Merge pull request #59895 from akien-mga/clang-tidy

This commit is contained in:
Rémi Verschelde 2022-05-02 17:45:13 +02:00 committed by GitHub
commit 78193788d0
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156 changed files with 749 additions and 951 deletions

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@ -49,7 +49,7 @@ public:
private:
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
Vector2 gravity_vec;
real_t gravity;
real_t gravity = 0.0;
bool gravity_is_point = false;
real_t gravity_distance_scale = 0.0;

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@ -137,7 +137,7 @@ private:
real_t randomness_ratio = 0.0;
double lifetime_randomness = 0.0;
double speed_scale = 1.0;
bool local_coords;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = true;

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@ -666,9 +666,6 @@ GPUParticles2D::GPUParticles2D() {
set_speed_scale(1);
set_fixed_fps(30);
set_collision_base_size(collision_base_size);
#ifdef TOOLS_ENABLED
show_visibility_rect = false;
#endif
}
GPUParticles2D::~GPUParticles2D() {

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@ -47,20 +47,20 @@ public:
private:
RID particles;
bool one_shot;
int amount;
double lifetime;
double pre_process_time;
real_t explosiveness_ratio;
real_t randomness_ratio;
double speed_scale;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;
double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double speed_scale = 0.0;
Rect2 visibility_rect;
bool local_coords;
int fixed_fps;
bool fractional_delta;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
#ifdef TOOLS_ENABLED
bool show_visibility_rect;
bool show_visibility_rect = false;
#endif
Ref<Material> process_material;

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@ -285,7 +285,6 @@ void LightOccluder2D::_bind_methods() {
LightOccluder2D::LightOccluder2D() {
occluder = RS::get_singleton()->canvas_light_occluder_create();
mask = 1;
set_notify_transform(true);
set_as_sdf_collision(true);

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@ -81,10 +81,9 @@ class LightOccluder2D : public Node2D {
GDCLASS(LightOccluder2D, Node2D);
RID occluder;
bool enabled;
int mask;
int mask = 1;
Ref<OccluderPolygon2D> occluder_polygon;
bool sdf_collision;
bool sdf_collision = false;
void _poly_changed();
protected:

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@ -45,17 +45,17 @@ class NavigationAgent2D : public Node {
uint32_t navigable_layers = 1;
real_t target_desired_distance = 1.0;
real_t radius;
real_t neighbor_dist;
int max_neighbors;
real_t time_horizon;
real_t max_speed;
real_t radius = 0.0;
real_t neighbor_dist = 0.0;
int max_neighbors = 0;
real_t time_horizon = 0.0;
real_t max_speed = 0.0;
real_t path_max_distance = 3.0;
Vector2 target_location;
Vector<Vector2> navigation_path;
int nav_path_index;
int nav_path_index = 0;
bool velocity_submitted = false;
Vector2 prev_safe_velocity;
/// The submitted target velocity
@ -63,7 +63,7 @@ class NavigationAgent2D : public Node {
bool target_reached = false;
bool navigation_finished = true;
// No initialized on purpose
uint32_t update_frame_id;
uint32_t update_frame_id = 0;
protected:
static void _bind_methods();

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@ -49,7 +49,7 @@ public:
private:
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
Vector3 gravity_vec;
real_t gravity;
real_t gravity = 0.0;
bool gravity_is_point = false;
real_t gravity_distance_scale = 0.0;
@ -228,4 +228,4 @@ public:
VARIANT_ENUM_CAST(Area3D::SpaceOverride);
#endif // AREA__H
#endif // AREA_3D_H

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@ -174,9 +174,9 @@ private:
Vector<Color> emission_colors;
int emission_point_count = 0;
Vector3 emission_ring_axis;
real_t emission_ring_height;
real_t emission_ring_radius;
real_t emission_ring_inner_radius;
real_t emission_ring_height = 0.0;
real_t emission_ring_radius = 0.0;
real_t emission_ring_inner_radius = 0.0;
Ref<Curve> scale_curve_x;
Ref<Curve> scale_curve_y;

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@ -61,16 +61,16 @@ private:
RID particles;
bool one_shot;
int amount;
double lifetime;
double pre_process_time;
real_t explosiveness_ratio;
real_t randomness_ratio;
double speed_scale;
int amount = 0;
double lifetime = 0.0;
double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double speed_scale = 0.0;
AABB visibility_aabb;
bool local_coords;
int fixed_fps;
bool fractional_delta;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
NodePath sub_emitter;
real_t collision_base_size = 0.01;

