Fix serveral recent new clang-format errors

This commit is contained in:
Hein-Pieter van Braam 2017-09-07 08:57:09 +02:00
parent eedb39091a
commit 5e18967d77
11 changed files with 35 additions and 54 deletions

View File

@ -286,7 +286,6 @@ bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8point
}
return true;
}
Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
@ -567,7 +566,6 @@ bool CameraMatrix::is_orthogonal() const {
return matrix[3][3] == 1.0;
}
real_t CameraMatrix::get_fov() const {
const real_t *matrix = (const real_t *)this->matrix;

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@ -84,7 +84,6 @@ struct CameraMatrix {
Plane xform4(const Plane &p_vec4) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
operator String() const;
void scale_translate_to_fit(const Rect3 &p_aabb);

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@ -2269,7 +2269,6 @@ void CanvasItemEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_FIXED_PROCESS) {
EditorNode::get_singleton()->get_scene_root()->set_snap_controls_to_pixels(GLOBAL_GET("gui/common/snap_controls_to_pixels"));
List<Node *> &selection = editor_selection->get_selected_node_list();

View File

@ -1325,7 +1325,6 @@ bool Main::start() {
int shadow_atlas_q2_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_2_subdiv");
int shadow_atlas_q3_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_3_subdiv");
sml->get_root()->set_shadow_atlas_size(shadow_atlas_size);
sml->get_root()->set_shadow_atlas_quadrant_subdiv(0, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q0_subdiv));
sml->get_root()->set_shadow_atlas_quadrant_subdiv(1, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q1_subdiv));
@ -1347,7 +1346,6 @@ bool Main::start() {
sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
}
String local_game_path;

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@ -254,8 +254,6 @@ void AudioStreamPlayer2D::set_stream(Ref<AudioStream> p_stream) {
stream.unref();
ERR_FAIL_COND(stream_playback.is_null());
}
}
Ref<AudioStream> AudioStreamPlayer2D::get_stream() const {
@ -449,7 +447,6 @@ void AudioStreamPlayer2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_SIGNAL(MethodInfo("finished"));
}
AudioStreamPlayer2D::AudioStreamPlayer2D() {

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@ -310,7 +310,6 @@ DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
void DirectionalLight::set_shadow_depth_range(ShadowDepthRange p_range) {
shadow_depth_range = p_range;
VS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, VS::LightDirectionalShadowDepthRangeMode(p_range));
}
DirectionalLight::ShadowDepthRange DirectionalLight::get_shadow_depth_range() const {
@ -318,7 +317,6 @@ DirectionalLight::ShadowDepthRange DirectionalLight::get_shadow_depth_range() co
return shadow_depth_range;
}
void DirectionalLight::set_blend_splits(bool p_enable) {
blend_splits = p_enable;
@ -370,7 +368,6 @@ DirectionalLight::DirectionalLight()
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
blend_splits = false;
}

View File

@ -2588,7 +2588,6 @@ bool Viewport::is_snap_controls_to_pixels_enabled() const {
return snap_controls_to_pixels;
}
void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_use_arvr", "use"), &Viewport::set_use_arvr);

View File

@ -338,7 +338,6 @@ public:
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;

View File

@ -930,10 +930,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
min_distance = MAX(min_distance, z_min);
max_distance = MIN(max_distance, z_max);
}
}
float range = max_distance - min_distance;
int splits = 0;
@ -1073,8 +1071,6 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
y_max_cam = Math::stepify(y_max_cam, unit);
y_min_cam = Math::stepify(y_min_cam, unit);
}
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
@ -1118,7 +1114,6 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
{
CameraMatrix ortho_camera;
real_t half_x = (x_max_cam - x_min_cam) * 0.5;
real_t half_y = (y_max_cam - y_min_cam) * 0.5;