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Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
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@@ -63,22 +63,18 @@ void Skeleton3DEditor::create_physical_skeleton() {
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bones_infos.resize(bc);
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for (int bone_id = 0; bc > bone_id; ++bone_id) {
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const int parent = skeleton->get_bone_parent(bone_id);
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if (parent < 0) {
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bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
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} else {
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const int parent_parent = skeleton->get_bone_parent(parent);
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bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
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/// create physical bone on parent
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if (!bones_infos[parent].physical_bone) {
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bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
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ur->create_action(TTR("Create physical bones"));
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@@ -93,7 +89,6 @@ void Skeleton3DEditor::create_physical_skeleton() {
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/// Create joint between parent of parent
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if (-1 != parent_parent) {
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bones_infos[parent].physical_bone->set_joint_type(PhysicalBone3D::JOINT_TYPE_PIN);
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}
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}
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@@ -102,7 +97,6 @@ void Skeleton3DEditor::create_physical_skeleton() {
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}
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PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
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const real_t half_height(child_rest.origin.length() * 0.5);
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@@ -131,7 +125,6 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi
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}
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void Skeleton3DEditor::edit(Skeleton3D *p_node) {
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skeleton = p_node;
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}
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@@ -142,7 +135,6 @@ void Skeleton3DEditor::_notification(int p_what) {
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}
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void Skeleton3DEditor::_node_removed(Node *p_node) {
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if (p_node == skeleton) {
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skeleton = nullptr;
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options->hide();
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@@ -180,7 +172,6 @@ void Skeleton3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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skeleton_editor->options->show();
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} else {
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skeleton_editor->options->hide();
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skeleton_editor->edit(nullptr);
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}
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