Merge pull request #278 from MihailRis/revert-277-pvs-fix

Revert "fix: optimization: Various PVS-Studio warnings"
This commit is contained in:
MihailRis 2024-08-02 14:59:59 +03:00 committed by GitHub
commit 6da85af19b
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GPG Key ID: B5690EEEBB952194
90 changed files with 259 additions and 274 deletions

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@ -1,6 +1,7 @@
#include "Assets.hpp"
Assets::~Assets() = default;
Assets::~Assets() {
}
const std::vector<TextureAnimation>& Assets::getAnimations() {
return animations;

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@ -68,7 +68,7 @@ class Assets {
std::unordered_map<std::type_index, assets_map> assets;
std::vector<assetload::setupfunc> setupFuncs;
public:
Assets() = default;
Assets() {}
Assets(const Assets&) = delete;
~Assets();

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@ -40,8 +40,7 @@ namespace AL {
/// @param field enum value
/// @param def default value will be returned in case of error
/// @return field value or default
inline glm::vec3 getSource3f(uint source, ALenum field, const glm::vec3& def= {}
) {
inline glm::vec3 getSource3f(uint source, ALenum field, glm::vec3 def={}) {
glm::vec3 value = def;
if (source == 0)
return def;

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@ -210,10 +210,10 @@ std::unique_ptr<Stream> audio::open_stream(std::shared_ptr<PCMStream> stream, bo
void audio::set_listener(
const glm::vec3& position,
const glm::vec3& velocity,
const glm::vec3& lookAt,
const glm::vec3& up
glm::vec3 position,
glm::vec3 velocity,
glm::vec3 lookAt,
glm::vec3 up
) {
backend->setListener(position, velocity, lookAt, up);
}
@ -253,7 +253,7 @@ speakerid_t audio::play(
if (!sound->variants.empty()) {
size_t index = rand() % (sound->variants.size() + 1);
if (index < sound->variants.size()) {
sound = sound->variants[index].get();
sound = sound->variants.at(index).get();
}
}
auto speaker_ptr = sound->newInstance(priority, channel);
@ -266,7 +266,7 @@ speakerid_t audio::play(
}
auto speaker = speaker_ptr.get();
speakerid_t id = nextId++;
speakers.try_emplace(id, std::move(speaker_ptr));
speakers.emplace(id, std::move(speaker_ptr));
speaker->setPosition(position);
speaker->setVolume(volume);
speaker->setPitch(pitch);
@ -295,8 +295,8 @@ speakerid_t audio::play(
}
auto speaker = speaker_ptr.get();
speakerid_t id = nextId++;
streams.try_emplace(id, stream);
speakers.try_emplace(id, std::move(speaker_ptr));
streams.emplace(id, stream);
speakers.emplace(id, std::move(speaker_ptr));
stream->bindSpeaker(id);
speaker->setPosition(position);
@ -310,7 +310,7 @@ speakerid_t audio::play(
speakerid_t audio::play_stream(
const fs::path& file,
const glm::vec3& position,
glm::vec3 position,
bool relative,
float volume,
float pitch,

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@ -399,10 +399,10 @@ namespace audio {
/// @param lookAt point the listener look at
/// @param up camera up vector
void set_listener(
const glm::vec3& position,
const glm::vec3& velocity,
const glm::vec3& lookAt,
const glm::vec3& up
glm::vec3 position,
glm::vec3 velocity,
glm::vec3 lookAt,
glm::vec3 up
);
/// @brief Play 3D sound in the world
@ -457,7 +457,7 @@ namespace audio {
/// @return speaker id or 0
speakerid_t play_stream(
const fs::path& file,
const glm::vec3& position,
glm::vec3 position,
bool relative,
float volume,
float pitch,

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@ -23,7 +23,7 @@ namespace xml {
std::string name;
std::string text;
public:
Attribute() = default;
Attribute() {};
Attribute(std::string name, std::string text);
const std::string& getName() const;

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@ -46,7 +46,8 @@ Content::Content(
}
}
Content::~Content() = default;
Content::~Content() {
}
const rigging::SkeletonConfig* Content::getSkeleton(const std::string& id) const {
auto found = skeletons.find(id);

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@ -119,7 +119,7 @@ public:
static constexpr size_t MISSING = SIZE_MAX;
void add(const std::string& name, dynamic::Map_sptr map) {
void add(std::string name, dynamic::Map_sptr map) {
indices[name] = names.size();
names.push_back(name);
savedData->push_back(map);

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@ -2,7 +2,7 @@
#include "../objects/rigging.hpp"
ContentBuilder::~ContentBuilder() = default;
ContentBuilder::~ContentBuilder() {}
void ContentBuilder::add(std::unique_ptr<ContentPackRuntime> pack) {
packs[pack->getId()] = std::move(pack);

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@ -85,7 +85,7 @@ bool ContentLoader::fixPackIndices(
indexed.push_back(name);
}
}
for (const auto &name : detected) {
for (auto name : detected) {
if (!util::contains(indexed, name)) {
arr->put(name);
modified = true;
@ -176,10 +176,9 @@ void ContentLoader::loadBlock(Block& def, const std::string& name, const fs::pat
def.hitboxes.resize(boxarr->size());
for (uint i = 0; i < boxarr->size(); i++) {
auto box = boxarr->list(i);
auto& hitboxesIndex = def.hitboxes[i];
hitboxesIndex.a = glm::vec3(box->num(0), box->num(1), box->num(2));
hitboxesIndex.b = glm::vec3(box->num(3), box->num(4), box->num(5));
hitboxesIndex.b += hitboxesIndex.a;
def.hitboxes[i].a = glm::vec3(box->num(0), box->num(1), box->num(2));
def.hitboxes[i].b = glm::vec3(box->num(3), box->num(4), box->num(5));
def.hitboxes[i].b += def.hitboxes[i].a;
}
} else if ((boxarr = root->list("hitbox"))){
AABB aabb;
@ -252,11 +251,11 @@ void ContentLoader::loadCustomBlockModel(Block& def, dynamic::Map* primitives) {
if (boxarr->size() == 7)
for (uint j = 6; j < 12; j++) {
def.modelTextures.emplace_back(boxarr->str(6));
def.modelTextures.push_back(boxarr->str(6));
}
else if (boxarr->size() == 12)
for (uint j = 6; j < 12; j++) {
def.modelTextures.emplace_back(boxarr->str(j));
def.modelTextures.push_back(boxarr->str(j));
}
else
for (uint j = 6; j < 12; j++) {
@ -277,7 +276,7 @@ void ContentLoader::loadCustomBlockModel(Block& def, dynamic::Map* primitives) {
def.modelExtraPoints.push_back(p1+xw+yh);
def.modelExtraPoints.push_back(p1+yh);
def.modelTextures.emplace_back(tgonobj->str(9));
def.modelTextures.push_back(tgonobj->str(9));
}
}
}
@ -314,7 +313,7 @@ void ContentLoader::loadEntity(EntityDef& def, const std::string& name, const fs
auto root = files::read_json(file);
if (auto componentsarr = root->list("components")) {
for (size_t i = 0; i < componentsarr->size(); i++) {
def.components.emplace_back(componentsarr->str(i));
def.components.push_back(componentsarr->str(i));
}
}
if (auto boxarr = root->list("hitbox")) {
@ -325,12 +324,12 @@ void ContentLoader::loadEntity(EntityDef& def, const std::string& name, const fs
if (auto sensorarr = sensorsarr->list(i)) {
auto sensorType = sensorarr->str(0);
if (sensorType == "aabb") {
def.boxSensors.emplace_back(i, AABB{
def.boxSensors.push_back({i, {
{sensorarr->num(1), sensorarr->num(2), sensorarr->num(3)},
{sensorarr->num(4), sensorarr->num(5), sensorarr->num(6)}
});
}});
} else if (sensorType == "radius") {
def.radialSensors.emplace_back(i, sensorarr->num(1));
def.radialSensors.push_back({i, sensorarr->num(1)});
} else {
logger.error() << name << ": sensor #" << i << " - unknown type "
<< util::quote(sensorType);

