diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 13:23:58 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 16:54:55 +0200 |
commit | 0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (patch) | |
tree | a27e497da7104dd0a64f98a04fa3067668735e91 /modules/gdnavigation/nav_map.cpp | |
parent | 710b34b70227becdc652b4ae027fe0ac47409642 (diff) | |
download | redot-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.cpp | 23 |
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) { |