Implementing clang-format and applying it to all classes
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@@ -5,10 +5,8 @@
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#include <cmath>
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namespace godot {
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enum ClockDirection {
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CLOCKWISE,
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@@ -20,7 +18,7 @@ public:
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Vector3 normal;
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real_t d;
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void set_normal(const Vector3& p_normal);
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void set_normal(const Vector3 &p_normal);
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inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
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@@ -30,40 +28,41 @@ public:
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/* Plane-Point operations */
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inline Vector3 center() const { return normal*d; }
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inline Vector3 center() const { return normal * d; }
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Vector3 get_any_point() const;
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Vector3 get_any_perpendicular_normal() const;
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bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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real_t distance_to(const Vector3 &p_point) const;
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bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const;
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bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
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/* intersections */
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bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const;
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bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const;
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bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const;
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bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
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bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
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bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
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Vector3 project(const Vector3& p_point) const;
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Vector3 project(const Vector3 &p_point) const;
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/* misc */
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inline Plane operator-() const { return Plane(-normal,-d); }
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bool is_almost_like(const Plane& p_plane) const;
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inline Plane operator-() const { return Plane(-normal, -d); }
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bool is_almost_like(const Plane &p_plane) const;
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bool operator==(const Plane& p_plane) const;
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bool operator!=(const Plane& p_plane) const;
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bool operator==(const Plane &p_plane) const;
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bool operator!=(const Plane &p_plane) const;
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operator String() const;
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inline Plane() { d=0; }
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inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { }
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inline Plane() { d = 0; }
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inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
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normal(p_a, p_b, p_c),
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d(p_d) {}
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Plane(const Vector3 &p_normal, real_t p_d);
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Plane(const Vector3 &p_point, const Vector3& p_normal);
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Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
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Plane(const Vector3 &p_point, const Vector3 &p_normal);
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Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
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};
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}
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} // namespace godot
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#endif // PLANE_H
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