Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
This commit is contained in:
Rémi Verschelde
2020-05-14 13:23:58 +02:00
parent 710b34b702
commit 0be6d925dc
1552 changed files with 1 additions and 33876 deletions

View File

@ -33,7 +33,6 @@
#include "core/math/geometry.h"
int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_over[3]) const {
ERR_FAIL_COND_V(is_degenerate(), 0);
Vector3 above[4];
@ -43,7 +42,6 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
int below_count = 0;
for (int i = 0; i < 3; i++) {
if (p_plane.has_point(vertex[i], CMP_EPSILON)) { // point is in plane
ERR_FAIL_COND_V(above_count >= 4, 0);
@ -52,7 +50,6 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
below[below_count++] = vertex[i];
} else {
if (p_plane.is_point_over(vertex[i])) {
//Point is over
ERR_FAIL_COND_V(above_count >= 4, 0);
@ -83,13 +80,11 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
ERR_FAIL_COND_V(above_count >= 4 && below_count >= 4, 0); //bug in the algo
if (above_count >= 3) {
p_res[polygons_created] = Face3(above[0], above[1], above[2]);
p_is_point_over[polygons_created] = true;
polygons_created++;
if (above_count == 4) {
p_res[polygons_created] = Face3(above[2], above[3], above[0]);
p_is_point_over[polygons_created] = true;
polygons_created++;
@ -97,13 +92,11 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
}
if (below_count >= 3) {
p_res[polygons_created] = Face3(below[0], below[1], below[2]);
p_is_point_over[polygons_created] = false;
polygons_created++;
if (below_count == 4) {
p_res[polygons_created] = Face3(below[2], below[3], below[0]);
p_is_point_over[polygons_created] = false;
polygons_created++;
@ -114,29 +107,24 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
}
bool Face3::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
return Geometry::ray_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
}
bool Face3::intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
return Geometry::segment_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
}
bool Face3::is_degenerate() const {
Vector3 normal = vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]);
return (normal.length_squared() < CMP_EPSILON2);
}
Face3::Side Face3::get_side_of(const Face3 &p_face, ClockDirection p_clock_dir) const {
int over = 0, under = 0;
Plane plane = get_plane(p_clock_dir);
for (int i = 0; i < 3; i++) {
const Vector3 &v = p_face.vertex[i];
if (plane.has_point(v)) //coplanar, don't bother
@ -159,7 +147,6 @@ Face3::Side Face3::get_side_of(const Face3 &p_face, ClockDirection p_clock_dir)
}
Vector3 Face3::get_random_point_inside() const {
real_t a = Math::random(0, 1);
real_t b = Math::random(0, 1);
if (a > b) {
@ -170,29 +157,24 @@ Vector3 Face3::get_random_point_inside() const {
}
Plane Face3::get_plane(ClockDirection p_dir) const {
return Plane(vertex[0], vertex[1], vertex[2], p_dir);
}
Vector3 Face3::get_median_point() const {
return (vertex[0] + vertex[1] + vertex[2]) / 3.0;
}
real_t Face3::get_area() const {
return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length();
}
ClockDirection Face3::get_clock_dir() const {
Vector3 normal = vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]);
//printf("normal is %g,%g,%g x %g,%g,%g- wtfu is %g\n",tofloat(normal.x),tofloat(normal.y),tofloat(normal.z),tofloat(vertex[0].x),tofloat(vertex[0].y),tofloat(vertex[0].z),tofloat( normal.dot( vertex[0] ) ) );
return (normal.dot(vertex[0]) >= 0) ? CLOCKWISE : COUNTERCLOCKWISE;
}
bool Face3::intersects_aabb(const AABB &p_aabb) const {
/** TEST PLANE **/
if (!p_aabb.intersects_plane(get_plane()))
return false;
@ -228,7 +210,6 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const {
};
for (int i = 0; i < 12; i++) {
Vector3 from, to;
p_aabb.get_edge(i, from, to);
Vector3 e1 = from - to;
@ -253,14 +234,11 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const {
}
Face3::operator String() const {
return String() + vertex[0] + ", " + vertex[1] + ", " + vertex[2];
}
void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
for (int i = 0; i < 3; i++) {
Vector3 v = p_transform.xform(vertex[i]);
real_t d = p_normal.dot(v);
@ -273,7 +251,6 @@ void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform,
}
void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const {
#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.98
#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.05
@ -284,11 +261,9 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
/** TEST FACE AS SUPPORT **/
if (get_plane().normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
*p_count = MIN(3, p_max);
for (int i = 0; i < *p_count; i++) {
p_vertices[i] = p_transform.xform(vertex[i]);
}
@ -301,7 +276,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
real_t support_max = 0;
for (int i = 0; i < 3; i++) {
real_t d = n.dot(vertex[i]);
if (i == 0 || d > support_max) {
@ -313,7 +287,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
/** TEST EDGES AS SUPPORT **/
for (int i = 0; i < 3; i++) {
if (i != vert_support_idx && i + 1 != vert_support_idx)
continue;
@ -321,7 +294,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
real_t dot = (vertex[i] - vertex[(i + 1) % 3]).normalized().dot(n);
dot = ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
*p_count = MIN(2, p_max);
for (int j = 0; j < *p_count; j++)
@ -336,7 +308,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
}
Vector3 Face3::get_closest_point_to(const Vector3 &p_point) const {
Vector3 edge0 = vertex[1] - vertex[0];
Vector3 edge1 = vertex[2] - vertex[0];
Vector3 v0 = vertex[0] - p_point;