Require semicolon after most engine API macros

# Conflicts:
#	Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp
This commit is contained in:
2023-07-30 00:56:00 +03:00
committed by Ari Vuollet
parent 83c3201ef8
commit f4c13032a2
17 changed files with 90 additions and 85 deletions

View File

@@ -2193,7 +2193,7 @@ 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)));
@@ -2202,7 +2202,7 @@ 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)));
@@ -2214,7 +2214,7 @@ 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)));
@@ -2250,7 +2250,7 @@ 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)));
@@ -2292,7 +2292,7 @@ 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)));