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authorThaddeus Crews <repiteo@outlook.com>2024-09-12 12:03:59 -0500
committerThaddeus Crews <repiteo@outlook.com>2024-09-25 09:44:42 -0500
commit32c83a228dff7a1f485ab208dff773c3fa74b133 (patch)
tree31acc26b9cafc711478c287b1e26fe87827830a6 /modules
parent0a9d8f04c10870c0f9f7bbd2e0505edc8494e299 (diff)
downloadredot-engine-32c83a228dff7a1f485ab208dff773c3fa74b133.tar.gz
Style: Add `WARNING:` as new comment admonition
Diffstat (limited to 'modules')
-rw-r--r--modules/gdscript/gdscript_compiler.cpp7
-rw-r--r--modules/godot_physics_2d/godot_body_pair_2d.cpp12
-rw-r--r--modules/godot_physics_2d/godot_step_2d.cpp4
-rw-r--r--modules/godot_physics_3d/godot_body_pair_3d.cpp12
-rw-r--r--modules/godot_physics_3d/godot_step_3d.cpp4
5 files changed, 22 insertions, 17 deletions
diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp
index eebf282633..f4f445e096 100644
--- a/modules/gdscript/gdscript_compiler.cpp
+++ b/modules/gdscript/gdscript_compiler.cpp
@@ -2629,9 +2629,10 @@ Error GDScriptCompiler::_parse_setter_getter(GDScript *p_script, const GDScriptP
return err;
}
-// Prepares given script, and inner class scripts, for compilation. It populates class members and initializes method
-// RPC info for its base classes first, then for itself, then for inner classes.
-// Warning: this function cannot initiate compilation of other classes, or it will result in cyclic dependency issues.
+// Prepares given script, and inner class scripts, for compilation. It populates class members and
+// initializes method RPC info for its base classes first, then for itself, then for inner classes.
+// WARNING: This function cannot initiate compilation of other classes, or it will result in
+// cyclic dependency issues.
Error GDScriptCompiler::_prepare_compilation(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state) {
if (parsed_classes.has(p_script)) {
return OK;
diff --git a/modules/godot_physics_2d/godot_body_pair_2d.cpp b/modules/godot_physics_2d/godot_body_pair_2d.cpp
index 6c2d28dc92..98f11d6c07 100644
--- a/modules/godot_physics_2d/godot_body_pair_2d.cpp
+++ b/modules/godot_physics_2d/godot_body_pair_2d.cpp
@@ -161,11 +161,13 @@ void GodotBodyPair2D::_validate_contacts() {
}
}
-// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
-// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
-// Process: only proceed if body A's motion is high relative to its size.
-// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
-// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
+// `_test_ccd` prevents tunneling by slowing down a high velocity body that is about to collide so
+// that next frame it will be at an appropriate location to collide (i.e. slight overlap).
+// WARNING: The way velocity is adjusted down to cause a collision means the momentum will be
+// weaker than it should for a bounce!
+// Process: Only proceed if body A's motion is high relative to its size.
+// Cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
+// Adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) {
Vector2 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
diff --git a/modules/godot_physics_2d/godot_step_2d.cpp b/modules/godot_physics_2d/godot_step_2d.cpp
index bbaec8be2b..418b9313e8 100644
--- a/modules/godot_physics_2d/godot_step_2d.cpp
+++ b/modules/godot_physics_2d/godot_step_2d.cpp
@@ -251,14 +251,14 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
/* PRE-SOLVE CONSTRAINT ISLANDS */
- // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
+ // WARNING: This doesn't run on threads, because it involves thread-unsafe processing.
for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
_pre_solve_island(constraint_islands[island_index]);
}
/* SOLVE CONSTRAINT ISLANDS */
- // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // WARNING: `_solve_island` modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics2DConstraintSolveIslands"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
diff --git a/modules/godot_physics_3d/godot_body_pair_3d.cpp b/modules/godot_physics_3d/godot_body_pair_3d.cpp
index 84fae73616..d689271ac7 100644
--- a/modules/godot_physics_3d/godot_body_pair_3d.cpp
+++ b/modules/godot_physics_3d/godot_body_pair_3d.cpp
@@ -161,11 +161,13 @@ void GodotBodyPair3D::validate_contacts() {
}
}
-// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
-// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
-// Process: only proceed if body A's motion is high relative to its size.
-// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
-// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
+// `_test_ccd` prevents tunneling by slowing down a high velocity body that is about to collide so
+// that next frame it will be at an appropriate location to collide (i.e. slight overlap).
+// WARNING: The way velocity is adjusted down to cause a collision means the momentum will be
+// weaker than it should for a bounce!
+// Process: Only proceed if body A's motion is high relative to its size.
+// Cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
+// Adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A);
diff --git a/modules/godot_physics_3d/godot_step_3d.cpp b/modules/godot_physics_3d/godot_step_3d.cpp
index d09a3b4e6d..b6cec4ba59 100644
--- a/modules/godot_physics_3d/godot_step_3d.cpp
+++ b/modules/godot_physics_3d/godot_step_3d.cpp
@@ -355,14 +355,14 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
/* PRE-SOLVE CONSTRAINT ISLANDS */
- // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
+ // WARNING: This doesn't run on threads, because it involves thread-unsafe processing.
for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
_pre_solve_island(constraint_islands[island_index]);
}
/* SOLVE CONSTRAINT ISLANDS */
- // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // WARNING: `_solve_island` modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);