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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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@ -13,23 +13,21 @@ namespace irr
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namespace scene
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{
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class ICameraSceneNode;
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class ICameraSceneNode;
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class ISceneCollisionManager : public virtual IReferenceCounted
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{
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public:
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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/** \param pos: Screen coordinates in pixels.
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\param camera: Camera from which the ray starts. If null, the
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active camera is used.
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\return Ray starting from the position of the camera and ending
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at a length of the far value of the camera at a position which
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would be behind the 2d screen coordinates. */
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
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};
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class ISceneCollisionManager : public virtual IReferenceCounted
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{
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public:
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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/** \param pos: Screen coordinates in pixels.
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\param camera: Camera from which the ray starts. If null, the
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active camera is used.
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\return Ray starting from the position of the camera and ending
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at a length of the far value of the camera at a position which
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would be behind the 2d screen coordinates. */
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32> &pos, const ICameraSceneNode *camera = 0) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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