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@ -142,4 +142,5 @@ ContentPackRuntime::ContentPackRuntime(
{
}
ContentPackRuntime::~ContentPackRuntime() = default;
ContentPackRuntime::~ContentPackRuntime() {
}

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@ -5,10 +5,11 @@
#include <queue>
#include <sstream>
PacksManager::PacksManager() = default;
PacksManager::PacksManager() {
}
void PacksManager::setSources(std::vector<fs::path> sources) {
this->sources = std::move(sources);
this->sources = sources;
}
void PacksManager::scan() {
@ -18,7 +19,7 @@ void PacksManager::scan() {
for (auto& folder : sources) {
ContentPack::scanFolder(folder, packsList);
for (auto& pack : packsList) {
packs.try_emplace(pack.id, pack);
packs.emplace(pack.id, pack);
}
}
}

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@ -41,7 +41,7 @@ namespace dynamic {
public:
std::vector<Value> values;
List() = default;
List() {}
List(std::vector<Value> values) : values(std::move(values)) {}
std::string str(size_t index) const;
@ -79,7 +79,7 @@ namespace dynamic {
public:
std::unordered_map<std::string, Value> values;
Map() = default;
Map() {}
Map(std::unordered_map<std::string, Value> values)
: values(std::move(values)) {};
@ -118,34 +118,34 @@ namespace dynamic {
List_sptr list(const std::string& key) const;
void flag(const std::string& key, bool& dst) const;
Map& put(const std::string& key, std::unique_ptr<Map> value) {
Map& put(std::string key, std::unique_ptr<Map> value) {
return put(key, Map_sptr(value.release()));
}
Map& put(const std::string& key, std::unique_ptr<List> value) {
Map& put(std::string key, std::unique_ptr<List> value) {
return put(key, List_sptr(value.release()));
}
Map& put(const std::string& key, int value) {
Map& put(std::string key, int value) {
return put(key, Value(static_cast<integer_t>(value)));
}
Map& put(const std::string& key, unsigned int value) {
Map& put(std::string key, unsigned int value) {
return put(key, Value(static_cast<integer_t>(value)));
}
Map& put(const std::string& key, int64_t value) {
Map& put(std::string key, int64_t value) {
return put(key, Value(static_cast<integer_t>(value)));
}
Map& put(const std::string& key, uint64_t value) {
Map& put(std::string key, uint64_t value) {
return put(key, Value(static_cast<integer_t>(value)));
}
Map& put(const std::string& key, float value) {
Map& put(std::string key, float value) {
return put(key, Value(static_cast<number_t>(value)));
}
Map& put(const std::string& key, double value) {
Map& put(std::string key, double value) {
return put(key, Value(static_cast<number_t>(value)));
}
Map& put(const std::string& key, bool value) {
Map& put(std::string key, bool value) {
return put(key, Value(static_cast<bool>(value)));
}
Map& put(const std::string& key, const char* value) {
Map& put(std::string key, const char* value) {
return put(key, Value(value));
}
Map& put(const std::string& key, const Value& value);

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@ -55,7 +55,7 @@ static void add_world_generators() {
WorldGenerators::addGenerator<FlatWorldGenerator>("core:flat");
}
static void create_channel(Engine* engine, const std::string& name, NumberSetting& setting) {
static void create_channel(Engine* engine, std::string name, NumberSetting& setting) {
if (name != "master") {
audio::create_channel(name);
}

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@ -73,12 +73,11 @@ std::shared_ptr<Task> WorldConverter::startTask(
[=](){return std::make_shared<ConverterWorker>(converter);},
[=](int&) {}
);
auto& converterTasks = converter->tasks;
while (!converterTasks.empty()) {
const convert_task& task = converterTasks.front();
while (!converter->tasks.empty()) {
const convert_task& task = converter->tasks.front();
auto ptr = std::make_shared<convert_task>(task);
pool->enqueueJob(ptr);
converterTasks.pop();
converter->tasks.pop();
}
pool->setOnComplete([=]() {
converter->write();

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@ -47,7 +47,8 @@ WorldFiles::WorldFiles(const fs::path& directory, const DebugSettings& settings)
regions.doWriteLights = doWriteLights;
}
WorldFiles::~WorldFiles() = default;
WorldFiles::~WorldFiles() {
}
void WorldFiles::createDirectories() {
fs::create_directories(directory / fs::path("data"));

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@ -56,7 +56,8 @@ WorldRegion::WorldRegion()
sizes(std::make_unique<uint32_t[]>(REGION_CHUNKS_COUNT))
{}
WorldRegion::~WorldRegion() = default;
WorldRegion::~WorldRegion() {
}
void WorldRegion::setUnsaved(bool unsaved) {
this->unsaved = unsaved;
@ -97,7 +98,8 @@ WorldRegions::WorldRegions(const fs::path& directory) : directory(directory) {
layers[REGION_LAYER_ENTITIES].folder = directory/fs::path("entities");
}
WorldRegions::~WorldRegions() = default;
WorldRegions::~WorldRegions() {
}
WorldRegion* WorldRegions::getRegion(int x, int z, int layer) {
RegionsLayer& regions = layers[layer];
@ -196,7 +198,7 @@ ubyte* WorldRegions::getData(int x, int z, int layer, uint32_t& size) {
return nullptr;
}
regfile_ptr WorldRegions::useRegFile(const glm::ivec3& coord) {
regfile_ptr WorldRegions::useRegFile(glm::ivec3 coord) {
auto* file = openRegFiles[coord].get();
file->inUse = true;
return regfile_ptr(file, &regFilesCv);
@ -208,7 +210,7 @@ void WorldRegions::closeRegFile(glm::ivec3 coord) {
}
// Marks regfile as used and unmarks when shared_ptr dies
regfile_ptr WorldRegions::getRegFile(const glm::ivec3& coord, bool create) {
regfile_ptr WorldRegions::getRegFile(glm::ivec3 coord, bool create) {
{
std::lock_guard lock(regFilesMutex);
const auto found = openRegFiles.find(coord);
@ -225,7 +227,7 @@ regfile_ptr WorldRegions::getRegFile(const glm::ivec3& coord, bool create) {
return nullptr;
}
regfile_ptr WorldRegions::createRegFile(const glm::ivec3& coord) {
regfile_ptr WorldRegions::createRegFile(glm::ivec3 coord) {
fs::path file = layers[coord[2]].folder/getRegionFilename(coord[0], coord[1]);
if (!fs::exists(file)) {
return nullptr;
@ -352,7 +354,7 @@ static std::unique_ptr<ubyte[]> write_inventories(Chunk* chunk, uint& datasize)
}
/// @brief Store chunk data (voxels and lights) in region (existing or new)
void WorldRegions::put(Chunk* chunk, const std::vector<ubyte>& entitiesData){
void WorldRegions::put(Chunk* chunk, std::vector<ubyte> entitiesData){
assert(chunk != nullptr);
if (!chunk->flags.lighted) {
return;

