mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance. Fixed it in these cases by creating on local var, reference or pointer that's used instead.
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parent
ec63398042
commit
2002d74b78
38 changed files with 465 additions and 371 deletions
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@ -283,11 +283,12 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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// Create the 3space node
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shape->nodes.increment();
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shape->nodes.last().nameIndex = shape->addName(nodeName);
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shape->nodes.last().parentIndex = parentIndex;
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shape->nodes.last().firstObject = -1;
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shape->nodes.last().firstChild = -1;
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shape->nodes.last().nextSibling = -1;
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TSShape::Node& lastNode = shape->nodes.last();
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lastNode.nameIndex = shape->addName(nodeName);
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lastNode.parentIndex = parentIndex;
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lastNode.firstObject = -1;
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lastNode.firstChild = -1;
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lastNode.nextSibling = -1;
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// Add the AppNode to a matching list (so AppNodes can be accessed using 3space
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// node indices)
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@ -323,12 +324,14 @@ void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recu
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appNode->getBool("BB::INCLUDE_POLES", includePoles);
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S32 detIndex = shape->addDetail( "bbDetail", size, -1 );
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shape->details[detIndex].bbEquatorSteps = numEquatorSteps;
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shape->details[detIndex].bbPolarSteps = numPolarSteps;
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shape->details[detIndex].bbDetailLevel = dl;
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shape->details[detIndex].bbDimension = dim;
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shape->details[detIndex].bbIncludePoles = includePoles;
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shape->details[detIndex].bbPolarAngle = polarAngle;
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TSShape::Detail& detIndexDetail = shape->details[detIndex];
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detIndexDetail.bbEquatorSteps = numEquatorSteps;
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detIndexDetail.bbPolarSteps = numPolarSteps;
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detIndexDetail.bbDetailLevel = dl;
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detIndexDetail.bbDimension = dim;
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detIndexDetail.bbIncludePoles = includePoles;
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detIndexDetail.bbPolarAngle = polarAngle;
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}
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}
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}
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@ -462,10 +465,11 @@ void TSShapeLoader::generateObjects()
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if (!lastName || (meshNames[iMesh] != *lastName))
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{
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shape->objects.increment();
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shape->objects.last().nameIndex = shape->addName(meshNames[iMesh]);
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shape->objects.last().nodeIndex = subshape->objNodes[iMesh];
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shape->objects.last().startMeshIndex = appMeshes.size();
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shape->objects.last().numMeshes = 0;
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TSShape::Object& lastObject = shape->objects.last();
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lastObject.nameIndex = shape->addName(meshNames[iMesh]);
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lastObject.nodeIndex = subshape->objNodes[iMesh];
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lastObject.startMeshIndex = appMeshes.size();
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lastObject.numMeshes = 0;
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lastName = &meshNames[iMesh];
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}
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@ -1190,10 +1194,12 @@ void TSShapeLoader::install()
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shape->meshes.push_back(NULL);
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shape->objects.increment();
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shape->objects.last().nameIndex = shape->addName("dummy");
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shape->objects.last().nodeIndex = 0;
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shape->objects.last().startMeshIndex = 0;
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shape->objects.last().numMeshes = 1;
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TSShape::Object& lastObject = shape->objects.last();
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lastObject.nameIndex = shape->addName("dummy");
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lastObject.nodeIndex = 0;
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lastObject.startMeshIndex = 0;
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lastObject.numMeshes = 1;
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shape->objectStates.increment();
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shape->objectStates.last().frameIndex = 0;
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