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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-04 21:10:32 +00:00
clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
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64 changed files with 260 additions and 255 deletions
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@ -46,9 +46,9 @@ struct PhysicsState
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momentum( Point3F::Zero ),
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orientation( QuatF::Identity ),
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angularMomentum( Point3F::Zero ),
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sleeping( false ),
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linVelocity( Point3F::Zero ),
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angVelocity( Point3F::Zero ),
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sleeping( false )
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angVelocity( Point3F::Zero )
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{
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}
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@ -312,11 +312,11 @@ PhysicsDebris* PhysicsDebris::create( PhysicsDebrisData *datablock,
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}
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PhysicsDebris::PhysicsDebris()
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: mDataBlock( NULL ),
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mLifetime( 0.0f ),
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: mLifetime( 0.0f ),
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mInitialLinVel( Point3F::Zero ),
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mDataBlock( NULL ),
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mShapeInstance( NULL ),
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mWorld( NULL ),
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mInitialLinVel( Point3F::Zero )
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mWorld( NULL )
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{
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mTypeMask |= DebrisObjectType | DynamicShapeObjectType;
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@ -41,9 +41,10 @@ ConsoleDocClass( PhysicsForce,
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PhysicsForce::PhysicsForce()
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: mWorld( NULL ),
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mBody( NULL ),
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mPhysicsTick( false )
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:
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mWorld( NULL ),
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mPhysicsTick( false ),
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mBody( NULL )
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{
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}
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@ -401,12 +401,12 @@ ConsoleDocClass( PhysicsShape,
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PhysicsShape::PhysicsShape()
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: mPhysicsRep( NULL ),
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mWorld( NULL ),
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mShapeInst( NULL ),
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mResetPos( MatrixF::Identity ),
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mShapeInst( NULL ),
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mDestroyed( false ),
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mPlayAmbient( false ),
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mAmbientThread( NULL ),
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mAmbientSeq( -1 )
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mAmbientSeq( -1 ),
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mAmbientThread( NULL )
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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mTypeMask |= DynamicShapeObjectType;
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@ -55,11 +55,12 @@ public:
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/// The constructor.
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PhysicsUserData()
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: mObject( NULL ),
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:
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#ifdef TORQUE_DEBUG
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mTypeId( smTypeName ),
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#endif
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mObject( NULL ),
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mBody( NULL )
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#ifdef TORQUE_DEBUG
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, mTypeId( smTypeName )
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#endif
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{}
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/// The destructor.
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@ -117,4 +118,4 @@ protected:
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PhysicsBody *mBody;
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};
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#endif // _PHYSICS_PHYSICSUSERDATA_H_
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#endif // _PHYSICS_PHYSICSUSERDATA_H_
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