Require semicolon after most engine API macros
# Conflicts: # Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp
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@@ -2193,7 +2193,7 @@ bool PhysicsBackend::CapsuleCastAll(void* scene, const Vector3& center, const fl
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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)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
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SCENE_QUERY_SETUP_SWEEP_1();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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@@ -2202,7 +2202,7 @@ bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const Collis
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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)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
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SCENE_QUERY_SETUP_SWEEP_1();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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@@ -2214,7 +2214,7 @@ bool PhysicsBackend::ConvexCast(void* scene, const Vector3& center, const Collis
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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)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
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SCENE_QUERY_SETUP_SWEEP();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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@@ -2250,7 +2250,7 @@ bool PhysicsBackend::CheckCapsule(void* scene, const Vector3& center, const floa
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bool PhysicsBackend::CheckConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
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SCENE_QUERY_SETUP_OVERLAP_1();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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@@ -2292,7 +2292,7 @@ bool PhysicsBackend::OverlapCapsule(void* scene, const Vector3& center, const fl
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bool PhysicsBackend::OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false);
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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