CSceneNode: Collapse loops into ranged for loops

Where applicable, we can simplify some loops a little bit, migrating off
the slightly more verbose iterator means of traversing standard
containers.
This commit is contained in:
Lioncash 2020-06-09 23:07:45 -04:00
parent 3d4f2d60eb
commit c285207f24
1 changed files with 13 additions and 14 deletions

View File

@ -26,8 +26,7 @@ CSceneNode::CSceneNode(CScene *pScene, uint32 NodeID, CSceneNode *pParent)
CSceneNode::~CSceneNode()
{
smNumNodes--;
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete (*it);
DeleteChildren();
}
// ************ VIRTUAL ************
@ -69,8 +68,8 @@ void CSceneNode::OnLoadFinished()
{
PostLoad();
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->OnLoadFinished();
for (auto* child : mChildren)
child->OnLoadFinished();
}
void CSceneNode::Unparent()
@ -85,7 +84,7 @@ void CSceneNode::Unparent()
void CSceneNode::RemoveChild(CSceneNode *pChild)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
for (auto it = mChildren.begin(); it != mChildren.end(); ++it)
{
if (*it == pChild)
{
@ -97,8 +96,8 @@ void CSceneNode::RemoveChild(CSceneNode *pChild)
void CSceneNode::DeleteChildren()
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete *it;
for (auto* child : mChildren)
delete child;
mChildren.clear();
}
@ -317,8 +316,8 @@ void CSceneNode::ForceRecalculateTransform() const
// If so, the children will already be marked
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
for (auto* child : mChildren)
child->MarkTransformChanged();
}
_mTransformDirty = false;
}
@ -327,8 +326,8 @@ void CSceneNode::MarkTransformChanged() const
{
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
for (auto* child : mChildren)
child->MarkTransformChanged();
}
_mTransformDirty = true;
@ -355,7 +354,7 @@ CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
if ((mpParent) && (InheritsPosition()))
if (mpParent != nullptr && InheritsPosition())
ret += mpParent->AbsolutePosition();
return ret;
@ -365,7 +364,7 @@ CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
if ((mpParent) && (InheritsRotation()))
if (mpParent != nullptr && InheritsRotation())
ret *= mpParent->AbsoluteRotation();
return ret;
@ -375,7 +374,7 @@ CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
if ((mpParent) && (InheritsScale()))
if (mpParent != nullptr && InheritsScale())
ret *= mpParent->AbsoluteScale();
return ret;