Remove trivial copy constructors and assignment operators

Thanks @sfan5 for patch for Mintest: 4931b34625
Forum: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
Note - patch is not applied exaclty yet. SMaterial and matrix4 still missing (might be applied later).
Also patch was based on older Irrlicht and we removed a few already earlier this year (around r6280).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6355 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-04-21 22:24:14 +00:00
parent df17e52a05
commit 5163d74e3f
6 changed files with 13 additions and 61 deletions

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@ -1,14 +1,18 @@
-------------------------- --------------------------
Changes in 1.9 (not yet released) Changes in 1.9 (not yet released)
- Fix OSX nor resizing properly. Thanks @torleif, Jordach and sfan5 for patch and report: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- X meshloader fixes bug with uninitialized normals. Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- stl meshloader now faster, especially with text format - stl meshloader now faster, especially with text format
- CMemoryReadFile::seek no longer allowed to go _before_ start. - CMemoryReadFile::seek CMemoryWriteFile::seek and no longer allowed to go _before_ start.
Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- stl meshloader can now load 32 bit buffers. - stl meshloader can now load 32 bit buffers.
Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441) Thanks @Foaly for the patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers. - Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
- obj writer can now write 32 bit buffers - obj writer can now write 32 bit buffers
- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly - obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer. It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441) Thanks @Wol101 for original patch proposal: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers. - Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it). Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType). - Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).

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@ -153,13 +153,7 @@ namespace scene
{ {
virtual ~SMD3QuaternionTag() virtual ~SMD3QuaternionTag()
{ {
position.X = 0.f; position.X = 0.f; // anyone got an idea why?
}
// construct copy constructor
SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
{
*this = copyMe;
} }
// construct for searching // construct for searching
@ -181,14 +175,6 @@ namespace scene
return Name == other.Name; return Name == other.Name;
} }
SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
{
Name = copyMe.Name;
position = copyMe.position;
rotation = copyMe.rotation;
return *this;
}
core::stringc Name; core::stringc Name;
core::vector3df position; core::vector3df position;
core::quaternion rotation; core::quaternion rotation;
@ -202,12 +188,6 @@ namespace scene
Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE); Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
} }
// construct copy constructor
SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
{
*this = copyMe;
}
virtual ~SMD3QuaternionTagList() {} virtual ~SMD3QuaternionTagList() {}
SMD3QuaternionTag* get(const core::stringc& name) SMD3QuaternionTag* get(const core::stringc& name)
@ -250,12 +230,6 @@ namespace scene
Container.push_back(other); Container.push_back(other);
} }
SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
{
Container = copyMe.Container;
return *this;
}
private: private:
core::array < SMD3QuaternionTag > Container; core::array < SMD3QuaternionTag > Container;
}; };

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@ -140,9 +140,6 @@ class map
reset(); reset();
} }
// Copy constructor
Iterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {}
void reset(bool atLowest=true) void reset(bool atLowest=true)
{ {
if (atLowest) if (atLowest)
@ -161,13 +158,6 @@ class map
return Cur; return Cur;
} }
Iterator& operator=(const Iterator& src)
{
Root = src.Root;
Cur = src.Cur;
return (*this);
}
void operator++(int) void operator++(int)
{ {
inc(); inc();
@ -287,8 +277,7 @@ class map
reset(); reset();
} }
// Copy constructor // Constructor(Iterator)
ConstIterator(const ConstIterator& src) : Root(src.Root), Cur(src.Cur) {}
ConstIterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {} ConstIterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {}
void reset(bool atLowest=true) void reset(bool atLowest=true)
@ -309,13 +298,6 @@ class map
return Cur; return Cur;
} }
ConstIterator& operator=(const ConstIterator& src)
{
Root = src.Root;
Cur = src.Cur;
return (*this);
}
void operator++(int) void operator++(int)
{ {
inc(); inc();

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@ -27,8 +27,6 @@ public:
vector2d(T nx, T ny) : X(nx), Y(ny) {} vector2d(T nx, T ny) : X(nx), Y(ny) {}
//! Constructor with the same value for both members //! Constructor with the same value for both members
explicit vector2d(T n) : X(n), Y(n) {} explicit vector2d(T n) : X(n), Y(n) {}
//! Copy constructor
vector2d(const vector2d<T>& other) : X(other.X), Y(other.Y) {}
vector2d(const dimension2d<T>& other) : X(other.Width), Y(other.Height) {} vector2d(const dimension2d<T>& other) : X(other.Width), Y(other.Height) {}
@ -36,8 +34,6 @@ public:
vector2d<T> operator-() const { return vector2d<T>(-X, -Y); } vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
vector2d<T>& operator=(const vector2d<T>& other) { X = other.X; Y = other.Y; return *this; }
vector2d<T>& operator=(const dimension2d<T>& other) { X = other.Width; Y = other.Height; return *this; } vector2d<T>& operator=(const dimension2d<T>& other) { X = other.Width; Y = other.Height; return *this; }
vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); } vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); }

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@ -28,15 +28,11 @@ namespace core
vector3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {} vector3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {}
//! Constructor with the same value for all elements //! Constructor with the same value for all elements
explicit vector3d(T n) : X(n), Y(n), Z(n) {} explicit vector3d(T n) : X(n), Y(n), Z(n) {}
//! Copy constructor
vector3d(const vector3d<T>& other) : X(other.X), Y(other.Y), Z(other.Z) {}
// operators // operators
vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); } vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); }
vector3d<T>& operator=(const vector3d<T>& other) { X = other.X; Y = other.Y; Z = other.Z; return *this; }
vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); } vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; } vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; }
vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); } vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); }

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@ -1,4 +1,4 @@
Tests finished. 72 tests of 72 passed. Tests finished. 72 tests of 72 passed.
Compiled as DEBUG Compiled as DEBUG
Test suite pass at GMT Thu Apr 14 16:41:11 2022 Test suite pass at GMT Thu Apr 21 21:46:37 2022