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#18051: Remove redundant parenthesis

Xavier Cho 7 年之前
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9097c71255

+ 27 - 27
modules/mono/glue/cs_files/AABB.cs

@@ -49,12 +49,12 @@ namespace Godot
             Vector3 dst_min = with.position;
             Vector3 dst_max = with.position + with.size;
 
-            return ((src_min.x <= dst_min.x) &&
-                    (src_max.x > dst_max.x) &&
-                    (src_min.y <= dst_min.y) &&
-                    (src_max.y > dst_max.y) &&
-                    (src_min.z <= dst_min.z) &&
-                    (src_max.z > dst_max.z));
+            return src_min.x <= dst_min.x &&
+                   src_max.x > dst_max.x &&
+                   src_min.y <= dst_min.y &&
+                   src_max.y > dst_max.y &&
+                   src_min.z <= dst_min.z &&
+                   src_max.z > dst_max.z;
         }
 
         public AABB Expand(Vector3 to_point)
@@ -217,9 +217,9 @@ namespace Godot
             Vector3 ofs = position + half_extents;
 
             return ofs + new Vector3(
-                (dir.x > 0f) ? -half_extents.x : half_extents.x,
-                (dir.y > 0f) ? -half_extents.y : half_extents.y,
-                (dir.z > 0f) ? -half_extents.z : half_extents.z);
+                dir.x > 0f ? -half_extents.x : half_extents.x,
+                dir.y > 0f ? -half_extents.y : half_extents.y,
+                dir.z > 0f ? -half_extents.z : half_extents.z);
         }
 
         public AABB Grow(real_t by)
@@ -278,41 +278,41 @@ namespace Godot
                 return new AABB();
             }
 
-            min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
-            max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
+            min.x = src_min.x > dst_min.x ? src_min.x : dst_min.x;
+            max.x = src_max.x < dst_max.x ? src_max.x : dst_max.x;
 
             if (src_min.y > dst_max.y || src_max.y < dst_min.y)
             {
                 return new AABB();
             }
 
-            min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
-            max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
+            min.y = src_min.y > dst_min.y ? src_min.y : dst_min.y;
+            max.y = src_max.y < dst_max.y ? src_max.y : dst_max.y;
 
             if (src_min.z > dst_max.z || src_max.z < dst_min.z)
             {
                 return new AABB();
             }
 
-            min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
-            max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
+            min.z = src_min.z > dst_min.z ? src_min.z : dst_min.z;
+            max.z = src_max.z < dst_max.z ? src_max.z : dst_max.z;
 
             return new AABB(min, max - min);
         }
 
         public bool Intersects(AABB with)
         {
-            if (position.x >= (with.position.x + with.size.x))
+            if (position.x >= with.position.x + with.size.x)
                 return false;
-            if ((position.x + size.x) <= with.position.x)
+            if (position.x + size.x <= with.position.x)
                 return false;
-            if (position.y >= (with.position.y + with.size.y))
+            if (position.y >= with.position.y + with.size.y)
                 return false;
-            if ((position.y + size.y) <= with.position.y)
+            if (position.y + size.y <= with.position.y)
                 return false;
-            if (position.z >= (with.position.z + with.size.z))
+            if (position.z >= with.position.z + with.size.z)
                 return false;
-            if ((position.z + size.z) <= with.position.z)
+            if (position.z + size.z <= with.position.z)
                 return false;
 
             return true;
@@ -400,15 +400,15 @@ namespace Godot
 	        var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
 
             var min = new Vector3(
-                              (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x,
-                              (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y,
-                              (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z
+                              beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
+                              beg_1.y < beg_2.y ? beg_1.y : beg_2.y,
+                              beg_1.z < beg_2.z ? beg_1.z : beg_2.z
                           );
 
             var max = new Vector3(
-                              (end_1.x > end_2.x) ? end_1.x : end_2.x,
-                              (end_1.y > end_2.y) ? end_1.y : end_2.y,
-                              (end_1.z > end_2.z) ? end_1.z : end_2.z
+                              end_1.x > end_2.x ? end_1.x : end_2.x,
+                              end_1.y > end_2.y ? end_1.y : end_2.y,
+                              end_1.z > end_2.z ? end_1.z : end_2.z
                           );
 
             return new AABB(min, max - min);

