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authorKiritoDv <36680385+KiritoDv@users.noreply.github.com>2025-05-16 02:44:40 +0000
committergithub-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>2025-05-16 02:44:40 +0000
commitb53a5dbcfa24ef2aa4860b6d9512709976686de8 (patch)
tree441f2bb9c0bc8f955eb9289d19b13beab5c239c5 /src/engine/editor/Collision.h
parentbdf5ca8d603ae56ac275bebf9fde58ae72484d76 (diff)
clang formatclang-format
Diffstat (limited to 'src/engine/editor/Collision.h')
-rw-r--r--src/engine/editor/Collision.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/engine/editor/Collision.h b/src/engine/editor/Collision.h
index ee8fef4af..2ba10b362 100644
--- a/src/engine/editor/Collision.h
+++ b/src/engine/editor/Collision.h
@@ -8,16 +8,16 @@
/**
* @file Editor Collision
- *
- * Most actors use cylinder collision.
+ *
+ * Most actors use cylinder collision.
* Proper vtx intersection tests are necessary for object picking
- *
+ *
* Therefore, generate a full collision mesh for actors
*/
#define EDITOR_GFX_GET_OPCODE(var) ((uint32_t) ((var) & 0xFF000000))
namespace Editor {
- void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale);
- void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles);
-} \ No newline at end of file
+void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale);
+void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles);
+} // namespace Editor