A Whole New World (clang-format edition)

I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
This commit is contained in:
Rémi Verschelde
2017-03-05 16:44:50 +01:00
parent 45438e9918
commit 5dbf1809c6
1318 changed files with 140051 additions and 166004 deletions

View File

@@ -205,21 +205,23 @@ MaterialEditor::MaterialEditor() {
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
normals.push_back(v[m_idx]);\
vertices.push_back(v[m_idx]*radius);\
{ Vector2 uv(Math::atan2(v[m_idx].x,v[m_idx].z),Math::atan2(-v[m_idx].y,v[m_idx].z));\
uv/=Math_PI;\
uv*=4.0;\
uv=uv*0.5+Vector2(0.5,0.5);\
uvs.push_back(uv);\
}\
{ Vector3 t = tt.xform(v[m_idx]);\
tangents.push_back(t.x);\
tangents.push_back(t.y);\
tangents.push_back(t.z);\
tangents.push_back(1.0);\
}
#define ADD_POINT(m_idx) \
normals.push_back(v[m_idx]); \
vertices.push_back(v[m_idx] * radius); \
{ \
Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
uv /= Math_PI; \
uv *= 4.0; \
uv = uv * 0.5 + Vector2(0.5, 0.5); \
uvs.push_back(uv); \
} \
{ \
Vector3 t = tt.xform(v[m_idx]); \
tangents.push_back(t.x); \
tangents.push_back(t.y); \
tangents.push_back(t.z); \
tangents.push_back(1.0); \
}
@@ -256,15 +258,16 @@ MaterialEditor::MaterialEditor() {
PoolVector<Vector3> uvs;
int vtx_idx=0;
#define ADD_VTX(m_idx);\
vertices.push_back( face_points[m_idx] );\
normals.push_back( normal_points[m_idx] );\
tangents.push_back( normal_points[m_idx][1] );\
tangents.push_back( normal_points[m_idx][2] );\
tangents.push_back( normal_points[m_idx][0] );\
tangents.push_back( 1.0 );\
uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\
vtx_idx++;\
#define ADD_VTX(m_idx) \
; \
vertices.push_back(face_points[m_idx]); \
normals.push_back(normal_points[m_idx]); \
tangents.push_back(normal_points[m_idx][1]); \
tangents.push_back(normal_points[m_idx][2]); \
tangents.push_back(normal_points[m_idx][0]); \
tangents.push_back(1.0); \
uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
vtx_idx++;\
for (int i=0;i<6;i++) {
@@ -409,5 +412,4 @@ MaterialEditorPlugin::~MaterialEditorPlugin()
{
}
#endif