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@ -149,10 +149,10 @@ class WorldRegions {
ubyte* getData(int x, int z, int layer, uint32_t& size);
regfile_ptr getRegFile(const glm::ivec3& coord, bool create=true);
regfile_ptr getRegFile(glm::ivec3 coord, bool create=true);
void closeRegFile(glm::ivec3 coord);
regfile_ptr useRegFile(const glm::ivec3& coord);
regfile_ptr createRegFile(const glm::ivec3& coord);
regfile_ptr useRegFile(glm::ivec3 coord);
regfile_ptr createRegFile(glm::ivec3 coord);
fs::path getRegionFilename(int x, int y) const;
@ -172,7 +172,7 @@ public:
~WorldRegions();
/// @brief Put all chunk data to regions
void put(Chunk* chunk, const std::vector<ubyte>& entitiesData);
void put(Chunk* chunk, std::vector<ubyte> entitiesData);
/// @brief Store data in specified region
/// @param x chunk.x

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@ -214,7 +214,7 @@ std::vector<std::string> ResPaths::listdirRaw(const std::string& folderName) con
continue;
for (const auto& entry : fs::directory_iterator(folder)) {
auto name = entry.path().filename().u8string();
entries.emplace_back(root.name+":"+folderName+"/"+name);
entries.push_back(root.name+":"+folderName+"/"+name);
}
}
{
@ -223,7 +223,7 @@ std::vector<std::string> ResPaths::listdirRaw(const std::string& folderName) con
return entries;
for (const auto& entry : fs::directory_iterator(folder)) {
auto name = entry.path().filename().u8string();
entries.emplace_back("core:"+folderName+"/"+name);
entries.push_back("core:"+folderName+"/"+name);
}
}
return entries;

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@ -103,7 +103,7 @@ std::string files::read_string(const fs::path& filename) {
return std::string((const char*)bytes.get(), size);
}
bool files::write_string(const fs::path& filename, const std::string& content) {
bool files::write_string(const fs::path& filename, const std::string content) {
std::ofstream file(filename);
if (!file) {
return false;

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@ -40,7 +40,7 @@ namespace files {
uint append_bytes(const fs::path& file, const ubyte* data, size_t size);
/// @brief Write string to the file
bool write_string(const fs::path& filename, const std::string& content);
bool write_string(const fs::path& filename, const std::string content);
/// @brief Write dynamic data to the JSON file
/// @param nice if true, human readable format will be used, otherwise minimal

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@ -38,7 +38,8 @@ ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets) : conte
}
}
ContentGfxCache::~ContentGfxCache() = default;
ContentGfxCache::~ContentGfxCache() {
}
const Content* ContentGfxCache::getContent() const {
return content;

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@ -81,7 +81,8 @@ LevelFrontend::LevelFrontend(
);
}
LevelFrontend::~LevelFrontend() = default;
LevelFrontend::~LevelFrontend() {
}
Level* LevelFrontend::getLevel() const {
return level;

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@ -314,7 +314,7 @@ void Hud::openInventory() {
}
void Hud::openInventory(
const glm::ivec3& block,
glm::ivec3 block,
UiDocument* doc,
std::shared_ptr<Inventory> blockinv,
bool playerInventory
@ -406,9 +406,9 @@ void Hud::add(const HudElement& element) {
using namespace dynamic;
gui->add(element.getNode());
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
auto document = element.getDocument();
if (document) {
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
auto inventory = invview ? invview->getInventory() : nullptr;
std::vector<Value> args;
args.emplace_back(inventory ? inventory.get()->getId() : 0);

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@ -140,12 +140,12 @@ public:
/// @brief Show block inventory in inventory-mode
/// @param block block position
/// @param doc block ui layout
/// @param blockinv block inventory
/// @param blockInv block inventory
/// @param playerInventory show player inventory too
void openInventory(
const glm::ivec3& block,
glm::ivec3 block,
UiDocument* doc,
std::shared_ptr<Inventory> blockinv,
std::shared_ptr<Inventory> blockInv,
bool playerInventory
);

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@ -146,7 +146,7 @@ void langs::load(const fs::path& resdir,
if (locale != fallback) {
load(resdir, locale, packs, *lang.get());
}
current = std::move(lang);
current.reset(lang.release());
}
void langs::setup(const fs::path& resdir,

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@ -19,7 +19,8 @@ Atlas::Atlas(
}
}
Atlas::~Atlas() = default;
Atlas::~Atlas() {
}
void Atlas::prepare() {
texture = Texture::from(image.get());

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@ -47,7 +47,7 @@ class AtlasBuilder {
std::vector<atlasentry> entries;
std::set<std::string> names;
public:
AtlasBuilder() = default;
AtlasBuilder() {}
void add(const std::string& name, std::unique_ptr<ImageData> image);
bool has(const std::string& name) const;
const std::set<std::string>& getNames() { return names; };

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@ -59,8 +59,8 @@ void Batch2D::vertex(
buffer[index++] = a;
}
void Batch2D::vertex(
const glm::vec2& point,
const glm::vec2& uvpoint,
glm::vec2 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
@ -138,7 +138,7 @@ void Batch2D::rect(
UVRegion region,
bool flippedX,
bool flippedY,
const glm::vec4& tint
glm::vec4 tint
) {
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
flush();
@ -322,13 +322,11 @@ void Batch2D::rect(
vertex(v1, glm::vec2(0, 0), r2,g2,b2,1.0f);
}
void Batch2D::sprite(float x, float y, float w, float h, const UVRegion& region,
const glm::vec4& tint){
void Batch2D::sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint){
rect(x, y, w, h, region.u1, region.v1, region.u2-region.u1, region.v2-region.v1, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index,
const glm::vec4& tint){
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;

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@ -31,8 +31,8 @@ class Batch2D : public Flushable {
);
void vertex(
const glm::vec2& point,
const glm::vec2& uvpoint,
glm::vec2 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
);
@ -44,13 +44,11 @@ public:
void texture(Texture* texture);
void untexture();
void setRegion(UVRegion region);
void sprite(float x, float y, float w, float h, const UVRegion& region,
const glm::vec4& tint);
void sprite(float x, float y, float w, float h, int atlasRes, int index,
const glm::vec4& tint);
void sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint);
void sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint);
void point(float x, float y, float r, float g, float b, float a);
inline void setColor(const glm::vec4& color) {
inline void setColor(glm::vec4 color) {
this->color = color;
}
inline glm::vec4 getColor() const {
@ -71,7 +69,7 @@ public:
float ox, float oy,
float angle, UVRegion region,
bool flippedX, bool flippedY,
const glm::vec4& tint
glm::vec4 tint
);
void rect(float x, float y, float w, float h);

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@ -51,7 +51,7 @@ void Batch3D::vertex(
buffer[index++] = a;
}
void Batch3D::vertex(
const glm::vec3& coord, float u, float v,
glm::vec3 coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x;
@ -65,8 +65,8 @@ void Batch3D::vertex(
buffer[index++] = a;
}
void Batch3D::vertex(
const glm::vec3& point,
const glm::vec2& uvpoint,
glm::vec3 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
@ -118,12 +118,12 @@ void Batch3D::texture(Texture* new_texture){
}
void Batch3D::sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
glm::vec3 pos,
glm::vec3 up,
glm::vec3 right,
float w, float h,
const UVRegion& uv,
const glm::vec4& color
glm::vec4 color
){
const float r = color.r;
const float g = color.g;
@ -245,11 +245,11 @@ void Batch3D::blockCube(
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
}
void Batch3D::point(const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint) {
void Batch3D::point(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
point(coord, glm::vec2(), tint);
}

