Style: Enforce braces around if blocks and loops

Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
This commit is contained in:
Rémi Verschelde 2020-05-14 16:41:43 +02:00
parent 07bc4e2f96
commit 0ee0fa42e6
683 changed files with 22803 additions and 12225 deletions

View file

@ -114,12 +114,15 @@ bool Basis::is_rotation() const {
}
bool Basis::is_symmetric() const {
if (!Math::is_equal_approx_ratio(elements[0][1], elements[1][0], UNIT_EPSILON))
if (!Math::is_equal_approx_ratio(elements[0][1], elements[1][0], UNIT_EPSILON)) {
return false;
if (!Math::is_equal_approx_ratio(elements[0][2], elements[2][0], UNIT_EPSILON))
}
if (!Math::is_equal_approx_ratio(elements[0][2], elements[2][0], UNIT_EPSILON)) {
return false;
if (!Math::is_equal_approx_ratio(elements[1][2], elements[2][1], UNIT_EPSILON))
}
if (!Math::is_equal_approx_ratio(elements[1][2], elements[2][1], UNIT_EPSILON)) {
return false;
}
return true;
}
@ -555,8 +558,9 @@ bool Basis::is_equal_approx(const Basis &p_basis) const {
bool Basis::is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (!Math::is_equal_approx_ratio(a.elements[i][j], b.elements[i][j], p_epsilon))
if (!Math::is_equal_approx_ratio(a.elements[i][j], b.elements[i][j], p_epsilon)) {
return false;
}
}
}
@ -566,8 +570,9 @@ bool Basis::is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsil
bool Basis::operator==(const Basis &p_matrix) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (elements[i][j] != p_matrix.elements[i][j])
if (elements[i][j] != p_matrix.elements[i][j]) {
return false;
}
}
}
@ -582,8 +587,9 @@ Basis::operator String() const {
String mtx;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (i != 0 || j != 0)
if (i != 0 || j != 0) {
mtx += ", ";
}
mtx += rtos(elements[i][j]);
}
@ -661,20 +667,22 @@ int Basis::get_orthogonal_index() const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
real_t v = orth[i][j];
if (v > 0.5)
if (v > 0.5) {
v = 1.0;
else if (v < -0.5)
} else if (v < -0.5) {
v = -1.0;
else
} else {
v = 0;
}
orth[i][j] = v;
}
}
for (int i = 0; i < 24; i++) {
if (_ortho_bases[i] == orth)
if (_ortho_bases[i] == orth) {
return i;
}
}
return 0;
@ -754,8 +762,9 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
real_t s = Math::sqrt((elements[1][2] - elements[2][1]) * (elements[1][2] - elements[2][1]) + (elements[2][0] - elements[0][2]) * (elements[2][0] - elements[0][2]) + (elements[0][1] - elements[1][0]) * (elements[0][1] - elements[1][0])); // s=|axis||sin(angle)|, used to normalise
angle = Math::acos((elements[0][0] + elements[1][1] + elements[2][2] - 1) / 2);
if (angle < 0)
if (angle < 0) {
s = -s;
}
x = (elements[2][1] - elements[1][2]) / s;
y = (elements[0][2] - elements[2][0]) / s;
z = (elements[1][0] - elements[0][1]) / s;