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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/ray_cast.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadredot-engine-5dbf1809c6e3e905b94b8764e99491e608122261.tar.gz
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
Diffstat (limited to 'scene/3d/ray_cast.h')
-rw-r--r--scene/3d/ray_cast.h16
1 files changed, 7 insertions, 9 deletions
diff --git a/scene/3d/ray_cast.h b/scene/3d/ray_cast.h
index 32d24cc962..00a10446a5 100644
--- a/scene/3d/ray_cast.h
+++ b/scene/3d/ray_cast.h
@@ -33,8 +33,7 @@
class RayCast : public Spatial {
- GDCLASS(RayCast,Spatial);
-
+ GDCLASS(RayCast, Spatial);
bool enabled;
bool collided;
@@ -51,16 +50,15 @@ class RayCast : public Spatial {
uint32_t type_mask;
protected:
-
void _notification(int p_what);
void _update_raycast_state();
static void _bind_methods();
-public:
+public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
- void set_cast_to(const Vector3& p_point);
+ void set_cast_to(const Vector3 &p_point);
Vector3 get_cast_to() const;
void set_layer_mask(uint32_t p_mask);
@@ -76,10 +74,10 @@ public:
Vector3 get_collision_point() const;
Vector3 get_collision_normal() const;
- void add_exception_rid(const RID& p_rid);
- void add_exception(const Object* p_object);
- void remove_exception_rid(const RID& p_rid);
- void remove_exception(const Object* p_object);
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
void clear_exceptions();
RayCast();