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@ -27,13 +27,12 @@ class Batch3D : public Flushable {
float r, float g, float b, float a
);
void vertex(
const glm::vec3& coord,
glm::vec3 coord,
float u, float v,
float r, float g, float b, float a
);
void vertex(
const glm::vec3& point,
const glm::vec2& uvpoint,
glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a
);
void face(
@ -50,18 +49,12 @@ public:
void begin();
void texture(Texture* texture);
void sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right, float w, float h, const UVRegion& uv,
const glm::vec4& color
);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint);
void point(const glm::vec3& coord, const glm::vec4& tint);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void flush() override;
void flushPoints();
};

View File

@ -148,7 +148,7 @@ void DrawContext::setBlendMode(BlendMode mode) {
set_blend_mode(mode);
}
void DrawContext::setScissors(const glm::vec4& area) {
void DrawContext::setScissors(glm::vec4 area) {
Window::pushScissor(area);
scissorsCount++;
}

View File

@ -35,7 +35,7 @@ public:
void setDepthTest(bool flag);
void setCullFace(bool flag);
void setBlendMode(BlendMode mode);
void setScissors(const glm::vec4& area);
void setScissors(glm::vec4 area);
void setLineWidth(float width);
};

View File

@ -12,7 +12,8 @@ Font::Font(std::vector<std::unique_ptr<Texture>> pages, int lineHeight, int yoff
: lineHeight(lineHeight), yoffset(yoffset), pages(std::move(pages)) {
}
Font::~Font() = default;
Font::~Font(){
}
int Font::getYOffset() const {
return yoffset;

View File

@ -41,7 +41,8 @@ ImageData::ImageData(ImageFormat format, uint width, uint height, const ubyte* d
std::memcpy(this->data.get(), data, width * height * pixsize);
}
ImageData::~ImageData() = default;
ImageData::~ImageData() {
}
void ImageData::flipX() {
switch (format) {

View File

@ -18,7 +18,7 @@ public:
LineBatch(size_t capacity=4096);
~LineBatch();
inline void line(const glm::vec3 &a, const glm::vec3 &b, const glm::vec4 &color) {
inline void line(const glm::vec3 a, const glm::vec3 b, const glm::vec4 color) {
line(a.x, a.y, a.z, b.x, b.y, b.z, color.r, color.g, color.b, color.a);
}
void line(float x1, float y1, float z1, float x2, float y2, float z2,
@ -26,7 +26,7 @@ public:
void box(float x, float y, float z, float w, float h, float d,
float r, float g, float b, float a);
inline void box(const glm::vec3 &xyz, const glm::vec3 &whd, const glm::vec4 &rgba) {
inline void box(glm::vec3 xyz, glm::vec3 whd, glm::vec4 rgba) {
box(xyz.x, xyz.y, xyz.z, whd.x, whd.y, whd.z,
rgba.r, rgba.g, rgba.b, rgba.a);
}

View File

@ -8,11 +8,7 @@ inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
void Mesh::addPlane(
const glm::vec3 &pos,
const glm::vec3 &right,
const glm::vec3 &up,
const glm::vec3 &norm) {
void Mesh::addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
vertices.push_back({pos-right-up, {0,0}, norm});
vertices.push_back({pos+right-up, {1,0}, norm});
vertices.push_back({pos+right+up, {1,1}, norm});
@ -22,7 +18,7 @@ void Mesh::addPlane(
vertices.push_back({pos-right+up, {0,1}, norm});
}
void Mesh::addBox(const glm::vec3 &pos, const glm::vec3 &size) {
void Mesh::addBox(glm::vec3 pos, glm::vec3 size) {
addPlane(pos+Z*size, X*size, Y*size, Z);
addPlane(pos-Z*size, -X*size, Y*size, -Z);

View File

@ -16,12 +16,8 @@ namespace model {
std::string texture;
std::vector<Vertex> vertices;
void addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm);
void addBox(const glm::vec3& pos, const glm::vec3& size);
void addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm);
void addBox(glm::vec3 pos, glm::vec3 size);
};
struct Model {

View File

@ -18,7 +18,8 @@ PostProcessing::PostProcessing() {
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
}
PostProcessing::~PostProcessing() = default;
PostProcessing::~PostProcessing() {
}
void PostProcessing::use(DrawContext& context) {
const auto& vp = context.getViewport();

View File

@ -32,7 +32,7 @@ uint Shader::getUniformLocation(const std::string& name) {
auto found = uniformLocations.find(name);
if (found == uniformLocations.end()) {
uint location = glGetUniformLocation(id, name.c_str());
uniformLocations.try_emplace(name, location);
uniformLocations.emplace(name, location);
return location;
}
return found->second;
@ -54,11 +54,11 @@ void Shader::uniform2f(const std::string& name, float x, float y){
glUniform2f(getUniformLocation(name), x, y);
}
void Shader::uniform2f(const std::string& name, const glm::vec2& xy){
void Shader::uniform2f(const std::string& name, glm::vec2 xy){
glUniform2f(getUniformLocation(name), xy.x, xy.y);
}
void Shader::uniform2i(const std::string& name, const glm::ivec2& xy){
void Shader::uniform2i(const std::string& name, glm::ivec2 xy){
glUniform2i(getUniformLocation(name), xy.x, xy.y);
}
@ -66,7 +66,7 @@ void Shader::uniform3f(const std::string& name, float x, float y, float z){
glUniform3f(getUniformLocation(name), x,y,z);
}
void Shader::uniform3f(const std::string& name, const glm::vec3& xyz){
void Shader::uniform3f(const std::string& name, glm::vec3 xyz){
glUniform3f(getUniformLocation(name), xyz.x, xyz.y, xyz.z);
}

View File

@ -26,10 +26,10 @@ public:
void uniform1i(const std::string& name, int x);
void uniform1f(const std::string& name, float x);
void uniform2f(const std::string& name, float x, float y);
void uniform2f(const std::string& name, const glm::vec2& xy);
void uniform2i(const std::string& name, const glm::ivec2& xy);
void uniform2f(const std::string& name, glm::vec2 xy);
void uniform2i(const std::string& name, glm::ivec2 xy);
void uniform3f(const std::string& name, float x, float y, float z);
void uniform3f(const std::string& name, const glm::vec3& xyz);
void uniform3f(const std::string& name, glm::vec3 xyz);
/// @brief Create shader program using vertex and fragment shaders source.
/// @param vertexFile vertex shader file name

View File

@ -22,7 +22,7 @@ struct Frame {
class TextureAnimation {
public:
TextureAnimation(Texture* srcTex, Texture* dstTex) : srcTexture(srcTex), dstTexture(dstTex) {};
~TextureAnimation() = default;
~TextureAnimation() {};
void addFrame(const Frame& frame) { frames.emplace_back(frame); };

View File

@ -50,10 +50,9 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
}
offset = glm::vec3(1, 1, 0.0f);
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 scaledSize = glm::vec3(size * 0.63f);
batch->cube(
-hitbox * scaledSize * 0.5f * glm::vec3(1,1,-1),
hitbox * scaledSize,
-hitbox * glm::vec3(size * 0.63f)*0.5f * glm::vec3(1,1,-1),
hitbox * glm::vec3(size * 0.63f),
texfaces, glm::vec4(1.0f),
!def->rt.emissive
);

