From 0059558efc90f1aa3dccff62af50805ac1e3c838 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Fri, 19 Jun 2020 03:44:19 -0400 Subject: [PATCH] CScene: Make use of in-class initializers --- src/Core/Scene/CScene.cpp | 22 ++++++++-------------- src/Core/Scene/CScene.h | 22 +++++++++++----------- 2 files changed, 19 insertions(+), 25 deletions(-) diff --git a/src/Core/Scene/CScene.cpp b/src/Core/Scene/CScene.cpp index 67937f7c..2193b491 100644 --- a/src/Core/Scene/CScene.cpp +++ b/src/Core/Scene/CScene.cpp @@ -13,13 +13,7 @@ #include CScene::CScene() - : mSplitTerrain(true) - , mRanPostLoad(false) - , mNumNodes(0) - , mpSceneRootNode(new CRootNode(this, -1, nullptr)) - , mpArea(nullptr) - , mpWorld(nullptr) - , mpAreaRootNode(nullptr) + : mpSceneRootNode(new CRootNode(this, UINT32_MAX, nullptr)) { } @@ -34,7 +28,7 @@ bool CScene::IsNodeIDUsed(uint32 ID) const return (mNodeMap.find(ID) != mNodeMap.end()); } -uint32 CScene::CreateNodeID(uint32 SuggestedID /*= -1*/) const +uint32 CScene::CreateNodeID(uint32 SuggestedID) const { if (SuggestedID != -1) { @@ -52,7 +46,7 @@ uint32 CScene::CreateNodeID(uint32 SuggestedID /*= -1*/) const return ID; } -CModelNode* CScene::CreateModelNode(CModel *pModel, uint32 NodeID /*= -1*/) +CModelNode* CScene::CreateModelNode(CModel *pModel, uint32 NodeID) { if (pModel == nullptr) return nullptr; @@ -64,7 +58,7 @@ CModelNode* CScene::CreateModelNode(CModel *pModel, uint32 NodeID /*= -1*/) return pNode; } -CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel, uint32 NodeID /*= -1*/) +CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel, uint32 NodeID) { if (pModel == nullptr) return nullptr; @@ -76,7 +70,7 @@ CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel, uint32 NodeID /*= -1 return pNode; } -CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID /*= -1*/) +CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID) { if (pMesh == nullptr) return nullptr; @@ -88,7 +82,7 @@ CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 N return pNode; } -CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID /*= -1*/) +CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID) { if (pObj == nullptr) return nullptr; @@ -114,7 +108,7 @@ CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID /*= -1* return pNode; } -CLightNode* CScene::CreateLightNode(CLight *pLight, uint32 NodeID /*= -1*/) +CLightNode* CScene::CreateLightNode(CLight *pLight, uint32 NodeID) { if (pLight == nullptr) return nullptr; @@ -180,7 +174,7 @@ void CScene::SetActiveArea(CWorld *pWorld, CGameArea *pArea) // Create nodes for new area mpWorld = pWorld; mpArea = pArea; - mpAreaRootNode = new CRootNode(this, -1, mpSceneRootNode); + mpAreaRootNode = new CRootNode(this, UINT32_MAX, mpSceneRootNode); // Create static nodes size_t Count = mpArea->NumStaticModels(); diff --git a/src/Core/Scene/CScene.h b/src/Core/Scene/CScene.h index 30f1bf8a..597e90ae 100644 --- a/src/Core/Scene/CScene.h +++ b/src/Core/Scene/CScene.h @@ -25,16 +25,16 @@ class CScene { friend class CSceneIterator; - bool mSplitTerrain; - bool mRanPostLoad; + bool mSplitTerrain = true; + bool mRanPostLoad = false; - uint32 mNumNodes; - CRootNode *mpSceneRootNode; + uint32 mNumNodes = 0; + CRootNode *mpSceneRootNode = nullptr; std::unordered_map> mNodes; TResPtr mpArea; TResPtr mpWorld; - CRootNode *mpAreaRootNode; + CRootNode *mpAreaRootNode = nullptr; // Environment std::vector mAreaAttributesObjects; @@ -49,13 +49,13 @@ public: // Scene Management bool IsNodeIDUsed(uint32 ID) const; - uint32 CreateNodeID(uint32 SuggestedID = -1) const; + uint32 CreateNodeID(uint32 SuggestedID = UINT32_MAX) const; - CModelNode* CreateModelNode(CModel *pModel, uint32 NodeID = -1); - CStaticNode* CreateStaticNode(CStaticModel *pModel, uint32 NodeID = -1); - CCollisionNode* CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID = -1); - CScriptNode* CreateScriptNode(CScriptObject *pObj, uint32 NodeID = -1); - CLightNode* CreateLightNode(CLight *pLight, uint32 NodeID = -1); + CModelNode* CreateModelNode(CModel *pModel, uint32 NodeID = UINT32_MAX); + CStaticNode* CreateStaticNode(CStaticModel *pModel, uint32 NodeID = UINT32_MAX); + CCollisionNode* CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID = UINT32_MAX); + CScriptNode* CreateScriptNode(CScriptObject *pObj, uint32 NodeID = UINT32_MAX); + CLightNode* CreateLightNode(CLight *pLight, uint32 NodeID = UINT32_MAX); void DeleteNode(CSceneNode *pNode); void SetActiveArea(CWorld *pWorld, CGameArea *pArea); void PostLoad();