMesh(IMesh* mesh) = 0;
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virtual void setMesh(IMesh *mesh) = 0;
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//! Get the currently defined mesh for display.
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/** \return Pointer to mesh which is displayed by this node. */
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virtual IMesh* getMesh(void) = 0;
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virtual IMesh *getMesh(void) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/** In this way it is possible to change the materials of a mesh
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