View File

@ -35,7 +35,7 @@ struct DecomposedMat4 {
glm::vec4 perspective;
};
static glm::mat4 extract_rotation(const glm::mat4& matrix) {
static glm::mat4 extract_rotation(glm::mat4 matrix) {
DecomposedMat4 decomposed = {};
glm::quat rotation;
glm::decompose(
@ -64,12 +64,11 @@ ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
blank = Texture::from(&image);
}
ModelBatch::~ModelBatch() = default;
ModelBatch::~ModelBatch() {
}
void ModelBatch::draw(const model::Mesh& mesh,
const glm::mat4& matrix,
const glm::mat3& rotation,
const glm::vec3& tint,
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
const glm::mat3& rotation, glm::vec3 tint,
const texture_names_map* varTextures) {
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
@ -96,9 +95,8 @@ void ModelBatch::draw(const model::Mesh& mesh,
}
}
void ModelBatch::draw(
const glm::mat4& matrix,
const glm::vec3& tint,
void ModelBatch::draw(glm::mat4 matrix,
glm::vec3 tint,
const model::Model* model,
const texture_names_map* varTextures) {
for (const auto& mesh : model->meshes) {

View File

@ -37,10 +37,7 @@ class ModelBatch {
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
inline void vertex(
const glm::vec3& pos,
const glm::vec2& uv,
const glm::vec4& light,
const glm::vec3& tint
glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
) {
float* buffer = this->buffer.get();
buffer[index++] = pos.x;
@ -68,7 +65,7 @@ class ModelBatch {
void draw(const model::Mesh& mesh,
const glm::mat4& matrix,
const glm::mat3& rotation,
const glm::vec3& tint,
glm::vec3 tint,
const texture_names_map* varTextures);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
@ -87,9 +84,8 @@ public:
ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
~ModelBatch();
void draw(
const glm::mat4& matrix,
const glm::vec3& tint,
void draw(glm::mat4 matrix,
glm::vec3 tint,
const model::Model* model,
const texture_names_map* varTextures);
void render();

View File

@ -55,7 +55,8 @@ Skybox::Skybox(uint size, Shader* shader)
});
}
Skybox::~Skybox() = default;
Skybox::~Skybox() {
}
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
auto backShader = assets->get<Shader>("background");

View File

@ -75,7 +75,8 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
);
}
WorldRenderer::~WorldRenderer() = default;
WorldRenderer::~WorldRenderer() {
}
bool WorldRenderer::drawChunk(
size_t index,
@ -230,29 +231,26 @@ void WorldRenderer::renderBlockSelection() {
: block->hitboxes;
lineBatch->lineWidth(2.0f);
constexpr auto boxOffset = glm::vec3(0.02);
constexpr auto boxColor = glm::vec4(0.f, 0.f, 0.f, 0.5f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = glm::vec3(pos) + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + boxOffset, boxColor);
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
lineBatch->flush();
}
void WorldRenderer::renderLines(
Camera* camera, Shader* linesShader, const DrawContext& pctx
) {
auto ctx = pctx.sub(lineBatch.get());
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
if (player->selection.vox.id != BLOCK_VOID) {
renderBlockSelection();
}
if (player->debug && showEntitiesDebug) {
auto ctx = pctx.sub(lineBatch.get());
level->entities->renderDebug(*lineBatch, *frustumCulling, ctx);
}
}
@ -343,12 +341,12 @@ void WorldRenderer::draw(
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings, delta, pause);
// Debug lines
if (hudVisible){
renderLines(camera, linesShader, ctx);
}
}
// Debug lines
if (hudVisible && player->debug) {
renderDebugLines(wctx, camera, linesShader);
}

View File

@ -44,7 +44,8 @@ GUI::GUI() {
container->add(tooltip);
}
GUI::~GUI() = default;
GUI::~GUI() {
}
std::shared_ptr<Menu> GUI::getMenu() {
return menu;

View File

@ -52,7 +52,7 @@ InventoryBuilder::InventoryBuilder() {
void InventoryBuilder::addGrid(
int cols, int count,
const glm::vec2 &pos,
glm::vec2 pos,
int padding,
bool addpanel,
const SlotLayout& slotLayout
@ -126,7 +126,7 @@ void SlotView::draw(const DrawContext* pctx, Assets* assets) {
langs::get(util::str2wstr_utf8(def->caption))
);
} else {
tooltip.clear();
tooltip = L"";
}
}
prevItem = itemid;
@ -381,7 +381,7 @@ void InventoryView::setPos(glm::vec2 pos) {
Container::setPos(pos - origin);
}
void InventoryView::setOrigin(const glm::vec2 &origin) {
void InventoryView::setOrigin(glm::vec2 origin) {
this->origin = origin;
}

View File

@ -93,7 +93,7 @@ namespace gui {
virtual void setPos(glm::vec2 pos) override;
void setOrigin(const glm::vec2 &origin);
void setOrigin(glm::vec2 origin);
glm::vec2 getOrigin() const;
void setSelected(int index);
@ -130,7 +130,7 @@ namespace gui {
/// @param slotLayout slot settings (index and position are ignored)
void addGrid(
int cols, int count,
const glm::vec2 &pos,
glm::vec2 pos,
int padding,
bool addpanel,
const SlotLayout& slotLayout

View File

@ -145,7 +145,7 @@ uint Label::getLineByYOffset(int offset) const {
uint Label::getLineByTextIndex(size_t index) const {
for (size_t i = 0; i < cache.lines.size(); i++) {
if (cache.lines[i].offset > index) {
if (cache.lines.at(i).offset > index) {
return i-1;
}
}
@ -195,7 +195,7 @@ void Label::draw(const DrawContext* pctx, Assets* assets) {
if (multiline) {
for (size_t i = 0; i < cache.lines.size(); i++) {
auto& line = cache.lines[i];
auto& line = cache.lines.at(i);
size_t offset = line.offset;
std::wstring_view view(text.c_str()+offset, text.length()-offset);
if (i < cache.lines.size()-1) {

View File

@ -203,7 +203,7 @@ static void _readPanel(UiXmlReader& reader, const xml::xmlelement& element, Pane
panel.setMaxLength(element->attr("max-length").asInt());
}
if (element->has("orientation")) {
const auto &oname = element->attr("orientation").getText();
auto oname = element->attr("orientation").getText();
if (oname == "horizontal") {
panel.setOrientation(Orientation::horizontal);
}
@ -286,7 +286,7 @@ static std::shared_ptr<UINode> readButton(UiXmlReader& reader, const xml::xmlele
std::shared_ptr<Button> button;
auto& elements = element->getElements();
if (!elements.empty() && elements[0]->getTag() != "#") {
if (!elements.empty() && elements.at(0)->getTag() != "#") {
auto inner = reader.readUINode(element->getElements().at(0));
if (inner != nullptr) {
button = std::make_shared<Button>(inner, padding);

View File

@ -8,7 +8,8 @@
Inventories::Inventories(Level& level) : level(level) {
}
Inventories::~Inventories() = default;
Inventories::~Inventories() {
}
std::shared_ptr<Inventory> Inventories::create(size_t size) {
int64_t id = level.getWorld()->getNextInventoryId();

View File

@ -38,8 +38,8 @@ struct ItemDef {
struct {
itemid_t id;
blockid_t placingBlock;
item_funcs_set funcsset {};
blockid_t placingBlock;
bool emissive = false;
} rt {};

View File

@ -20,7 +20,8 @@ Lighting::Lighting(const Content* content, Chunks* chunks)
solverS = std::make_unique<LightSolver>(indices, chunks, 3);
}
Lighting::~Lighting() = default;
Lighting::~Lighting(){
}
void Lighting::clear(){
for (size_t index = 0; index < chunks->volume; index++){

