Style: Apply clang-tidy fixes (superficial)
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
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@@ -76,8 +76,9 @@ struct _CollectorCallback {
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Vector3 *prev_axis = nullptr;
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_FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) {
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if (p_normal.dot(p_point_B - p_point_A) < 0)
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if (p_normal.dot(p_point_B - p_point_A) < 0) {
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p_normal = -p_normal;
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}
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if (swap) {
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callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata);
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} else {
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@@ -175,10 +176,11 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_
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// The normal should be perpendicular to both edges.
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Vector3 normal = rel_A.cross(rel_B);
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real_t normal_len = normal.length();
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if (normal_len > 1e-3)
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if (normal_len > 1e-3) {
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normal /= normal_len;
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else
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} else {
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normal = p_callback->normal;
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}
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p_callback->call(closest_A, closest_B, normal);
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}
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@@ -784,8 +786,9 @@ static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius
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// Calculate the sphere overlap, and bail if not overlapping
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real_t overlap = p_radius_a + p_radius_b - b_to_a_len;
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if (overlap < 0)
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if (overlap < 0) {
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return;
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}
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// Report collision
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p_collector->collided = true;
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@@ -826,7 +826,7 @@ void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool
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bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
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const GodotBody3D *body = body_owner.get_or_null(p_body);
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ERR_FAIL_NULL_V(body, 0);
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ERR_FAIL_NULL_V(body, false);
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return body->is_axis_locked(p_axis);
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}
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@@ -1133,8 +1133,9 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
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max_support = s;
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}
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}
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if (!extreme_vertices.has(best_vertex))
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if (!extreme_vertices.has(best_vertex)) {
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extreme_vertices.push_back(best_vertex);
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}
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}
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}
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}
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@@ -385,7 +385,7 @@ bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_para
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}
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GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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ERR_FAIL_NULL_V(shape, false);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.grow(p_parameters.margin);
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@@ -511,7 +511,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
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bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
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GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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ERR_FAIL_NULL_V(shape, false);
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real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
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@@ -647,7 +647,7 @@ void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6
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}
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bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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ERR_FAIL_INDEX_V(p_axis, 3, false);
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switch (p_flag) {
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
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return m_linearLimits.enable_limit[p_axis];
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