CGameArea: Pass transform by const reference

Gets rid of 64-byte moves where they aren't necessary.
This commit is contained in:
Lioncache
2025-12-14 00:57:15 -05:00
parent 60f647b40f
commit 057c52f5e5
3 changed files with 7 additions and 7 deletions

View File

@@ -89,8 +89,8 @@ public:
void ClearExtraDependencies();
// Accessors
uint32 WorldIndex() const { return mWorldIndex; }
CTransform4f Transform() const { return mTransform; }
uint32_t WorldIndex() const { return mWorldIndex; }
const CTransform4f& Transform() const { return mTransform; }
CMaterialSet* Materials() const { return mpMaterialSet; }
size_t NumWorldModels() const { return mWorldModels.size(); }
size_t NumStaticModels() const { return mStaticWorldModels.size(); }
@@ -105,9 +105,9 @@ public:
CAssetID PathID() const { return mPathID; }
CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
CAssetID PortalAreaID() const { return mPortalAreaID; }
CAABox AABox() const { return mAABox; }
const CAABox& AABox() const { return mAABox; }
void SetWorldIndex(uint32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
void SetWorldIndex(uint32_t NewWorldIndex) { mWorldIndex = NewWorldIndex; }
};
#endif // CGAMEAREA_H

View File

@@ -574,7 +574,7 @@ void CScriptNode::GeneratePosition()
if (!mHasValidPosition)
{
// Default to center of the active area; this is to prevent recursion issues
const CTransform4f AreaTransform = mpScene->ActiveArea()->Transform();
const CTransform4f& AreaTransform = mpScene->ActiveArea()->Transform();
mPosition = CVector3f(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
mHasValidPosition = true;
MarkTransformChanged();

View File

@@ -282,8 +282,8 @@ bool CWorldEditor::SetArea(CWorld *pWorld, int AreaIndex)
if (pCamera->MoveMode() == ECameraMoveMode::Free)
{
CTransform4f AreaTransform = mpArea->Transform();
CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
const CTransform4f& AreaTransform = mpArea->Transform();
const CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
pCamera->Snap(AreaPosition);
}