View File

@ -30,7 +30,8 @@ ChunksController::ChunksController(Level* level, uint padding)
generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
}
ChunksController::~ChunksController() = default;
ChunksController::~ChunksController(){
}
void ChunksController::update(int64_t maxDuration) {
int64_t mcstotal = 0;
@ -112,22 +113,21 @@ bool ChunksController::buildLights(const std::shared_ptr<Chunk>& chunk) {
void ChunksController::createChunk(int x, int z) {
auto chunk = level->chunksStorage->create(x, z);
chunks->putChunk(chunk);
auto& chunkFlags = chunk->flags;
if (!chunkFlags.loaded) {
if (!chunk->flags.loaded) {
generator->generate(
chunk->voxels, x, z,
level->getWorld()->getSeed()
);
chunkFlags.unsaved = true;
chunk->flags.unsaved = true;
}
chunk->updateHeights();
if (!chunkFlags.loadedLights) {
if (!chunk->flags.loadedLights) {
Lighting::prebuildSkyLight(
chunk.get(), level->content->getIndices()
);
}
chunkFlags.loaded = true;
chunkFlags.ready = true;
chunk->flags.loaded = true;
chunk->flags.ready = true;
}

View File

@ -256,7 +256,7 @@ public:
dynamic::Value applyRelative(
Argument* arg,
const dynamic::Value& value,
dynamic::Value value,
const dynamic::Value& origin
) {
if (origin.index() == 0) {

View File

@ -55,7 +55,7 @@ namespace cmd {
std::string description;
executor_func executor;
public:
Command() = default;
Command() {}
Command(
std::string name,

View File

@ -47,12 +47,11 @@ void LevelController::update(float delta, bool input, bool pause) {
player->postUpdate(delta, input, pause);
// erease null pointers
auto& objects = level->objects;
objects.erase(
level->objects.erase(
std::remove_if(
objects.begin(), objects.end(),
level->objects.begin(), level->objects.end(),
[](auto obj) { return obj == nullptr; }),
objects.end()
level->objects.end()
);
}

View File

@ -105,7 +105,7 @@ glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, float delta)
}
void CameraControl::updateFovEffects(const Hitbox& hitbox,
PlayerInput input, float delta) {
const PlayerInput& input, float delta) {
bool crouch = input.shift && hitbox.grounded && !input.sprint;
float dt = fmin(1.0f, delta * ZOOM_SPEED);
@ -146,7 +146,7 @@ void CameraControl::switchCamera() {
}
}
void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) {
void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks) {
offset = glm::vec3(0.0f, 0.0f, 0.0f);
if (auto hitbox = player->getHitbox()) {
@ -455,7 +455,7 @@ void PlayerController::updateEntityInteraction(entityid_t eid, bool lclick, bool
if (!entityOpt.has_value()) {
return;
}
auto entity = *entityOpt;
auto entity = entityOpt.value();
if (lclick) {
scripting::on_attacked(entity, player.get(), player->getEntity());
}

View File

@ -32,7 +32,7 @@ class CameraControl {
/// @brief Update field-of-view effects
/// @param input player inputs
/// @param delta delta time
void updateFovEffects(const Hitbox& hitbox, PlayerInput input,
void updateFovEffects(const Hitbox& hitbox, const PlayerInput& input,
float delta);
/// @brief Switch active player camera
@ -41,7 +41,7 @@ public:
CameraControl(const std::shared_ptr<Player>& player,
const CameraSettings& settings);
void updateMouse(PlayerInput& input);
void update(PlayerInput input, float delta, Chunks* chunks);
void update(const PlayerInput& input, float delta, Chunks* chunks);
void refresh();
};

View File

@ -75,7 +75,7 @@ static int l_get_command_info(lua::State* L) {
lua::createtable(L, args.size(), 0);
for (size_t i = 0; i < args.size(); i++) {
auto& arg = args[i];
auto& arg = args.at(i);
lua::createtable(L, 0, 2);
lua::pushstring(L, arg.name);

View File

@ -324,6 +324,8 @@ static int l_gui_getattr(lua::State* L) {
auto docname = lua::require_string(L, 1);
auto element = lua::require_string(L, 2);
auto attr = lua::require_string(L, 3);
auto docnode = getDocumentNode(L, docname, element);
auto node = docnode.node;
static const std::unordered_map<std::string_view, std::function<int(UINode*,lua::State*)>> getters {
{"color", p_get_color},
@ -365,8 +367,6 @@ static int l_gui_getattr(lua::State* L) {
};
auto func = getters.find(attr);
if (func != getters.end()) {
auto docnode = getDocumentNode(L, docname, element);
auto node = docnode.node;
return func->second(node.get(), L);
}
return 0;

View File

@ -95,7 +95,7 @@ static int l_pack_get_info(lua::State* L, const ContentPack& pack, const Content
if (!pack.dependencies.empty()) {
lua::createtable(L, pack.dependencies.size(), 0);
for (size_t i = 0; i < pack.dependencies.size(); i++) {
auto& dpack = pack.dependencies[i];
auto& dpack = pack.dependencies.at(i);
std::string prefix;
switch (dpack.level) {
case DependencyLevel::required: prefix = "!"; break;
@ -142,7 +142,7 @@ static int l_pack_get_info(lua::State* L) {
manager.scan();
auto vec = manager.getAll({packid});
if (!vec.empty()) {
return l_pack_get_info(L, vec[0], content);
return l_pack_get_info(L, vec.at(0), content);
}
return 0;
}

View File

@ -151,20 +151,20 @@ namespace lua {
return 3;
}
inline int pushivec3_stack(lua::State* L, const glm::ivec3 &vec) {
inline int pushivec3_stack(lua::State* L, glm::ivec3 vec) {
pushinteger(L, vec.x);
pushinteger(L, vec.y);
pushinteger(L, vec.z);
return 3;
}
inline int pushvec3_stack(lua::State* L, const glm::vec3 &vec) {
inline int pushvec3_stack(lua::State* L, glm::vec3 vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
return 3;
}
inline int pushvec4_stack(lua::State* L, const glm::vec4 &vec) {
inline int pushvec4_stack(lua::State* L, glm::vec4 vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
@ -179,15 +179,15 @@ namespace lua {
lua_pushvalue(L, idx);
return 1;
}
inline int pushvec2(lua::State* L, const glm::vec2 &vec) {
inline int pushvec2(lua::State* L, glm::vec2 vec) {
return pushvec(L, vec);
}
inline int pushvec3(lua::State* L, const glm::vec3 &vec) {
inline int pushvec3(lua::State* L, glm::vec3 vec) {
return pushvec(L, vec);
}
inline int pushvec4(lua::State* L, const glm::vec4 &vec) {
inline int pushvec4(lua::State* L, glm::vec4 vec) {
return pushvec(L, vec);
}
inline int pushcolor(lua::State* L, glm::vec4 vec) {
@ -210,7 +210,7 @@ namespace lua {
}
return 1;
}
inline int pushmat4(lua::State* L, const glm::mat4 &matrix) {
inline int pushmat4(lua::State* L, glm::mat4 matrix) {
createtable(L, 16, 0);
for (uint y = 0; y < 4; y++) {
for (uint x = 0; x < 4; x++) {
@ -222,7 +222,7 @@ namespace lua {
return 1;
}
/// @brief pushes matrix table to the stack and updates it with glm matrix
inline int setmat4(lua::State* L, int idx, const glm::mat4 &matrix) {
inline int setmat4(lua::State* L, int idx, glm::mat4 matrix) {
pushvalue(L, idx);
for (uint y = 0; y < 4; y++) {
for (uint x = 0; x < 4; x++) {

