Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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@ -37,7 +37,6 @@
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class PhysicsDirectSpaceState;
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class PhysicsDirectBodyState : public Object {
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GDCLASS(PhysicsDirectBodyState, Object);
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protected:
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@ -98,7 +97,6 @@ public:
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class PhysicsShapeQueryResult;
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class PhysicsShapeQueryParameters : public Reference {
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GDCLASS(PhysicsShapeQueryParameters, Reference);
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friend class PhysicsDirectSpaceState;
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@ -141,7 +139,6 @@ public:
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};
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class PhysicsDirectSpaceState : public Object {
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GDCLASS(PhysicsDirectSpaceState, Object);
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private:
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@ -156,7 +153,6 @@ protected:
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public:
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struct ShapeResult {
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RID rid;
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ObjectID collider_id;
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Object *collider;
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@ -166,7 +162,6 @@ public:
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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;
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struct RayResult {
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Vector3 position;
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Vector3 normal;
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RID rid;
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@ -180,7 +175,6 @@ public:
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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;
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struct ShapeRestInfo {
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Vector3 point;
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Vector3 normal;
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RID rid;
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@ -201,7 +195,6 @@ public:
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};
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class PhysicsShapeQueryResult : public Reference {
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GDCLASS(PhysicsShapeQueryResult, Reference);
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Vector<PhysicsDirectSpaceState::ShapeResult> result;
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@ -222,7 +215,6 @@ public:
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};
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class PhysicsServer : public Object {
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GDCLASS(PhysicsServer, Object);
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static PhysicsServer *singleton;
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@ -481,7 +473,6 @@ public:
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virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body) = 0;
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struct MotionResult {
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Vector3 motion;
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Vector3 remainder;
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@ -503,7 +494,6 @@ public:
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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;
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struct SeparationResult {
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float collision_depth;
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Vector3 collision_point;
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Vector3 collision_normal;
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