+ 5 - 5
modules/mono/glue/cs_files/Basis.cs

@@ -296,9 +296,9 @@ namespace Godot
             Vector3 zAxis = GetAxis(2);
 
             xAxis.Normalize();
-            yAxis = (yAxis - xAxis * (xAxis.Dot(yAxis)));
+            yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
             yAxis.Normalize();
-            zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
+            zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
             zAxis.Normalize();
 
             return CreateFromAxes(xAxis, yAxis, zAxis);
@@ -374,9 +374,9 @@ namespace Godot
         {
             return new Vector3
             (
-                (this[0, 0] * v.x) + (this[1, 0] * v.y) + (this[2, 0] * v.z),
-                (this[0, 1] * v.x) + (this[1, 1] * v.y) + (this[2, 1] * v.z),
-                (this[0, 2] * v.x) + (this[1, 2] * v.y) + (this[2, 2] * v.z)
+                this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
+                this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
+                this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
             );
         }
 

+ 9 - 9
modules/mono/glue/cs_files/Color.cs

@@ -180,7 +180,7 @@ namespace Godot
                     hue += 1.0f;
             }
 
-            saturation = (max == 0) ? 0 : 1f - (1f * min / max);
+            saturation = max == 0 ? 0 : 1f - 1f * min / max;
             value = max / 255f;
         }
 
@@ -267,10 +267,10 @@ namespace Godot
         {
             var res = this;
 
-            res.r += (t * (b.r - r));
-            res.g += (t * (b.g - g));
-            res.b += (t * (b.b - this.b));
-            res.a += (t * (b.a - a));
+            res.r += t * (b.r - r);
+            res.g += t * (b.g - g);
+            res.b += t * (b.b - this.b);
+            res.a += t * (b.a - a);
 
             return res;
         }
@@ -511,8 +511,8 @@ namespace Godot
                 if (left.g == right.g)
                 {
                     if (left.b == right.b)
-                        return (left.a < right.a);
-                    return (left.b < right.b);
+                        return left.a < right.a;
+                    return left.b < right.b;
                 }
 
                 return left.g < right.g;
@@ -528,8 +528,8 @@ namespace Godot
                 if (left.g == right.g)
                 {
                     if (left.b == right.b)
-                        return (left.a > right.a);
-                    return (left.b > right.b);
+                        return left.a > right.a;
+                    return left.b > right.b;
                 }
 
                 return left.g > right.g;

+ 2 - 2
modules/mono/glue/cs_files/GD.cs

@@ -127,9 +127,9 @@ namespace Godot
             int count;
 
             if (increment > 0)
-                count = ((to - from - 1) / increment) + 1;
+                count = (to - @from - 1) / increment + 1;
             else
-                count = ((from - to - 1) / -increment) + 1;
+                count = (@from - to - 1) / -increment + 1;
 
             var ret = new int[count];
 

+ 9 - 9
modules/mono/glue/cs_files/Mathf.cs

@@ -145,7 +145,7 @@ namespace Godot
                 return x % y;
             }
 
-            return y - (-x % y);
+            return y - -x % y;
         }
 
         public static real_t InverseLerp(real_t from, real_t to, real_t weight)
@@ -175,22 +175,22 @@ namespace Godot
 
         public static int Max(int a, int b)
         {
-            return (a > b) ? a : b;
+            return a > b ? a : b;
         }
 
         public static real_t Max(real_t a, real_t b)
         {
-            return (a > b) ? a : b;
+            return a > b ? a : b;
         }
 
         public static int Min(int a, int b)
         {
-            return (a < b) ? a : b;
+            return a < b ? a : b;
         }
 
         public static real_t Min(real_t a, real_t b)
         {
-            return (a < b) ? a : b;
+            return a < b ? a : b;
         }
 
         public static int NearestPo2(int value)
@@ -227,12 +227,12 @@ namespace Godot
 
         public static int Sign(int s)
         {
-            return (s < 0) ? -1 : 1;
+            return s < 0 ? -1 : 1;
         }
 
         public static real_t Sign(real_t s)
         {
-            return (s < 0f) ? -1f : 1f;
+            return s < 0f ? -1f : 1f;
         }
 
         public static real_t Sin(real_t s)
@@ -273,13 +273,13 @@ namespace Godot
         public static int Wrap(int value, int min, int max)
         {
             int rng = max - min;
-            return min + ((((value - min) % rng) + rng) % rng);
+            return min + ((value - min) % rng + rng) % rng;
         }
 
         public static real_t Wrap(real_t value, real_t min, real_t max)
         {
             real_t rng = max - min;
-            return min + ((((value - min) % rng) + rng) % rng);
+            return min + ((value - min) % rng + rng) % rng;
         }
     }
 }