View File

@ -240,8 +240,8 @@ void scripting::on_block_placed(Player* player, const Block* block, int x, int y
}
void scripting::on_block_broken(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name + ".broken";
if (block->rt.funcsset.onbroken) {
std::string name = block->name + ".broken";
lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);

View File

@ -66,7 +66,7 @@ wstringsupplier scripting::create_wstring_supplier(
auto str = lua::require_wstring(L, -1); lua::pop(L);
return str;
}
return std::wstring();
return std::wstring(L"");
};
}

View File

@ -5,7 +5,7 @@
class Frustum {
public:
Frustum() = default;
Frustum() {};
void update(glm::mat4 projview);
bool isBoxVisible(const glm::vec3& minp, const glm::vec3& maxp) const;

View File

@ -70,7 +70,7 @@ struct AABB {
b = end;
}
inline void addPoint(const glm::vec3& p) {
inline void addPoint(glm::vec3 p) {
a = glm::min(a, p);
b = glm::max(b, p);
}

View File

@ -21,7 +21,7 @@ class AABBFaces {
public:
std::array<std::pair<rayvec3, rayvec2>, AABBFACES_COUNT> faces; // every face is min-point and opposite corner point
AABBFaces() = default;
AABBFaces(){};
AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
};

View File

@ -186,7 +186,7 @@ void Entities::loadEntity(const dynamic::Map_sptr& map) {
spawn(def, {}, nullptr, map, uid);
}
void Entities::loadEntity(const dynamic::Map_sptr& map, const Entity &entity) {
void Entities::loadEntity(const dynamic::Map_sptr& map, Entity entity) {
auto& transform = entity.getTransform();
auto& body = entity.getRigidbody();
auto& skeleton = entity.getSkeleton();
@ -228,7 +228,7 @@ void Entities::loadEntity(const dynamic::Map_sptr& map, const Entity &entity) {
}
std::optional<Entities::RaycastResult> Entities::rayCast(
const glm::vec3 &start, const glm::vec3 &dir, float maxDistance, entityid_t ignore
glm::vec3 start, glm::vec3 dir, float maxDistance, entityid_t ignore
) {
Ray ray(start, dir);
auto view = registry.view<EntityId, Transform, Rigidbody>();
@ -547,7 +547,7 @@ bool Entities::hasBlockingInside(AABB aabb) {
return false;
}
std::vector<Entity> Entities::getAllInside(const AABB &aabb) {
std::vector<Entity> Entities::getAllInside(AABB aabb) {
std::vector<Entity> collected;
auto view = registry.view<Transform>();
for (auto [entity, transform] : view.each()) {
@ -564,7 +564,7 @@ std::vector<Entity> Entities::getAllInside(const AABB &aabb) {
return collected;
}
std::vector<Entity> Entities::getAllInRadius(const glm::vec3 &center, float radius) {
std::vector<Entity> Entities::getAllInRadius(glm::vec3 center, float radius) {
std::vector<Entity> collected;
auto view = registry.view<Transform>();
for (auto [entity, transform] : view.each()) {

View File

@ -49,19 +49,19 @@ struct Transform {
void refresh();
inline void setRot(const glm::mat3 &m) {
inline void setRot(glm::mat3 m) {
rot = m;
dirty = true;
}
inline void setSize(const glm::vec3 &v) {
inline void setSize(glm::vec3 v) {
if (glm::distance2(displaySize, v) >= 0.00001f) {
dirty = true;
}
size = v;
}
inline void setPos(const glm::vec3 &v) {
inline void setPos(glm::vec3 v) {
if (glm::distance2(displayPos, v) >= 0.0001f) {
dirty = true;
}
@ -212,15 +212,15 @@ public:
/// @param ignore Ignored entity ID
/// @return An optional structure containing entity, normal and distance
std::optional<RaycastResult> rayCast(
const glm::vec3 &start, const glm::vec3 &dir, float maxDistance, entityid_t ignore=-1);
glm::vec3 start, glm::vec3 dir, float maxDistance, entityid_t ignore=-1);
void loadEntities(dynamic::Map_sptr map);
void loadEntity(const dynamic::Map_sptr& map);
void loadEntity(const dynamic::Map_sptr& map, const Entity &entity);
void loadEntity(const dynamic::Map_sptr& map, Entity entity);
void onSave(const Entity& entity);
bool hasBlockingInside(AABB aabb);
std::vector<Entity> getAllInside(const AABB &aabb);
std::vector<Entity> getAllInRadius(const glm::vec3 &center, float radius);
std::vector<Entity> getAllInside(AABB aabb);
std::vector<Entity> getAllInRadius(glm::vec3 center, float radius);
void despawn(entityid_t id);
dynamic::Value serialize(const Entity& entity);

View File

@ -169,7 +169,7 @@ void Player::postUpdate() {
glm::mat4(1.0f), glm::radians(cam.y), glm::vec3(1, 0, 0));
}
void Player::teleport(const glm::vec3 &position) {
void Player::teleport(glm::vec3 position) {
this->position = position;
if (auto hitbox = getHitbox()) {
hitbox->position = position;
@ -239,7 +239,7 @@ std::shared_ptr<Inventory> Player::getInventory() const {
return inventory;
}
void Player::setSpawnPoint(const glm::vec3 &spawnpoint) {
void Player::setSpawnPoint(glm::vec3 spawnpoint) {
this->spawnpoint = spawnpoint;
}

View File

@ -64,7 +64,7 @@ public:
std::shared_ptr<Inventory> inv, entityid_t eid);
~Player();
void teleport(const glm::vec3 &position);
void teleport(glm::vec3 position);
void updateEntity();
void updateInput(PlayerInput& input, float delta);
void updateSelectedEntity();
@ -96,7 +96,7 @@ public:
Hitbox* getHitbox();
void setSpawnPoint(const glm::vec3 &spawnpoint);
void setSpawnPoint(glm::vec3 point);
glm::vec3 getSpawnPoint() const;
std::unique_ptr<dynamic::Map> serialize() const override;

View File

@ -69,7 +69,7 @@ size_t SkeletonConfig::update(
size_t index,
Skeleton& skeleton,
Bone* node,
const glm::mat4& matrix) const
glm::mat4 matrix) const
{
auto boneMatrix = skeleton.pose.matrices[index];
auto boneOffset = node->getOffset();
@ -85,7 +85,7 @@ size_t SkeletonConfig::update(
return count;
}
void SkeletonConfig::update(Skeleton& skeleton, const glm::mat4& matrix) const {
void SkeletonConfig::update(Skeleton& skeleton, glm::mat4 matrix) const {
update(0, skeleton, root.get(), matrix);
}

View File

@ -103,12 +103,12 @@ namespace rigging {
size_t index,
Skeleton& skeleton,
Bone* node,
const glm::mat4& matrix) const;
glm::mat4 matrix) const;
public:
SkeletonConfig(const std::string& name, std::unique_ptr<Bone> root,
size_t nodesCount);
void update(Skeleton& skeleton, const glm::mat4& matrix) const;
void update(Skeleton& skeleton, glm::mat4 matrix) const;
void render(
Assets* assets,
ModelBatch& batch,

View File

@ -28,8 +28,8 @@ struct ThreadPoolResult {
template<class T, class R>
class Worker {
public:
Worker() = default;
virtual ~Worker() = default;
Worker() {}
virtual ~Worker() {}
virtual R operator()(const std::shared_ptr<T>&) = 0;
};

