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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1356 from Areloch/PVS_Cleanup_813
Convert un-modified function arguments to const references.
This commit is contained in:
commit
4f2f1ca4e1
40 changed files with 59 additions and 59 deletions
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@ -259,7 +259,7 @@ void AIPlayer::setAimObject( GameBase *targetObject )
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* @param targetObject The object to target
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* @param offset The offest from the target location to aim at
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*/
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void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
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void AIPlayer::setAimObject(GameBase *targetObject, const Point3F& offset)
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{
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mAimObject = targetObject;
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mTargetInLOS = false;
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@ -161,7 +161,7 @@ public:
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// Targeting and aiming sets/gets
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void setAimObject( GameBase *targetObject );
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void setAimObject( GameBase *targetObject, Point3F offset );
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void setAimObject(GameBase *targetObject, const Point3F& offset);
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GameBase* getAimObject() const { return mAimObject; }
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void setAimLocation( const Point3F &location );
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Point3F getAimLocation() const { return mAimLocation; }
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@ -393,7 +393,7 @@ void Camera::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId, Mat
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}
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}
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DisplayPose Camera::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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DisplayPose Camera::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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DisplayPose outPose;
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@ -237,7 +237,7 @@ class Camera: public ShapeBase
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virtual void interpolateTick( F32 delta);
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virtual void getCameraTransform( F32* pos,MatrixF* mat );
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
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virtual void writePacketData( GameConnection* conn, BitStream* stream );
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virtual void readPacketData( GameConnection* conn, BitStream* stream );
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@ -248,7 +248,7 @@ fxFoliageCulledList::fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* I
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//------------------------------------------------------------------------------
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void fxFoliageCulledList::FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec)
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void fxFoliageCulledList::FindCandidates(const Box3F& SearchBox, fxFoliageCulledList* InVec)
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{
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// Search the Culled List.
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for (U32 i = 0; i < InVec->GetListCount(); i++)
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@ -1028,7 +1028,7 @@ void fxFoliageReplicator::SetupBuffers()
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//------------------------------------------------------------------------------
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Box3F fxFoliageReplicator::FetchQuadrant(Box3F Box, U32 Quadrant)
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Box3F fxFoliageReplicator::FetchQuadrant(const Box3F& Box, U32 Quadrant)
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{
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Box3F QuadrantBox;
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@ -86,7 +86,7 @@ public:
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fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec);
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~fxFoliageCulledList() {};
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void FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec);
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void FindCandidates(const Box3F& SearchBox, fxFoliageCulledList* InVec);
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U32 GetListCount(void) { return mCulledObjectSet.size(); };
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fxFoliageItem* GetElement(U32 index) { return mCulledObjectSet[index]; };
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@ -157,7 +157,7 @@ protected:
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void SyncFoliageReplicators(void);
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Box3F FetchQuadrant(Box3F Box, U32 Quadrant);
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Box3F FetchQuadrant(const Box3F& Box, U32 Quadrant);
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void ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant);
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void ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList);
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@ -5586,7 +5586,7 @@ void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
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*mat = nmat;
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}
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DisplayPose Player::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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DisplayPose Player::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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DisplayPose outPose;
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@ -684,7 +684,7 @@ public:
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void getEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getRenderEyeTransform(MatrixF* mat);
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void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
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void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
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void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
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void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
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@ -1191,13 +1191,13 @@ void ShapeBase::onDeleteNotify( SimObject *obj )
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Parent::onDeleteNotify( obj );
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}
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void ShapeBase::onImpact(SceneObject* obj, VectorF vec)
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void ShapeBase::onImpact(SceneObject* obj, const VectorF& vec)
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{
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if (!isGhost())
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mDataBlock->onImpact_callback( this, obj, vec, vec.len() );
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}
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void ShapeBase::onImpact(VectorF vec)
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void ShapeBase::onImpact(const VectorF& vec)
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{
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if (!isGhost())
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mDataBlock->onImpact_callback( this, NULL, vec, vec.len() );
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@ -1994,7 +1994,7 @@ void ShapeBase::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId,
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*outMat = temp;
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}
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DisplayPose ShapeBase::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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DisplayPose ShapeBase::calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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// WARNING: does not take into account any move values
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@ -1104,8 +1104,8 @@ protected:
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virtual void shakeCamera( U32 imageSlot );
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virtual void updateDamageLevel();
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virtual void updateDamageState();
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virtual void onImpact(SceneObject* obj, VectorF vec);
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virtual void onImpact(VectorF vec);
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virtual void onImpact(SceneObject* obj, const VectorF& vec);
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virtual void onImpact(const VectorF& vec);
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/// @}
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/// The inner prep render function that does the
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@ -1588,7 +1588,7 @@ public:
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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/// Calculates a delta camera angle and view position based on inPose
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, const DisplayPose& inPose);
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/// Gets the index of a node inside a mounted image given the name
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/// @param imageSlot Image slot
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