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@ -45,19 +45,19 @@ class NavigationAgent3D : public Node {
uint32_t navigable_layers = 1;
real_t target_desired_distance = 1.0;
real_t radius;
real_t radius = 0.0;
real_t navigation_height_offset = 0.0;
bool ignore_y;
real_t neighbor_dist;
int max_neighbors;
real_t time_horizon;
real_t max_speed;
bool ignore_y = false;
real_t neighbor_dist = 0.0;
int max_neighbors = 0;
real_t time_horizon = 0.0;
real_t max_speed = 0.0;
real_t path_max_distance = 3.0;
Vector3 target_location;
Vector<Vector3> navigation_path;
int nav_path_index;
int nav_path_index = 0;
bool velocity_submitted = false;
Vector3 prev_safe_velocity;
/// The submitted target velocity
@ -65,7 +65,7 @@ class NavigationAgent3D : public Node {
bool target_reached = false;
bool navigation_finished = true;
// No initialized on purpose
uint32_t update_frame_id;
uint32_t update_frame_id = 0;
protected:
static void _bind_methods();

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@ -137,7 +137,7 @@ private:
bool animate_physical_bones = true;
Vector<Bone> bones;
bool process_order_dirty;
bool process_order_dirty = false;
Vector<int> parentless_bones;

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@ -101,10 +101,10 @@ protected:
uint32_t mesh_surface_offsets[RS::ARRAY_MAX];
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
uint32_t vertex_stride;
uint32_t attrib_stride;
uint32_t skin_stride;
uint32_t mesh_surface_format;
uint32_t vertex_stride = 0;
uint32_t attrib_stride = 0;
uint32_t skin_stride = 0;
uint32_t mesh_surface_format = 0;
void _queue_update();

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@ -40,7 +40,7 @@ public:
Vector3 m_0MinvJt;
Vector3 m_1MinvJt;
//Optimization: can be stored in the w/last component of one of the vectors
real_t m_Adiag;
real_t m_Adiag = 0.0;
real_t getDiagonal() const { return m_Adiag; }

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@ -125,7 +125,7 @@ private:
VScrollBar *v_scroll = nullptr;
float port_grab_distance_horizontal = 0.0;
float port_grab_distance_vertical;
float port_grab_distance_vertical = 0.0;
Ref<ViewPanner> panner;
bool warped_panning = true;
@ -142,7 +142,7 @@ private:
bool connecting_target = false;
Vector2 connecting_to;
String connecting_target_to;
int connecting_target_index;
int connecting_target_index = 0;
bool just_disconnected = false;
bool connecting_valid = false;
Vector2 click_pos;
@ -155,8 +155,9 @@ private:
float zoom = 1.0;
float zoom_step = 1.2;
float zoom_min;
float zoom_max;
// Proper values set in constructor.
float zoom_min = 0.0;
float zoom_max = 0.0;
void _zoom_minus();
void _zoom_reset();
@ -206,7 +207,7 @@ private:
Array _get_connection_list() const;
bool lines_on_bg;
bool lines_on_bg = false;
struct ConnType {
union {

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@ -230,7 +230,6 @@ private:
Rect2 last_vp_rect;
bool transparent_bg = false;
bool filter;
bool gen_mipmaps = false;
bool snap_controls_to_pixels = true;

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@ -107,10 +107,10 @@ private:
LightMode light_mode = LIGHT_MODE_NORMAL;
bool particles_animation = false;
// Initialized in the constructor.
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
// Proper values set in constructor.
int particles_anim_h_frames = 0;
int particles_anim_v_frames = 0;
bool particles_anim_loop = false;
protected:
static void _bind_methods();

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@ -449,36 +449,36 @@ private:
bool orm;
Color albedo;
float specular;
float metallic;
float roughness;
float specular = 0.0f;
float metallic = 0.0f;
float roughness = 0.0f;
Color emission;
float emission_energy;
float normal_scale;
float rim;
float rim_tint;
float clearcoat;
float clearcoat_roughness;
float anisotropy;
float heightmap_scale;
float subsurface_scattering_strength;
float transmittance_amount;
float emission_energy = 0.0f;
float normal_scale = 0.0f;
float rim = 0.0f;
float rim_tint = 0.0f;
float clearcoat = 0.0f;
float clearcoat_roughness = 0.0f;
float anisotropy = 0.0f;
float heightmap_scale = 0.0f;
float subsurface_scattering_strength = 0.0f;
float transmittance_amount = 0.0f;
Color transmittance_color;
float transmittance_depth;
float transmittance_boost;
float transmittance_depth = 0.0f;
float transmittance_boost = 0.0f;
Color backlight;
float refraction;
float point_size;
float alpha_scissor_threshold;
float alpha_hash_scale;
float alpha_antialiasing_edge;
float refraction = 0.0f;
float point_size = 0.0f;
float alpha_scissor_threshold = 0.0f;
float alpha_hash_scale = 0.0f;
float alpha_antialiasing_edge = 0.0f;
bool grow_enabled = false;
float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
float ao_light_affect = 0.0f;
float grow = 0.0f;
int particles_anim_h_frames = 0;
int particles_anim_v_frames = 0;
bool particles_anim_loop = false;
Transparency transparency = TRANSPARENCY_DISABLED;
ShadingMode shading_mode = SHADING_MODE_PER_PIXEL;
@ -486,29 +486,29 @@ private:
Vector3 uv1_scale;
Vector3 uv1_offset;
float uv1_triplanar_sharpness;
float uv1_triplanar_sharpness = 0.0f;
Vector3 uv2_scale;
Vector3 uv2_offset;
float uv2_triplanar_sharpness;
float uv2_triplanar_sharpness = 0.0f;
DetailUV detail_uv = DETAIL_UV_1;
bool deep_parallax = false;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
int deep_parallax_min_layers = 0;
int deep_parallax_max_layers = 0;
bool heightmap_parallax_flip_tangent = false;
bool heightmap_parallax_flip_binormal = false;
bool proximity_fade_enabled = false;
float proximity_fade_distance;
float proximity_fade_distance = 0.0f;
float msdf_pixel_range = 4.f;
float msdf_outline_size = 0.f;
DistanceFadeMode distance_fade = DISTANCE_FADE_DISABLED;
float distance_fade_max_distance;
float distance_fade_min_distance;
float distance_fade_max_distance = 0.0f;
float distance_fade_min_distance = 0.0f;
BlendMode blend_mode = BLEND_MODE_MIX;
BlendMode detail_blend_mode = BLEND_MODE_MIX;