+ 4 - 4
modules/mono/glue/cs_files/Plane.cs

@@ -80,9 +80,9 @@ namespace Godot
             if (Mathf.Abs(denom) <= Mathf.Epsilon)
                 return new Vector3();
 
-	        Vector3 result = (b.normal.Cross(c.normal) * d) +
-                                (c.normal.Cross(normal) * b.d) +
-                                (normal.Cross(b.normal) * c.d);
+	        Vector3 result = b.normal.Cross(c.normal) * d +
+                                c.normal.Cross(normal) * b.d +
+                                normal.Cross(b.normal) * c.d;
 
             return result / denom;
         }
@@ -113,7 +113,7 @@ namespace Godot
 
             real_t dist = (normal.Dot(begin) - d) / den;
 
-            if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
+            if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
                 return new Vector3();
 
             return begin + segment * -dist;

+ 1 - 1
modules/mono/glue/cs_files/Quat.cs

@@ -137,7 +137,7 @@ namespace Godot
             real_t sinom, scale0, scale1;
 
             // Calculate coefficients
-            if ((1.0 - cosom) > Mathf.Epsilon)
+            if (1.0 - cosom > Mathf.Epsilon)
             {
                 // Standard case (Slerp)
                 real_t omega = Mathf.Acos(cosom);

+ 13 - 13
modules/mono/glue/cs_files/Rect2.cs

@@ -57,9 +57,9 @@ namespace Godot
 
         public bool Encloses(Rect2 b)
         {
-            return (b.position.x >= position.x) && (b.position.y >= position.y) &&
-               ((b.position.x + b.size.x) < (position.x + size.x)) &&
-               ((b.position.y + b.size.y) < (position.y + size.y));
+            return b.position.x >= position.x && b.position.y >= position.y &&
+               b.position.x + b.size.x < position.x + size.x &&
+               b.position.y + b.size.y < position.y + size.y;
         }
 
         public Rect2 Expand(Vector2 to)
@@ -118,10 +118,10 @@ namespace Godot
         {
             var g = this;
 
-            g.GrowIndividual((Margin.Left == margin) ? by : 0,
-                    (Margin.Top == margin) ? by : 0,
-                    (Margin.Right == margin) ? by : 0,
-                    (Margin.Bottom == margin) ? by : 0);
+            g.GrowIndividual(Margin.Left == margin ? by : 0,
+                    Margin.Top == margin ? by : 0,
+                    Margin.Right == margin ? by : 0,
+                    Margin.Bottom == margin ? by : 0);
 
             return g;
         }
@@ -138,9 +138,9 @@ namespace Godot
             if (point.y < position.y)
                 return false;
 
-            if (point.x >= (position.x + size.x))
+            if (point.x >= position.x + size.x)
                 return false;
-            if (point.y >= (position.y + size.y))
+            if (point.y >= position.y + size.y)
                 return false;
 
             return true;
@@ -148,13 +148,13 @@ namespace Godot
 
         public bool Intersects(Rect2 b)
         {
-            if (position.x > (b.position.x + b.size.x))
+            if (position.x > b.position.x + b.size.x)
                 return false;
-            if ((position.x + size.x) < b.position.x)
+            if (position.x + size.x < b.position.x)
                 return false;
-            if (position.y > (b.position.y + b.size.y))
+            if (position.y > b.position.y + b.size.y)
                 return false;
-            if ((position.y + size.y) < b.position.y)
+            if (position.y + size.y < b.position.y)
                 return false;
 
             return true;

+ 9 - 6
modules/mono/glue/cs_files/StringExtensions.cs

@@ -312,7 +312,7 @@ namespace Godot
             int c;
 
             while ((c = instance[index++]) != 0)
-                hashv = ((hashv << 5) + hashv) + c; // hash * 33 + c
+                hashv = (hashv << 5) + hashv + c; // hash * 33 + c
 
             return hashv;
         }
@@ -454,7 +454,10 @@ namespace Godot
                         return false; // Don't start with number plz
                 }
 
