#18051: Fix indentation issues introduced during clean up
(cherry picked from commit 6b611e6431
)
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d330bee1c2
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57c281557a
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@ -112,7 +112,7 @@ namespace Godot
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public Vector3 GetLongestAxis()
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public Vector3 GetLongestAxis()
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{
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{
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var axis = new Vector3(1f, 0f, 0f);
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var axis = new Vector3(1f, 0f, 0f);
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real_t max_size = size.x;
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real_t max_size = size.x;
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if (size.y > max_size)
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if (size.y > max_size)
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{
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{
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@ -149,7 +149,7 @@ namespace Godot
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public real_t GetLongestAxisSize()
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public real_t GetLongestAxisSize()
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{
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{
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real_t max_size = size.x;
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real_t max_size = size.x;
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if (size.y > max_size)
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if (size.y > max_size)
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max_size = size.y;
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max_size = size.y;
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@ -163,7 +163,7 @@ namespace Godot
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public Vector3 GetShortestAxis()
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public Vector3 GetShortestAxis()
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{
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{
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var axis = new Vector3(1f, 0f, 0f);
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var axis = new Vector3(1f, 0f, 0f);
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real_t max_size = size.x;
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real_t max_size = size.x;
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if (size.y < max_size)
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if (size.y < max_size)
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{
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{
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@ -182,7 +182,7 @@ namespace Godot
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public Vector3.Axis GetShortestAxisIndex()
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public Vector3.Axis GetShortestAxisIndex()
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{
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{
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var axis = Vector3.Axis.X;
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var axis = Vector3.Axis.X;
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real_t max_size = size.x;
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real_t max_size = size.x;
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if (size.y < max_size)
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if (size.y < max_size)
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{
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{
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@ -200,7 +200,7 @@ namespace Godot
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public real_t GetShortestAxisSize()
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public real_t GetShortestAxisSize()
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{
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{
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real_t max_size = size.x;
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real_t max_size = size.x;
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if (size.y < max_size)
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if (size.y < max_size)
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max_size = size.y;
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max_size = size.y;
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@ -396,8 +396,8 @@ namespace Godot
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{
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{
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Vector3 beg_1 = position;
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Vector3 beg_1 = position;
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Vector3 beg_2 = with.position;
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Vector3 beg_2 = with.position;
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var end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
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var end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
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var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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var min = new Vector3(
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var min = new Vector3(
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beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
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beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
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@ -135,7 +135,7 @@ namespace Godot
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if (increment > 0)
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if (increment > 0)
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{
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{
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int idx = 0;
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int idx = 0;
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for (int i = from; i < to; i += increment)
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for (int i = from; i < to; i += increment)
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{
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{
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ret[idx++] = i;
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ret[idx++] = i;
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@ -143,7 +143,7 @@ namespace Godot
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}
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}
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else
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else
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{
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{
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int idx = 0;
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int idx = 0;
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for (int i = from; i > to; i += increment)
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for (int i = from; i > to; i += increment)
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{
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{
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ret[idx++] = i;
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ret[idx++] = i;
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@ -80,7 +80,7 @@ namespace Godot
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if (Mathf.Abs(denom) <= Mathf.Epsilon)
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if (Mathf.Abs(denom) <= Mathf.Epsilon)
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return new Vector3();
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return new Vector3();
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Vector3 result = b.normal.Cross(c.normal) * d +
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Vector3 result = b.normal.Cross(c.normal) * d +
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c.normal.Cross(normal) * b.d +
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c.normal.Cross(normal) * b.d +
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normal.Cross(b.normal) * c.d;
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normal.Cross(b.normal) * c.d;
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@ -141,12 +141,12 @@ namespace Godot
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// </summary>
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// </summary>
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public static string Capitalize(this string instance)
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public static string Capitalize(this string instance)
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{
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{
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string aux = instance.Replace("_", " ").ToLower();
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string aux = instance.Replace("_", " ").ToLower();
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var cap = string.Empty;
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var cap = string.Empty;
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for (int i = 0; i < aux.GetSliceCount(" "); i++)
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for (int i = 0; i < aux.GetSliceCount(" "); i++)
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{
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{
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string slice = aux.GetSlicec(' ', i);
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string slice = aux.GetSlicec(' ', i);
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if (slice.Length > 0)
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if (slice.Length > 0)
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{
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{
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slice = char.ToUpper(slice[0]) + slice.Substring(1);
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slice = char.ToUpper(slice[0]) + slice.Substring(1);
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@ -842,8 +842,8 @@ namespace Godot
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public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
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public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
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{
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{
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var ret = new List<float>();
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var ret = new List<float>();
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int from = 0;
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int from = 0;
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int len = instance.Length;
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int len = instance.Length;
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while (true)
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while (true)
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{
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{
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@ -185,7 +185,7 @@ namespace Godot
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// Construct matrix
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// Construct matrix
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var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
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var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
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Vector2 scale = s1.LinearInterpolate(s2, c);
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Vector2 scale = s1.LinearInterpolate(s2, c);
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res.x *= scale;
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res.x *= scale;
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res.y *= scale;
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res.y *= scale;
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@ -100,7 +100,7 @@ namespace Godot
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public Vector2 Clamped(real_t length)
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public Vector2 Clamped(real_t length)
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{
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{
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var v = this;
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var v = this;
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real_t l = Length();
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real_t l = Length();
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if (l > 0 && length < l)
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if (l > 0 && length < l)
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{
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{
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