Format more engine code
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@@ -14,14 +14,12 @@
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/// <seealso cref="Actor" />
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API_CLASS() class FLAXENGINE_API Foliage final : public Actor
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{
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DECLARE_SCENE_OBJECT(Foliage);
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DECLARE_SCENE_OBJECT(Foliage);
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private:
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bool _disableFoliageTypeEvents;
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int32 _sceneRenderingKey = -1;
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public:
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/// <summary>
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/// The allocated foliage instances. It's read-only.
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/// </summary>
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@@ -46,7 +44,6 @@ public:
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Array<FoliageType> FoliageTypes;
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public:
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/// <summary>
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/// Gets the total amount of the instanced of foliage.
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/// </summary>
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@@ -138,7 +135,6 @@ public:
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API_FUNCTION() void UpdateCullDistance();
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public:
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/// <summary>
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/// Gets the global density scale for all foliage instances. The default value is 1. Use values from range 0-1. Lower values decrease amount of foliage instances in-game. Use it to tweak game performance for slower devices.
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/// </summary>
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@@ -150,7 +146,6 @@ public:
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API_PROPERTY() static void SetGlobalDensityScale(float value);
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private:
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void AddToCluster(ChunkedArray<FoliageCluster, FOLIAGE_CLUSTER_CHUNKS_SIZE>& clusters, FoliageCluster* cluster, FoliageInstance& instance);
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#if !FOLIAGE_USE_SINGLE_QUAD_TREE && FOLIAGE_USE_DRAW_CALLS_BATCHING
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struct DrawKey
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@@ -182,7 +177,6 @@ private:
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#endif
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public:
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/// <summary>
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/// Determines if there is an intersection between the current object or any it's child and a ray.
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/// </summary>
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@@ -194,7 +188,6 @@ public:
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API_FUNCTION() bool Intersects(API_PARAM(Ref) const Ray& ray, API_PARAM(Out) Real& distance, API_PARAM(Out) Vector3& normal, API_PARAM(Out) int32& instanceIndex);
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public:
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// [Actor]
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void Draw(RenderContext& renderContext) override;
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bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
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@@ -203,7 +196,6 @@ public:
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void OnLayerChanged() override;
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protected:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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