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Clang-format continuation indent fixes + .gitignore additions

* Proper support for continuation indents in clang format
* make src/wieldmesh.h proper and remove it from whitelist
* Add CLion default build directories in .gitignore
This commit is contained in:
Loïc Blot 2017-04-06 15:37:02 +02:00
parent 00138a52d8
commit be06636965
4 changed files with 12 additions and 13 deletions

View file

@ -20,8 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER
#include "irrlichttypes_extrabloated.h"
#include <string>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
@ -31,30 +31,27 @@ struct TileSpec;
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode: public scene::ISceneNode
class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
void setCube(const TileSpec tiles[6],
v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
scene::IMesh *getMesh()
{ return m_meshnode->getMesh(); }
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render();
virtual const aabb3f &getBoundingBox() const
{ return m_bounding_box; }
virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
private:
void changeToMesh(scene::IMesh *mesh);
@ -84,6 +81,5 @@ private:
scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
#endif