View File

@ -11,12 +11,12 @@
namespace fs = std::filesystem;
class ArgsReader {
const char* last = "";
char** argv;
int argc;
char** argv;
int pos = 0;
const char* last = "";
public:
ArgsReader(int argc, char** argv) : argv(argv), argc(argc) {}
ArgsReader(int argc, char** argv) : argc(argc), argv(argv) {}
void skip() {
pos++;

View File

@ -7,7 +7,7 @@ std::string util::to_string(const std::vector<std::string>& vec) {
std::stringstream ss;
ss << "[";
for (size_t i = 0; i < vec.size(); i++) {
ss << util::quote(vec[1]);
ss << util::quote(vec.at(i));
if (i < vec.size()-1) {
ss << ", ";
}

View File

@ -37,7 +37,7 @@ std::string util::quote(const std::string& s) {
return escape(s);
}
std::wstring util::lfill(const std::wstring& s, uint length, wchar_t c) {
std::wstring util::lfill(std::wstring s, uint length, wchar_t c) {
if (s.length() >= length) {
return s;
}
@ -49,7 +49,7 @@ std::wstring util::lfill(const std::wstring& s, uint length, wchar_t c) {
return ss.str();
}
std::wstring util::rfill(const std::wstring& s, uint length, wchar_t c) {
std::wstring util::rfill(std::wstring s, uint length, wchar_t c) {
if (s.length() >= length) {
return s;
}

View File

@ -13,8 +13,8 @@ namespace util {
/// @brief Function used for error messages
std::string quote(const std::string& s);
std::wstring lfill(const std::wstring& s, uint length, wchar_t c);
std::wstring rfill(const std::wstring& s, uint length, wchar_t c);
std::wstring lfill(std::wstring s, uint length, wchar_t c);
std::wstring rfill(std::wstring s, uint length, wchar_t c);
uint encode_utf8(uint32_t c, ubyte* bytes);
uint32_t decode_utf8(uint& size, const char* bytes);

View File

@ -48,7 +48,7 @@ struct CoordSystem {
void transform(AABB& aabb) const;
inline bool isVectorHasNegatives(const glm::ivec3& vec) {
inline bool isVectorHasNegatives(glm::ivec3 vec) {
return (vec.x < 0 || vec.y < 0 || vec.z < 0);
}
};

View File

@ -232,13 +232,13 @@ void Chunks::repairSegments(const Block* def, blockstate state, int x, int y, in
}
}
bool Chunks::checkReplaceability(const Block* def, blockstate state, const glm::ivec3 &coord, blockid_t ignore) {
bool Chunks::checkReplaceability(const Block* def, blockstate state, glm::ivec3 origin, blockid_t ignore) {
const auto& rotation = def->rotations.variants[state.rotation];
const auto size = def->size;
for (int sy = 0; sy < size.y; sy++) {
for (int sz = 0; sz < size.z; sz++) {
for (int sx = 0; sx < size.x; sx++) {
auto pos = coord;
auto pos = origin;
pos += rotation.axisX * sx;
pos += rotation.axisY * sy;
pos += rotation.axisZ * sz;
@ -257,7 +257,7 @@ bool Chunks::checkReplaceability(const Block* def, blockstate state, const glm::
}
void Chunks::setRotationExtended(
Block* def, blockstate state, const glm::ivec3 &origin, uint8_t index
Block* def, blockstate state, glm::ivec3 origin, uint8_t index
) {
auto newstate = state;
newstate.rotation = index;
@ -387,8 +387,8 @@ void Chunks::set(int32_t x, int32_t y, int32_t z, uint32_t id, blockstate state)
}
voxel* Chunks::rayCast(
const glm::vec3 &start,
const glm::vec3 &dir,
glm::vec3 start,
glm::vec3 dir,
float maxDist,
glm::vec3& end,
glm::ivec3& norm,
@ -520,7 +520,7 @@ voxel* Chunks::rayCast(
return nullptr;
}
glm::vec3 Chunks::rayCastToObstacle(const glm::vec3 &start, const glm::vec3 &dir, float maxDist) {
glm::vec3 Chunks::rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist) {
const float px = start.x;
const float py = start.y;
const float pz = start.z;

View File

@ -27,7 +27,7 @@ class Chunks {
void eraseSegments(const Block* def, blockstate state, int x, int y, int z);
void repairSegments(const Block* def, blockstate state, int x, int y, int z);
void setRotationExtended(Block* def, blockstate state, const glm::ivec3 &origin, uint8_t rotation);
void setRotationExtended(Block* def, blockstate state, glm::ivec3 origin, uint8_t rotation);
public:
std::vector<std::shared_ptr<Chunk>> chunks;
std::vector<std::shared_ptr<Chunk>> chunksSecond;
@ -48,7 +48,7 @@ public:
Chunk* getChunkByVoxel(int32_t x, int32_t y, int32_t z);
voxel* get(int32_t x, int32_t y, int32_t z) const;
inline voxel* get(const glm::ivec3 &pos) {
inline voxel* get(glm::ivec3 pos) {
return get(pos.x, pos.y, pos.z);
}
@ -68,20 +68,20 @@ public:
/// @param state the block state
/// @param coord position of the zone start
/// @param ignore ignored block id (will be counted as replaceable)
bool checkReplaceability(const Block* def, blockstate state, const glm::ivec3 &coord, blockid_t ignore=0);
bool checkReplaceability(const Block* def, blockstate state, glm::ivec3 coord, blockid_t ignore=0);
void setRotation(int32_t x, int32_t y, int32_t z, uint8_t rotation);
voxel* rayCast(
const glm::vec3 &start,
const glm::vec3 &dir,
glm::vec3 start,
glm::vec3 dir,
float maxLength,
glm::vec3& end,
glm::ivec3& norm,
glm::ivec3& iend
);
glm::vec3 rayCastToObstacle(const glm::vec3 &start, const glm::vec3 &dir, float maxDist);
glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
const AABB* isObstacleAt(float x, float y, float z);
bool isSolidBlock(int32_t x, int32_t y, int32_t z);

View File

@ -115,7 +115,7 @@ void Events::bind(const std::string& name, inputtype type, mousecode code) {
}
void Events::bind(const std::string& name, inputtype type, int code) {
bindings.try_emplace(name, Binding(type, code));
bindings.emplace(name, Binding(type, code));
}
void Events::rebind(const std::string& name, inputtype type, int code) {

View File

@ -205,11 +205,11 @@ void Window::clearDepth() {
glClear(GL_DEPTH_BUFFER_BIT);
}
void Window::setBgColor(const glm::vec3 &color) {
void Window::setBgColor(glm::vec3 color) {
glClearColor(color.r, color.g, color.b, 1.0f);
}
void Window::setBgColor(const glm::vec4 &color) {
void Window::setBgColor(glm::vec4 color) {
glClearColor(color.r, color.g, color.b, color.a);
}

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@ -49,8 +49,8 @@ public:
static void clear();
static void clearDepth();
static void setBgColor(const glm::vec3 &color);
static void setBgColor(const glm::vec4 &color);
static void setBgColor(glm::vec3 color);
static void setBgColor(glm::vec4 color);
static double time();
static const char* getClipboardText();
static void setClipboardText(const char* text);

View File

@ -142,7 +142,7 @@ struct Binding {
bool state = false;
bool justChange = false;
Binding() = default;
Binding(){}
Binding(inputtype type, int code) : type(type), code(code) {}
bool active() const {

View File

@ -201,7 +201,7 @@ void World::deserialize(dynamic::Map* root) {
generator = root->get("generator", generator);
seed = root->get("seed", seed);
if (generator.empty()) {
if (generator == "") {
generator = WorldGenerators::getDefaultGeneratorID();
}
if (auto verobj = root->map("version")) {