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author | Thaddeus Crews <repiteo@outlook.com> | 2024-06-21 11:21:18 -0500 |
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committer | Thaddeus Crews <repiteo@outlook.com> | 2024-11-04 12:11:14 -0600 |
commit | bb5f390fb9b466be35a5df7651323d7e66afca31 (patch) | |
tree | b40523f30f590353919c6f9a2923cfe0ca6620fc /modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp | |
parent | 89a311205f20efd28faff8e4695bd1af730613ae (diff) | |
download | redot-engine-bb5f390fb9b466be35a5df7651323d7e66afca31.tar.gz |
Style: Apply `clang-tidy` fixes (superficial)
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
Diffstat (limited to 'modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp')
-rw-r--r-- | modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp index c53c8481f4..2adbb51297 100644 --- a/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp +++ b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp @@ -76,8 +76,9 @@ struct _CollectorCallback { Vector3 *prev_axis = nullptr; _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) { - if (p_normal.dot(p_point_B - p_point_A) < 0) + if (p_normal.dot(p_point_B - p_point_A) < 0) { p_normal = -p_normal; + } if (swap) { callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata); } else { @@ -175,10 +176,11 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_ // The normal should be perpendicular to both edges. Vector3 normal = rel_A.cross(rel_B); real_t normal_len = normal.length(); - if (normal_len > 1e-3) + if (normal_len > 1e-3) { normal /= normal_len; - else + } else { normal = p_callback->normal; + } p_callback->call(closest_A, closest_B, normal); } @@ -784,8 +786,9 @@ static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius // Calculate the sphere overlap, and bail if not overlapping real_t overlap = p_radius_a + p_radius_b - b_to_a_len; - if (overlap < 0) + if (overlap < 0) { return; + } // Report collision p_collector->collided = true; |