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
This commit is contained in:
Rémi Verschelde
2020-05-14 16:41:43 +02:00
parent 07bc4e2f96
commit 0ee0fa42e6
683 changed files with 22803 additions and 12225 deletions

View File

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