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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 14:29:06 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 16:54:55 +0200 |
commit | 07bc4e2f96f8f47991339654ff4ab16acc19d44f (patch) | |
tree | 43cdc7cfe8239c23065616a931de3769d2db1e86 /scene/resources/particles_material.cpp | |
parent | 0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (diff) | |
download | redot-engine-07bc4e2f96f8f47991339654ff4ab16acc19d44f.tar.gz |
Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r-- | scene/resources/particles_material.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index e24cddd013..2f65c92181 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -637,6 +637,7 @@ void ParticlesMaterial::set_flatness(float p_flatness) { flatness = p_flatness; RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness); } + float ParticlesMaterial::get_flatness() const { return flatness; } @@ -687,6 +688,7 @@ void ParticlesMaterial::set_param(Parameter p_param, float p_value) { break; // Can't happen, but silences warning } } + float ParticlesMaterial::get_param(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); @@ -739,6 +741,7 @@ void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) { break; // Can't happen, but silences warning } } + float ParticlesMaterial::get_param_randomness(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); @@ -811,6 +814,7 @@ void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D _queue_shader_change(); } + Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const { ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>()); @@ -896,12 +900,15 @@ ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const { float ParticlesMaterial::get_emission_sphere_radius() const { return emission_sphere_radius; } + Vector3 ParticlesMaterial::get_emission_box_extents() const { return emission_box_extents; } + Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const { return emission_point_texture; } + Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const { return emission_normal_texture; } |