Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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@@ -40,8 +40,9 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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if (!get_instance().is_valid())
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if (!get_instance().is_valid()) {
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return false;
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}
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Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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@@ -52,8 +53,9 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0)
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if (idx >= materials.size() || idx < 0) {
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return false;
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}
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set_surface_material(idx, p_value);
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return true;
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@@ -63,8 +65,9 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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}
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bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
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if (!get_instance().is_valid())
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if (!get_instance().is_valid()) {
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return false;
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}
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const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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@@ -74,8 +77,9 @@ bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0)
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if (idx >= materials.size() || idx < 0) {
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return false;
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}
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r_ret = materials[idx];
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return true;
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}
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@@ -102,8 +106,9 @@ void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh)
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if (mesh == p_mesh) {
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return;
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}
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if (mesh.is_valid()) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
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@@ -165,8 +170,9 @@ void MeshInstance3D::_resolve_skeleton_path() {
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void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
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skin_internal = p_skin;
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skin = p_skin;
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if (!is_inside_tree())
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if (!is_inside_tree()) {
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return;
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}
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_resolve_skeleton_path();
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}
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@@ -176,8 +182,9 @@ Ref<Skin> MeshInstance3D::get_skin() const {
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void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
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skeleton_path = p_skeleton;
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if (!is_inside_tree())
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if (!is_inside_tree()) {
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return;
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}
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_resolve_skeleton_path();
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}
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@@ -186,29 +193,34 @@ NodePath MeshInstance3D::get_skeleton_path() {
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}
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AABB MeshInstance3D::get_aabb() const {
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if (!mesh.is_null())
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if (!mesh.is_null()) {
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return mesh->get_aabb();
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}
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return AABB();
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}
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Vector<Face3> MeshInstance3D::get_faces(uint32_t p_usage_flags) const {
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if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
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if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) {
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return Vector<Face3>();
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}
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if (mesh.is_null())
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if (mesh.is_null()) {
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return Vector<Face3>();
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}
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return mesh->get_faces();
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}
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Node *MeshInstance3D::create_trimesh_collision_node() {
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if (mesh.is_null())
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<Shape3D> shape = mesh->create_trimesh_shape();
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if (shape.is_null())
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if (shape.is_null()) {
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return nullptr;
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}
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StaticBody3D *static_body = memnew(StaticBody3D);
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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@@ -231,12 +243,14 @@ void MeshInstance3D::create_trimesh_collision() {
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}
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Node *MeshInstance3D::create_convex_collision_node() {
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if (mesh.is_null())
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<Shape3D> shape = mesh->create_convex_shape();
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if (shape.is_null())
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if (shape.is_null()) {
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return nullptr;
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}
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StaticBody3D *static_body = memnew(StaticBody3D);
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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@@ -273,10 +287,11 @@ void MeshInstance3D::set_surface_material(int p_surface, const Ref<Material> &p_
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materials.write[p_surface] = p_material;
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if (materials[p_surface].is_valid())
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if (materials[p_surface].is_valid()) {
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RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
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else
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} else {
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RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
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}
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}
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Ref<Material> MeshInstance3D::get_surface_material(int p_surface) const {
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@@ -313,18 +328,21 @@ void MeshInstance3D::create_debug_tangents() {
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Vector<Color> colors;
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Ref<Mesh> mesh = get_mesh();
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if (!mesh.is_valid())
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if (!mesh.is_valid()) {
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return;
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}
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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Array arrays = mesh->surface_get_arrays(i);
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Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
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Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
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if (norms.size() == 0)
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if (norms.size() == 0) {
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continue;
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}
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Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
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if (tangents.size() == 0)
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if (tangents.size() == 0) {
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continue;
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}
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for (int j = 0; j < verts.size(); j++) {
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Vector3 v = verts[j];
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@@ -373,10 +391,11 @@ void MeshInstance3D::create_debug_tangents() {
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add_child(mi);
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#ifdef TOOLS_ENABLED
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if (this == get_tree()->get_edited_scene_root())
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if (this == get_tree()->get_edited_scene_root()) {
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mi->set_owner(this);
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else
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} else {
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mi->set_owner(get_owner());
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}
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#endif
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}
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}
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