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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
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10
changes.txt
10
changes.txt
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@ -1,14 +1,18 @@
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--------------------------
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--------------------------
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Changes in 1.9 (not yet released)
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Changes in 1.9 (not yet released)
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- 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
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- X meshloader fixes bug with uninitialized normals. Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
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- stl meshloader now faster, especially with text format
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- stl meshloader now faster, especially with text format
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- CMemoryReadFile::seek no longer allowed to go _before_ start.
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- CMemoryReadFile::seek CMemoryWriteFile::seek and no longer allowed to go _before_ start.
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Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
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- stl meshloader can now load 32 bit buffers.
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- stl meshloader can now load 32 bit buffers.
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Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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Thanks @Foaly for the patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
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- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
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- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
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- obj writer can now write 32 bit buffers
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- obj writer can now write 32 bit buffers
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- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
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- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
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It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
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It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
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Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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Thanks @Wol101 for original patch proposal: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
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- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
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Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
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- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
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- 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
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{
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{
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virtual ~SMD3QuaternionTag()
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virtual ~SMD3QuaternionTag()
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{
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{
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position.X = 0.f;
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position.X = 0.f; // anyone got an idea why?
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}
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// construct copy constructor
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SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
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{
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*this = copyMe;
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}
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}
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// construct for searching
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// construct for searching
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@ -181,14 +175,6 @@ namespace scene
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return Name == other.Name;
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return Name == other.Name;
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}
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}
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SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
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{
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Name = copyMe.Name;
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position = copyMe.position;
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rotation = copyMe.rotation;
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return *this;
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}
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core::stringc Name;
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core::stringc Name;
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core::vector3df position;
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core::vector3df position;
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core::quaternion rotation;
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core::quaternion rotation;
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@ -202,12 +188,6 @@ namespace scene
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Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
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Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
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}
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}
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// construct copy constructor
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SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
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{
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*this = copyMe;
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}
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virtual ~SMD3QuaternionTagList() {}
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virtual ~SMD3QuaternionTagList() {}
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SMD3QuaternionTag* get(const core::stringc& name)
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SMD3QuaternionTag* get(const core::stringc& name)
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@ -250,12 +230,6 @@ namespace scene
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Container.push_back(other);
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Container.push_back(other);
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}
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}
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SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
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{
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Container = copyMe.Container;
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return *this;
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}
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private:
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private:
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core::array < SMD3QuaternionTag > Container;
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core::array < SMD3QuaternionTag > Container;
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};
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};
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@ -140,9 +140,6 @@ class map
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reset();
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reset();
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}
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}
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// Copy constructor
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Iterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {}
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void reset(bool atLowest=true)
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void reset(bool atLowest=true)
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{
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{
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if (atLowest)
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if (atLowest)
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@ -161,13 +158,6 @@ class map
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return Cur;
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return Cur;
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}
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}
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Iterator& operator=(const Iterator& src)
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{
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Root = src.Root;
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Cur = src.Cur;
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return (*this);
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}
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void operator++(int)
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void operator++(int)
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{
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{
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inc();
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inc();
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@ -287,8 +277,7 @@ class map
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reset();
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reset();
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}
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}
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// Copy constructor
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// Constructor(Iterator)
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ConstIterator(const ConstIterator& src) : Root(src.Root), Cur(src.Cur) {}
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ConstIterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {}
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ConstIterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {}
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void reset(bool atLowest=true)
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void reset(bool atLowest=true)
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@ -309,13 +298,6 @@ class map
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return Cur;
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return Cur;
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}
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}
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ConstIterator& operator=(const ConstIterator& src)
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{
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Root = src.Root;
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Cur = src.Cur;
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return (*this);
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}
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void operator++(int)
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void operator++(int)
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{
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{
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inc();
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inc();
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vector2d(T nx, T ny) : X(nx), Y(ny) {}
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vector2d(T nx, T ny) : X(nx), Y(ny) {}
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//! Constructor with the same value for both members
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//! Constructor with the same value for both members
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explicit vector2d(T n) : X(n), Y(n) {}
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explicit vector2d(T n) : X(n), Y(n) {}
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//! Copy constructor
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vector2d(const vector2d<T>& other) : X(other.X), Y(other.Y) {}
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vector2d(const dimension2d<T>& other) : X(other.Width), Y(other.Height) {}
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vector2d(const dimension2d<T>& other) : X(other.Width), Y(other.Height) {}
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vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
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vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
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vector2d<T>& operator=(const vector2d<T>& other) { X = other.X; Y = other.Y; return *this; }
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vector2d<T>& operator=(const dimension2d<T>& other) { X = other.Width; Y = other.Height; return *this; }
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vector2d<T>& operator=(const dimension2d<T>& other) { X = other.Width; Y = other.Height; return *this; }
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vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); }
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vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); }
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vector3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {}
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vector3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {}
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//! Constructor with the same value for all elements
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//! Constructor with the same value for all elements
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explicit vector3d(T n) : X(n), Y(n), Z(n) {}
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explicit vector3d(T n) : X(n), Y(n), Z(n) {}
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//! Copy constructor
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vector3d(const vector3d<T>& other) : X(other.X), Y(other.Y), Z(other.Z) {}
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// operators
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// operators
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vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); }
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vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); }
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vector3d<T>& operator=(const vector3d<T>& other) { X = other.X; Y = other.Y; Z = other.Z; return *this; }
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vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
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vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
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vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; }
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vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; }
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vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); }
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vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); }
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Compiled as DEBUG
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Test suite pass at GMT Thu Apr 14 16:41:11 2022
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Test suite pass at GMT Thu Apr 21 21:46:37 2022
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