Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

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.
This commit is contained in:
Rémi Verschelde
2020-05-14 13:23:58 +02:00
parent 710b34b702
commit 0be6d925dc
1552 changed files with 1 additions and 33876 deletions

View File

@ -32,7 +32,6 @@
#include "scene/3d/path_3d.h"
void CSGShape3D::set_use_collision(bool p_enable) {
if (use_collision == p_enable)
return;
@ -71,12 +70,10 @@ void CSGShape3D::set_collision_layer(uint32_t p_layer) {
}
uint32_t CSGShape3D::get_collision_layer() const {
return collision_layer;
}
void CSGShape3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
if (root_collision_instance.is_valid()) {
PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
@ -84,12 +81,10 @@ void CSGShape3D::set_collision_mask(uint32_t p_mask) {
}
uint32_t CSGShape3D::get_collision_mask() const {
return collision_mask;
}
void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
@ -99,12 +94,10 @@ void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
}
bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_layer();
if (p_value)
mask |= 1 << p_bit;
@ -114,12 +107,10 @@ void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
}
bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
bool CSGShape3D::is_root_shape() const {
return !parent;
}
@ -132,7 +123,6 @@ float CSGShape3D::get_snap() const {
}
void CSGShape3D::_make_dirty() {
if (!is_inside_tree())
return;
@ -151,7 +141,6 @@ void CSGShape3D::_make_dirty() {
}
CSGBrush *CSGShape3D::_get_brush() {
if (dirty) {
if (brush) {
memdelete(brush);
@ -161,7 +150,6 @@ CSGBrush *CSGShape3D::_get_brush() {
CSGBrush *n = _build_brush();
for (int i = 0; i < get_child_count(); i++) {
CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
if (!child)
continue;
@ -177,7 +165,6 @@ CSGBrush *CSGShape3D::_get_brush() {
n->copy_from(*n2, child->get_transform());
} else {
CSGBrush *nn = memnew(CSGBrush);
CSGBrush *nn2 = memnew(CSGBrush);
nn2->copy_from(*n2, child->get_transform());
@ -263,7 +250,6 @@ void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTe
void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
int i = iFace * 3 + iVert;
@ -280,7 +266,6 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const
}
void CSGShape3D::_update_shape() {
if (parent)
return;
@ -325,7 +310,6 @@ void CSGShape3D::_update_shape() {
//create arrays
for (int i = 0; i < surfaces.size(); i++) {
surfaces.write[i].vertices.resize(face_count[i] * 3);
surfaces.write[i].normals.resize(face_count[i] * 3);
surfaces.write[i].uvs.resize(face_count[i] * 3);
@ -348,13 +332,11 @@ void CSGShape3D::_update_shape() {
// Update collision faces.
if (root_collision_shape.is_valid()) {
Vector<Vector3> physics_faces;
physics_faces.resize(n->faces.size() * 3);
Vector3 *physicsw = physics_faces.ptrw();
for (int i = 0; i < n->faces.size(); i++) {
int order[3] = { 0, 1, 2 };
if (n->faces[i].invert) {
@ -372,7 +354,6 @@ void CSGShape3D::_update_shape() {
//fill arrays
{
for (int i = 0; i < n->faces.size(); i++) {
int order[3] = { 0, 1, 2 };
if (n->faces[i].invert) {
@ -388,7 +369,6 @@ void CSGShape3D::_update_shape() {
Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
for (int j = 0; j < 3; j++) {
Vector3 v = n->faces[i].vertices[j];
Vector3 normal = p.normal;
@ -398,7 +378,6 @@ void CSGShape3D::_update_shape() {
}
if (n->faces[i].invert) {
normal = -normal;
}
@ -491,14 +470,11 @@ Vector<Vector3> CSGShape3D::get_brush_faces() {
}
Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
return Vector<Face3>();
}
void CSGShape3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
Node *parentn = get_parent();
if (parentn) {
parent = Object::cast_to<CSGShape3D>(parentn);
@ -523,21 +499,18 @@ void CSGShape3D::_notification(int p_what) {
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (parent) {
parent->_make_dirty();
}
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
if (parent) {
parent->_make_dirty();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (parent)
parent->_make_dirty();
parent = nullptr;
@ -552,7 +525,6 @@ void CSGShape3D::_notification(int p_what) {
}
