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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
106 lines
3.8 KiB
C++
106 lines
3.8 KiB
C++
/*************************************************************************/
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/* ray_cast_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RAY_CAST_3D_H
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#define RAY_CAST_3D_H
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#include "scene/3d/node_3d.h"
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class RayCast3D : public Node3D {
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GDCLASS(RayCast3D, Node3D);
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bool enabled;
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bool collided;
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ObjectID against;
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int against_shape;
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Vector3 collision_point;
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Vector3 collision_normal;
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Vector3 cast_to;
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Set<RID> exclude;
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uint32_t collision_mask;
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bool exclude_parent_body;
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Node *debug_shape;
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Ref<Material> debug_material;
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void _create_debug_shape();
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void _update_debug_shape();
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void _clear_debug_shape();
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bool collide_with_areas;
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bool collide_with_bodies;
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protected:
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void _notification(int p_what);
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void _update_raycast_state();
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static void _bind_methods();
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public:
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void set_collide_with_areas(bool p_clip);
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bool is_collide_with_areas_enabled() const;
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void set_collide_with_bodies(bool p_clip);
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bool is_collide_with_bodies_enabled() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_cast_to(const Vector3 &p_point);
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Vector3 get_cast_to() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_exclude_parent_body(bool p_exclude_parent_body);
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bool get_exclude_parent_body() const;
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void force_raycast_update();
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bool is_colliding() const;
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Object *get_collider() const;
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int get_collider_shape() const;
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Vector3 get_collision_point() const;
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Vector3 get_collision_normal() const;
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void add_exception_rid(const RID &p_rid);
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void add_exception(const Object *p_object);
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void remove_exception_rid(const RID &p_rid);
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void remove_exception(const Object *p_object);
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void clear_exceptions();
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RayCast3D();
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};
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#endif // RAY_CAST_H
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