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authorRémi Verschelde <rverschelde@gmail.com>2020-05-14 13:23:58 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-05-14 16:54:55 +0200
commit0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (patch)
treea27e497da7104dd0a64f98a04fa3067668735e91 /modules/gdnavigation/nav_map.cpp
parent710b34b70227becdc652b4ae027fe0ac47409642 (diff)
downloadredot-engine-0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a.tar.gz
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.
Diffstat (limited to 'modules/gdnavigation/nav_map.cpp')
-rw-r--r--modules/gdnavigation/nav_map.cpp23
1 files changed, 0 insertions, 23 deletions
diff --git a/modules/gdnavigation/nav_map.cpp b/modules/gdnavigation/nav_map.cpp
index d6dd95d6e7..e55a3deb8f 100644
--- a/modules/gdnavigation/nav_map.cpp
+++ b/modules/gdnavigation/nav_map.cpp
@@ -71,7 +71,6 @@ gd::PointKey NavMap::get_point_key(const Vector3 &p_pos) const {
}
Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize) const {
-
const gd::Polygon *begin_poly = nullptr;
const gd::Polygon *end_poly = nullptr;
Vector3 begin_point;
@@ -85,7 +84,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
// For each point cast a face and check the distance between the origin/destination
for (size_t point_id = 2; point_id < p.points.size(); point_id++) {
-
Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_origin);
float dpoint = spoint.distance_to(p_origin);
@@ -111,7 +109,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
}
if (begin_poly == end_poly) {
-
Vector<Vector3> path;
path.resize(2);
path.write[0] = begin_point;
@@ -142,7 +139,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
bool is_reachable = true;
while (found_route == false) {
-
{
// Takes the current least_cost_poly neighbors and compute the traveled_distance of each
for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
@@ -172,7 +168,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
if (it != navigation_polys.end()) {
// Oh this was visited already, can we win the cost?
if (it->traveled_distance > new_distance) {
-
it->prev_navigation_poly_id = least_cost_id;
it->back_navigation_edge = edge.other_edge;
it->traveled_distance = new_distance;
@@ -274,10 +269,8 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
}
if (found_route) {
-
Vector<Vector3> path;
if (p_optimize) {
-
// String pulling
gd::NavigationPoly *apex_poly = &navigation_polys[least_cost_id];
@@ -291,7 +284,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
path.push_back(end_point);
while (p) {
-
Vector3 left;
Vector3 right;
@@ -320,7 +312,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
left_poly = p;
portal_left = left;
} else {
-
clip_path(navigation_polys, path, apex_poly, portal_right, right_poly);
apex_point = portal_right;
@@ -340,7 +331,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
right_poly = p;
portal_right = right;
} else {
-
clip_path(navigation_polys, path, apex_poly, portal_left, left_poly);
apex_point = portal_left;
@@ -371,7 +361,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
// Add mid points
int np_id = least_cost_id;
while (np_id != -1) {
-
#ifdef USE_ENTRY_POINT
Vector3 point = navigation_polys[np_id].entry;
#else
@@ -393,7 +382,6 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
}
Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const {
-
bool use_collision = p_use_collision;
Vector3 closest_point;
real_t closest_point_d = 1e20;
@@ -404,7 +392,6 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
// For each point cast a face and check the distance to the segment
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
-
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
Vector3 inters;
if (f.intersects_segment(p_from, p_to, &inters)) {
@@ -414,7 +401,6 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
use_collision = true;
closest_point_d = d;
} else if (closest_point_d > d) {
-
closest_point = inters;
closest_point_d = d;
}
@@ -422,9 +408,7 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
}
if (use_collision == false) {
-
for (size_t point_id = 0; point_id < p.points.size(); point_id += 1) {
-
Vector3 a, b;
Geometry::get_closest_points_between_segments(
@@ -437,7 +421,6 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
const real_t d = a.distance_to(b);
if (d < closest_point_d) {
-
closest_point_d = d;
closest_point = b;
}
@@ -460,7 +443,6 @@ Vector3 NavMap::get_closest_point(const Vector3 &p_point) const {
// For each point cast a face and check the distance to the point
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
-
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
const Vector3 inters = f.get_closest_point_to(p_point);
const real_t d = inters.distance_to(p_point);
@@ -487,7 +469,6 @@ Vector3 NavMap::get_closest_point_normal(const Vector3 &p_point) const {
// For each point cast a face and check the distance to the point
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
-
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
const Vector3 inters = f.get_closest_point_to(p_point);
const real_t d = inters.distance_to(p_point);
@@ -515,7 +496,6 @@ RID NavMap::get_closest_point_owner(const Vector3 &p_point) const {
// For each point cast a face and check the distance to the point
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
-
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
const Vector3 inters = f.get_closest_point_to(p_point);
const real_t d = inters.distance_to(p_point);
@@ -579,7 +559,6 @@ void NavMap::remove_agent_as_controlled(RvoAgent *agent) {
}
void NavMap::sync() {
-
if (regenerate_polygons) {
for (size_t r(0); r < regions.size(); r++) {
regions[r]->scratch_polygons();
@@ -777,7 +756,6 @@ void NavMap::clip_path(const std::vector<gd::NavigationPoly> &p_navigation_polys
cut_plane.d = cut_plane.normal.dot(from);
while (from_poly != p_to_poly) {
-
int back_nav_edge = from_poly->back_navigation_edge;
Vector3 a = from_poly->poly->points[back_nav_edge].pos;
Vector3 b = from_poly->poly->points[(back_nav_edge + 1) % from_poly->poly->points.size()].pos;
@@ -786,7 +764,6 @@ void NavMap::clip_path(const std::vector<gd::NavigationPoly> &p_navigation_polys
from_poly = &p_navigation_polys[from_poly->prev_navigation_poly_id];
if (a.distance_to(b) > CMP_EPSILON) {
-
Vector3 inters;
if (cut_plane.intersects_segment(a, b, &inters)) {
if (inters.distance_to(p_to_point) > CMP_EPSILON && inters.distance_to(path[path.size() - 1]) > CMP_EPSILON) {