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

@ -37,7 +37,6 @@
class PhysicsDirectSpaceState;
class PhysicsDirectBodyState : public Object {
GDCLASS(PhysicsDirectBodyState, Object);
protected:
@ -98,7 +97,6 @@ public:
class PhysicsShapeQueryResult;
class PhysicsShapeQueryParameters : public Reference {
GDCLASS(PhysicsShapeQueryParameters, Reference);
friend class PhysicsDirectSpaceState;
@ -141,7 +139,6 @@ public:
};
class PhysicsDirectSpaceState : public Object {
GDCLASS(PhysicsDirectSpaceState, Object);
private:
@ -156,7 +153,6 @@ protected:
public:
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider;
@ -166,7 +162,6 @@ public:
virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct RayResult {
Vector3 position;
Vector3 normal;
RID rid;
@ -180,7 +175,6 @@ public:
virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector3 point;
Vector3 normal;
RID rid;
@ -201,7 +195,6 @@ public:
};
class PhysicsShapeQueryResult : public Reference {
GDCLASS(PhysicsShapeQueryResult, Reference);
Vector<PhysicsDirectSpaceState::ShapeResult> result;
@ -222,7 +215,6 @@ public:
};
class PhysicsServer : public Object {
GDCLASS(PhysicsServer, Object);
static PhysicsServer *singleton;
@ -481,7 +473,6 @@ public:
virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body) = 0;
struct MotionResult {
Vector3 motion;
Vector3 remainder;
@ -503,7 +494,6 @@ public:
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult {
float collision_depth;
Vector3 collision_point;
Vector3 collision_normal;