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