void CSGShape3D::set_operation(Operation p_operation) {
operation = p_operation;
_make_dirty();
update_gizmo();
@ -582,7 +554,6 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const {
}
Array CSGShape3D::get_meshes() const {
if (root_mesh.is_valid()) {
Array arr;
arr.resize(2);
@ -594,7 +565,6 @@ Array CSGShape3D::get_meshes() const {
return Array();
}
void CSGShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
@ -660,7 +630,6 @@ CSGShape3D::~CSGShape3D() {
//////////////////////////////////
CSGBrush *CSGCombiner3D::_build_brush() {
return nullptr; //does not build anything
}
@ -670,7 +639,6 @@ CSGCombiner3D::CSGCombiner3D() {
/////////////////////
CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
CSGBrush *brush = memnew(CSGBrush);
Vector<bool> invert;
@ -688,7 +656,6 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
}
void CSGPrimitive3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
@ -715,7 +682,6 @@ CSGPrimitive3D::CSGPrimitive3D() {
/////////////////////
CSGBrush *CSGMesh3D::_build_brush() {
if (!mesh.is_valid())
return nullptr;
@ -726,7 +692,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
Ref<Material> material = get_material();
for (int i = 0; i < mesh->get_surface_count(); i++) {
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
@ -781,7 +746,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
const int *ir = aindices.ptr();
for (int j = 0; j < is; j += 3) {
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
@ -825,7 +789,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
Ref<Material> *mw = materials.ptrw();
for (int j = 0; j < is; j += 3) {
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
@ -875,12 +838,10 @@ void CSGMesh3D::set_material(const Ref<Material> &p_material) {
}
Ref<Material> CSGMesh3D::get_material() const {
return material;
}
void CSGMesh3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
@ -892,7 +853,6 @@ void CSGMesh3D::_bind_methods() {
}
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh == p_mesh)
return;
if (mesh.is_valid()) {
@ -914,7 +874,6 @@ Ref<Mesh> CSGMesh3D::get_mesh() {
////////////////////////////////
CSGBrush *CSGSphere3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@ -938,7 +897,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
invert.resize(face_count);
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@ -959,7 +917,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
double u1 = double(i) / rings;
for (int j = radial_segments; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
@ -986,7 +943,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
};
if (i < rings) {
//face 1
facesw[face * 3 + 0] = v[0];
facesw[face * 3 + 1] = v[1];
@ -1096,13 +1052,11 @@ bool CSGSphere3D::get_smooth_faces() const {
}
void CSGSphere3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
Ref<Material> CSGSphere3D::get_material() const {
return material;
}
@ -1117,7 +1071,6 @@ CSGSphere3D::CSGSphere3D() {
///////////////
CSGBrush *CSGBox3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@ -1141,7 +1094,6 @@ CSGBrush *CSGBox3D::_build_brush() {
invert.resize(face_count);
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@ -1153,21 +1105,17 @@ CSGBrush *CSGBox3D::_build_brush() {
Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
{
for (int i = 0; i < 6; i++) {
Vector3 face_points[4];
float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
for (int j = 0; j < 4; j++) {
float v[3];
v[0] = 1.0;
v[1] = 1 - 2 * ((j >> 1) & 1);
v[2] = v[1] * (1 - 2 * (j & 1));
for (int k = 0; k < 3; k++) {
if (i < 3)
face_points[j][(i + k) % 3] = v[k];
else
@ -1274,14 +1222,12 @@ float CSGBox3D::get_depth() const {
}
void CSGBox3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
update_gizmo();
}
Ref<Material> CSGBox3D::get_material() const {
return material;
}
@ -1295,7 +1241,6 @@ CSGBox3D::CSGBox3D() {
///////////////
CSGBrush *CSGCylinder3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@ -1319,7 +1264,6 @@ CSGBrush *CSGCylinder3D::_build_brush() {
invert.resize(face_count);
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@ -1331,9 +1275,7 @@ CSGBrush *CSGCylinder3D::_build_brush() {
