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https://github.com/TorqueGameEngines/Torque3D.git
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Issue found with PVS-Studio:
Many places utilize post-incrementation with iterators, but it's better performance to use pre-incrementation. Resolved by changing the iter++ instances to ++iter;
This commit is contained in:
parent
ec63398042
commit
5c688260d5
8 changed files with 22 additions and 22 deletions
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@ -77,7 +77,7 @@ void ForestData::clear()
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// clean up its sub-cells in its destructor.
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ ) delete iter->value;
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for (; iter != mBuckets.end(); ++iter) delete iter->value;
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mBuckets.clear();
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mIsDirty = true;
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@ -408,7 +408,7 @@ const ForestItem& ForestData::findItem( ForestItemKey key ) const
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Vector<const ForestCell*> stack;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -444,7 +444,7 @@ U32 ForestData::getItems( Vector<ForestItem> *outItems ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -520,7 +520,7 @@ U32 ForestData::getItems( const Box3F &box, Vector<ForestItem> *outItems ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -571,7 +571,7 @@ U32 ForestData::getItems( const Point3F &point, F32 radius, Vector<ForestItem> *
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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const F32 radiusSq = radius * radius;
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@ -629,7 +629,7 @@ U32 ForestData::getItems( const Point2F &point, F32 radius, Vector<ForestItem> *
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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const F32 radiusSq = radius * radius;
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@ -686,7 +686,7 @@ U32 ForestData::getItems( const ForestItemData *data, Vector<ForestItem> *outIte
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -724,7 +724,7 @@ void ForestData::getCells( const Frustum &frustum, Vector<ForestCell*> *outCells
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PROFILE_SCOPE( ForestData_getCells_frustum );
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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{
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if ( !frustum.isCulled( iter->value->getBounds() ) )
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outCells->push_back( iter->value );
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@ -736,7 +736,7 @@ void ForestData::getCells( Vector<ForestCell*> *outCells ) const
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PROFILE_SCOPE( ForestData_getCells_nofrustum );
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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outCells->push_back( iter->value );
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}
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@ -746,7 +746,7 @@ U32 ForestData::getDatablocks( Vector<ForestItemData*> *outVector ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -786,7 +786,7 @@ void ForestData::clearPhysicsRep( Forest *forest )
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Vector<ForestCell*> stack;
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -812,7 +812,7 @@ void ForestData::buildPhysicsRep( Forest *forest )
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Vector<ForestCell*> stack;
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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