Require semicolon after most engine API macros

This commit is contained in:
2023-07-30 00:56:00 +03:00
parent e21c06e595
commit 203cede21d
17 changed files with 91 additions and 86 deletions

View File

@@ -2162,7 +2162,7 @@ bool PhysicsBackend::CapsuleCastAll(void* scene, const Vector3& center, const fl
bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_SWEEP_1();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
@@ -2171,7 +2171,7 @@ bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const Collis
bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_SWEEP_1();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
@@ -2183,7 +2183,7 @@ bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const Collis
bool PhysicsBackend::ConvexCastAll(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_SWEEP();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
@@ -2219,7 +2219,7 @@ bool PhysicsBackend::CheckCapsule(void* scene, const Vector3& center, const floa
bool PhysicsBackend::CheckConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_OVERLAP_1();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
@@ -2261,7 +2261,7 @@ bool PhysicsBackend::OverlapCapsule(void* scene, const Vector3& center, const fl
bool PhysicsBackend::OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
@@ -2306,7 +2306,7 @@ bool PhysicsBackend::OverlapCapsule(void* scene, const Vector3& center, const fl
bool PhysicsBackend::OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));