Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

This commit is contained in:
Rémi Verschelde
2021-05-04 14:41:06 +02:00
parent 64a63e0861
commit b5e1e05ef2
1439 changed files with 1 additions and 34187 deletions

View File

@ -38,7 +38,6 @@
class Physics2DDirectSpaceState;
class Physics2DDirectBodyState : public Object {
GDCLASS(Physics2DDirectBodyState, Object);
protected:
@ -97,7 +96,6 @@ class Physics2DShapeQueryResult;
//used for script
class Physics2DShapeQueryParameters : public Reference {
GDCLASS(Physics2DShapeQueryParameters, Reference);
friend class Physics2DDirectSpaceState;
RID shape;
@ -143,7 +141,6 @@ public:
};
class Physics2DDirectSpaceState : public Object {
GDCLASS(Physics2DDirectSpaceState, Object);
Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
@ -160,7 +157,6 @@ protected:
public:
struct RayResult {
Vector2 position;
Vector2 normal;
RID rid;
@ -173,7 +169,6 @@ public:
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider;
@ -191,7 +186,6 @@ public:
virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector2 point;
Vector2 normal;
RID rid;
@ -207,7 +201,6 @@ public:
};
class Physics2DShapeQueryResult : public Reference {
GDCLASS(Physics2DShapeQueryResult, Reference);
Vector<Physics2DDirectSpaceState::ShapeResult> result;
@ -230,7 +223,6 @@ public:
class Physics2DTestMotionResult;
class Physics2DServer : public Object {
GDCLASS(Physics2DServer, Object);
static Physics2DServer *singleton;
@ -493,7 +485,6 @@ public:
virtual Physics2DDirectBodyState *body_get_direct_state(RID p_body) = 0;
struct MotionResult {
Vector2 motion;
Vector2 remainder;
@ -516,7 +507,6 @@ public:
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult {
float collision_depth;
Vector2 collision_point;
Vector2 collision_normal;
@ -607,7 +597,6 @@ public:
};
class Physics2DTestMotionResult : public Reference {
GDCLASS(Physics2DTestMotionResult, Reference);
Physics2DServer::MotionResult result;