Vector3 vertex_mul(radius, height * 0.5, radius);
{
for (int i = 0; i < sides; i++) {
float inc = float(i) / sides;
float inc_n = float((i + 1)) / sides;
@ -1510,13 +1452,11 @@ bool CSGCylinder3D::get_smooth_faces() const {
}
void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
Ref<Material> CSGCylinder3D::get_material() const {
return material;
}
@ -1532,7 +1472,6 @@ CSGCylinder3D::CSGCylinder3D() {
///////////////
CSGBrush *CSGTorus3D::_build_brush() {
// set our bounding box
float min_radius = inner_radius;
@ -1568,7 +1507,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
invert.resize(face_count);
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@ -1578,9 +1516,7 @@ CSGBrush *CSGTorus3D::_build_brush() {
int face = 0;
{
for (int i = 0; i < sides; i++) {
float inci = float(i) / sides;
float inci_n = float((i + 1)) / sides;
@ -1591,7 +1527,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
for (int j = 0; j < ring_sides; j++) {
float incj = float(j) / ring_sides;
float incj_n = float((j + 1)) / ring_sides;
@ -1738,13 +1673,11 @@ bool CSGTorus3D::get_smooth_faces() const {
}
void CSGTorus3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
Ref<Material> CSGTorus3D::get_material() const {
return material;
}
@ -1760,7 +1693,6 @@ CSGTorus3D::CSGTorus3D() {
///////////////
CSGBrush *CSGPolygon3D::_build_brush() {
// set our bounding box
if (polygon.size() < 3)
@ -1871,7 +1803,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
AABB aabb; //must be computed
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@ -1882,10 +1813,8 @@ CSGBrush *CSGPolygon3D::_build_brush() {
switch (mode) {
case MODE_DEPTH: {
//add triangles, front and back
for (int i = 0; i < 2; i++) {
for (int j = 0; j < triangles.size(); j += 3) {
for (int k = 0; k < 3; k++) {
int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
@ -1910,7 +1839,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//add triangles for depth
for (int i = 0; i < final_polygon.size(); i++) {
int i_n = (i + 1) % final_polygon.size();
Vector3 v[4] = {
@ -1960,9 +1888,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
} break;
case MODE_SPIN: {
for (int i = 0; i < spin_sides; i++) {
float inci = float(i) / spin_sides;
float inci_n = float((i + 1)) / spin_sides;
@ -1974,7 +1900,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//add triangles for depth
for (int j = 0; j < final_polygon.size(); j++) {
int j_n = (j + 1) % final_polygon.size();
Vector3 v[4] = {
@ -2023,7 +1948,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
if (i == 0 && spin_degrees < 360) {
for (int j = 0; j < triangles.size(); j += 3) {
for (int k = 0; k < 3; k++) {
int src[3] = { 0, 2, 1 };
@ -2041,7 +1965,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
if (i == spin_sides - 1 && spin_degrees < 360) {
for (int j = 0; j < triangles.size(); j += 3) {
for (int k = 0; k < 3; k++) {
int src[3] = { 0, 1, 2 };
@ -2061,7 +1984,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
} break;
case MODE_PATH: {
float bl = curve->get_baked_length();
int splits = MAX(2, Math::ceil(bl / path_interval));
float u1 = 0.0;
@ -2087,7 +2009,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
for (int i = 0; i <= splits; i++) {
float ofs = i * path_interval;
if (ofs > bl) {
ofs = bl;
@ -2127,7 +2048,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//put triangles where they belong
//add triangles for depth
for (int j = 0; j < final_polygon.size(); j++) {
int j_n = (j + 1) % final_polygon.size();
Vector3 v[4] = {
@ -2177,7 +2097,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
if (i == 0 && !path_joined) {
for (int j = 0; j < triangles.size(); j += 3) {
for (int k = 0; k < 3; k++) {
int src[3] = { 0, 1, 2 };
@ -2195,7 +2114,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
if (i == splits && !path_joined) {
for (int j = 0; j < triangles.size(); j += 3) {
for (int k = 0; k < 3; k++) {
int src[3] = { 0, 2, 1 };
@ -2461,13 +2379,11 @@ bool CSGPolygon3D::get_smooth_faces() const {
}
void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
Ref<Material> CSGPolygon3D::get_material() const {
return material;
}