Style: Apply clang-tidy fixes (superficial)

• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
This commit is contained in:
Thaddeus Crews
2024-06-21 11:21:18 -05:00
parent 89a311205f
commit bb5f390fb9
46 changed files with 126 additions and 102 deletions

View File

@@ -76,8 +76,9 @@ struct _CollectorCallback {
Vector3 *prev_axis = nullptr;
_FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) {
if (p_normal.dot(p_point_B - p_point_A) < 0)
if (p_normal.dot(p_point_B - p_point_A) < 0) {
p_normal = -p_normal;
}
if (swap) {
callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata);
} else {
@@ -175,10 +176,11 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_
// The normal should be perpendicular to both edges.
Vector3 normal = rel_A.cross(rel_B);
real_t normal_len = normal.length();
if (normal_len > 1e-3)
if (normal_len > 1e-3) {
normal /= normal_len;
else
} else {
normal = p_callback->normal;
}
p_callback->call(closest_A, closest_B, normal);
}
@@ -784,8 +786,9 @@ static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius
// Calculate the sphere overlap, and bail if not overlapping
real_t overlap = p_radius_a + p_radius_b - b_to_a_len;
if (overlap < 0)
if (overlap < 0) {
return;
}
// Report collision
p_collector->collided = true;

View File

@@ -826,7 +826,7 @@ void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool
bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
const GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
ERR_FAIL_NULL_V(body, false);
return body->is_axis_locked(p_axis);
}

View File

@@ -1133,8 +1133,9 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
max_support = s;
}
}
if (!extreme_vertices.has(best_vertex))
if (!extreme_vertices.has(best_vertex)) {
extreme_vertices.push_back(best_vertex);
}
}
}
}

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@@ -385,7 +385,7 @@ bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_para
}
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_NULL_V(shape, 0);
ERR_FAIL_NULL_V(shape, false);
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.grow(p_parameters.margin);
@@ -511,7 +511,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_NULL_V(shape, 0);
ERR_FAIL_NULL_V(shape, false);
real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);

View File

@@ -647,7 +647,7 @@ void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6
}
bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
ERR_FAIL_INDEX_V(p_axis, 3, false);
switch (p_flag) {
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
return m_linearLimits.enable_limit[p_axis];