-                bool valid_char = (instance[i] >= '0' && instance[i] <= '9') || (instance[i] >= 'a' && instance[i] <= 'z') || (instance[i] >= 'A' && instance[i] <= 'Z') || instance[i] == '_';
+                bool valid_char = instance[i] >= '0' && 
+                                  instance[i] <= '9' || instance[i] >= 'a' && 
+                                  instance[i] <= 'z' || instance[i] >= 'A' && 
+                                  instance[i] <= 'Z' || instance[i] == '_';
 
                 if (!valid_char)
                     return false;
@@ -550,7 +553,7 @@ namespace Godot
                 case '\0':
                     return instance[0] == 0;
                 case '*':
-                    return ExprMatch(expr + 1, instance, caseSensitive) || (instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive));
+                    return ExprMatch(expr + 1, instance, caseSensitive) || instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive);
                 case '?':
                     return instance[0] != 0 && instance[0] != '.' && ExprMatch(expr + 1, instance + 1, caseSensitive);
                 default:
@@ -769,7 +772,7 @@ namespace Godot
             if (pos < 0)
                 return string.Empty;
 
-            return instance.Substring(pos, (instance.Length - pos));
+            return instance.Substring(pos, instance.Length - pos);
         }
 
         public static byte[] Sha256Buffer(this string instance)
@@ -822,7 +825,7 @@ namespace Godot
                 }
             }
 
-            return (2.0f * inter) / sum;
+            return 2.0f * inter / sum;
         }
 
         // <summary>
@@ -847,7 +850,7 @@ namespace Godot
                 int end = instance.Find(divisor, from);
                 if (end < 0)
                     end = len;
-                if (allow_empty || (end > from))
+                if (allow_empty || end > @from)
                     ret.Add(float.Parse(instance.Substring(from)));
                 if (end == len)
                     break;

+ 3 - 3
modules/mono/glue/cs_files/Transform.cs

@@ -97,9 +97,9 @@ namespace Godot
 
             return new Vector3
             (
-                (basis[0, 0] * vInv.x) + (basis[1, 0] * vInv.y) + (basis[2, 0] * vInv.z),
-                (basis[0, 1] * vInv.x) + (basis[1, 1] * vInv.y) + (basis[2, 1] * vInv.z),
-                (basis[0, 2] * vInv.x) + (basis[1, 2] * vInv.y) + (basis[2, 2] * vInv.z)
+                basis[0, 0] * vInv.x + basis[1, 0] * vInv.y + basis[2, 0] * vInv.z,
+                basis[0, 1] * vInv.x + basis[1, 1] * vInv.y + basis[2, 1] * vInv.z,
+                basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
             );
         }
         

+ 2 - 2
modules/mono/glue/cs_files/Transform2D.cs

@@ -163,7 +163,7 @@ namespace Godot
             real_t dot = v1.Dot(v2);
 
             // Clamp dot to [-1, 1]
-            dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
+            dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);
 
             Vector2 v;
 
@@ -214,7 +214,7 @@ namespace Godot
             Vector2 onY = on.y;
 
             onX.Normalize();
-            onY = onY - onX * (onX.Dot(onY));
+            onY = onY - onX * onX.Dot(onY);
             onY.Normalize();
 
             on.x = onX;

+ 3 - 3
modules/mono/glue/cs_files/Vector2.cs

@@ -121,7 +121,7 @@ namespace Godot
             real_t t2 = t * t;
             real_t t3 = t2 * t;
 
-            return 0.5f * ((p1 * 2.0f) +
+            return 0.5f * (p1 * 2.0f +
                                 (-p0 + p2) * t +
                                 (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
                                 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
@@ -166,8 +166,8 @@ namespace Godot
         {
             var res = this;
 
-            res.x += (t * (b.x - x));
-            res.y += (t * (b.y - y));
+            res.x += t * (b.x - x);
+            res.y += t * (b.y - y);
 
             return res;
         }

+ 7 - 7
modules/mono/glue/cs_files/Vector3.cs

@@ -103,9 +103,9 @@ namespace Godot
         {
             return new Vector3
             (
-                (y * b.z) - (z * b.y),
-                (z * b.x) - (x * b.z),
-                (x * b.y) - (y * b.x)
+                y * b.z - z * b.y,
+                z * b.x - x * b.z,
+                x * b.y - y * b.x
             );
         }
 
@@ -120,7 +120,7 @@ namespace Godot
             real_t t3 = t2 * t;
 
             return 0.5f * (
-                        (p1 * 2.0f) + (-p0 + p2) * t +
+                        p1 * 2.0f + (-p0 + p2) * t +
                         (2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
                         (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
                     );
@@ -178,9 +178,9 @@ namespace Godot
         {
             return new Vector3
             (
-                x + (t * (b.x - x)),
-                y + (t * (b.y - y)),
-                z + (t * (b.z - z))
+                x + t * (b.x - x),
+                y + t * (b.y - y),
+                z + t * (b.z - z)
             );
         }