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@ -230,8 +230,8 @@ private:
bool is_initialized = false;
Vector3 direction;
float spread;
float flatness;
float spread = 0.0f;
float flatness = 0.0f;
float params_min[PARAM_MAX];
float params_max[PARAM_MAX];
@ -244,34 +244,34 @@ private:
bool particle_flags[PARTICLE_FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
float emission_sphere_radius = 0.0f;
Vector3 emission_box_extents;
Ref<Texture2D> emission_point_texture;
Ref<Texture2D> emission_normal_texture;
Ref<Texture2D> emission_color_texture;
Vector3 emission_ring_axis;
real_t emission_ring_height;
real_t emission_ring_radius;
real_t emission_ring_inner_radius;
real_t emission_ring_height = 0.0f;
real_t emission_ring_radius = 0.0f;
real_t emission_ring_inner_radius = 0.0f;
int emission_point_count = 1;
bool anim_loop;
bool anim_loop = false;
Vector3 gravity;
double lifetime_randomness;
double lifetime_randomness = 0.0;
SubEmitterMode sub_emitter_mode;
double sub_emitter_frequency;
int sub_emitter_amount_at_end;
bool sub_emitter_keep_velocity;
double sub_emitter_frequency = 0.0;
int sub_emitter_amount_at_end = 0;
bool sub_emitter_keep_velocity = false;
//do not save emission points here
bool attractor_interaction_enabled;
bool collision_enabled;
bool collision_scale;
float collision_friction;
float collision_bounce;
bool attractor_interaction_enabled = false;
bool collision_enabled = false;
bool collision_scale = false;
float collision_friction = 0.0f;
float collision_bounce = 0.0f;
protected:
static void _bind_methods();

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@ -52,7 +52,7 @@ private:
bool _simulation_state_dirty = false;
TypedArray<StringName> _simulation_state_dirty_names;
bool _simulation_state_dirty_process;
bool _simulation_state_dirty_process = false;
void _update_simulation_state();
protected:

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@ -40,19 +40,19 @@ class ProceduralSkyMaterial : public Material {
private:
Color sky_top_color;
Color sky_horizon_color;
float sky_curve;
float sky_energy;
float sky_curve = 0.0f;
float sky_energy = 0.0f;
Ref<Texture2D> sky_cover;
Color sky_cover_modulate;
Color ground_bottom_color;
Color ground_horizon_color;
float ground_curve;
float ground_energy;
float ground_curve = 0.0f;
float ground_energy = 0.0f;
float sun_angle_max;
float sun_curve;
float dither_strength;
float sun_angle_max = 0.0f;
float sun_curve = 0.0f;
float dither_strength = 0.0f;
static Mutex shader_mutex;
static RID shader;
@ -158,16 +158,16 @@ private:
static Mutex shader_mutex;
static RID shader;
float rayleigh;
float rayleigh = 0.0f;
Color rayleigh_color;
float mie;
float mie_eccentricity;
float mie = 0.0f;
float mie_eccentricity = 0.0f;
Color mie_color;
float turbidity;
float sun_disk_scale;
float turbidity = 0.0f;
float sun_disk_scale = 0.0f;
Color ground_color;
float exposure;
float dither_strength;
float exposure = 0.0f;
float dither_strength = 0.0f;
Ref<Texture2D> night_sky;
static void _update_shader();
mutable bool shader_set = false;

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@ -35,7 +35,7 @@
class SphereShape3D : public Shape3D {
GDCLASS(SphereShape3D, Shape3D);
float radius;
float radius = 1.0f;
protected:
static void _bind_methods();