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.
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1552 changed files with 1 additions and 33876 deletions
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@ -257,7 +257,6 @@ void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
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RigidBodyBullet::RigidBodyBullet() :
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RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) {
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godotMotionState = bulletnew(GodotMotionState(this));
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// Initial properties
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@ -337,7 +336,6 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) {
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void RigidBodyBullet::dispatch_callbacks() {
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/// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent
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if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) {
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if (omit_forces_integration)
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btBody->clearForces();
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@ -371,7 +369,6 @@ void RigidBodyBullet::dispatch_callbacks() {
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}
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void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
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if (force_integration_callback) {
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memdelete(force_integration_callback);
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force_integration_callback = nullptr;
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@ -398,7 +395,6 @@ void RigidBodyBullet::on_collision_filters_change() {
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}
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void RigidBodyBullet::on_collision_checker_start() {
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prev_collision_count = collisionsCount;
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collisionsCount = 0;
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@ -414,7 +410,6 @@ void RigidBodyBullet::on_collision_checker_end() {
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}
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bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
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if (collisionsCount >= maxCollisionsDetection) {
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return false;
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}
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@ -565,7 +560,6 @@ PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const {
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}
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void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
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switch (p_state) {
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case PhysicsServer3D::BODY_STATE_TRANSFORM:
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set_transform(p_variant);
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@ -714,7 +708,6 @@ bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
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}
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void RigidBodyBullet::reload_axis_lock() {
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btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
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if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) {
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/// When character angular is always locked
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@ -793,10 +786,8 @@ void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transfor
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const btTransform &RigidBodyBullet::get_transform__bullet() const {
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if (is_static()) {
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return RigidCollisionObjectBullet::get_transform__bullet();
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} else {
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return godotMotionState->getCurrentWorldTransform();
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}
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}
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@ -831,7 +822,6 @@ void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
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return;
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}
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for (int i = 0; i < areaWhereIamCount; ++i) {
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if (nullptr == areasWhereIam[i]) {
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// This area has the highest priority
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areasWhereIam.write[i] = p_area;
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@ -901,7 +891,6 @@ void RigidBodyBullet::reload_space_override_modificator() {
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bool stopped = false;
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for (int i = areaWhereIamCount - 1; (0 <= i) && !stopped; --i) {
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currentArea = areasWhereIam[i];
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if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
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@ -910,7 +899,6 @@ void RigidBodyBullet::reload_space_override_modificator() {
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/// Here is calculated the gravity
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if (currentArea->is_spOv_gravityPoint()) {
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/// It calculates the direction of new gravity
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support_gravity = currentArea->get_transform().xform(currentArea->get_spOv_gravityVec()) - get_transform().get_origin();
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real_t distanceMag = support_gravity.length();
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@ -1004,7 +992,6 @@ void RigidBodyBullet::notify_transform_changed() {
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}
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void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
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btVector3 localInertia(0, 0, 0);
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int clearedCurrentFlags = btBody->getCollisionFlags();
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@ -1013,7 +1000,6 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
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// Rigidbody is dynamic if and only if mass is non Zero, otherwise static
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const bool isDynamic = p_mass != 0.f;
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if (isDynamic) {
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if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode)
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return;
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@ -1022,10 +1008,8 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
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mainShape->calculateLocalInertia(p_mass, localInertia);
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if (PhysicsServer3D::BODY_MODE_RIGID == mode) {
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btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static
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} else {
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btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT);
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}
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@ -1035,16 +1019,13 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
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btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4
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}
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} else {
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if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
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return;
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m_isStatic = true;
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if (PhysicsServer3D::BODY_MODE_STATIC == mode) {
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btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT);
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} else {
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btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT);
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set_transform__bullet(btBody->getWorldTransform()); // Set current Transform using kinematic method
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}
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