diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-07-23 23:41:51 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-07-25 11:17:40 +0200 |
commit | 90019676b076abdfc076ed6f38005d6cce89923b (patch) | |
tree | 63fcbfc3018ae9953b1ef8049c51a07cd1a8728e /servers/physics_3d | |
parent | 3084a48ace3e7dabd83e4c62280328f429defad6 (diff) |
Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/gjk_epa.h | 2 | ||||
-rw-r--r-- | servers/physics_3d/godot_collision_solver_3d_sat.h | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h index 01a47f222e..309af76561 100644 --- a/servers/physics_3d/gjk_epa.h +++ b/servers/physics_3d/gjk_epa.h @@ -37,4 +37,4 @@ bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0); bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B); -#endif +#endif // GJK_EPA_H diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h index 3eb7aa4c9e..46c5ec3254 100644 --- a/servers/physics_3d/godot_collision_solver_3d_sat.h +++ b/servers/physics_3d/godot_collision_solver_3d_sat.h @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef GODOT_COLLISION_SOLVER_SAT_H -#define GODOT_COLLISION_SOLVER_SAT_H +#ifndef GODOT_COLLISION_SOLVER_3D_SAT_H +#define GODOT_COLLISION_SOLVER_3D_SAT_H #include "godot_collision_solver_3d.h" bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0); -#endif // GODOT_COLLISION_SOLVER_SAT_H +#endif // GODOT_COLLISION_SOLVER_3D_SAT_H |