From 97a0bb5776c20053a0f1ea9b24a19709dde09bf2 Mon Sep 17 00:00:00 2001 From: Vyacheslav Ivanov Date: Fri, 2 Aug 2024 02:09:15 +0300 Subject: [PATCH] fix: optimization: PVS-Studio warning V835 Passing cheap-to-copy arguments by reference can sometimes lead to decreased performance. This change ensures that the argument is passed by value, which is more efficient in cases where the argument is inexpensive to copy. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov --- src/logic/PlayerController.cpp | 4 ++-- src/logic/PlayerController.hpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/logic/PlayerController.cpp b/src/logic/PlayerController.cpp index ba1f1069..5bab584d 100644 --- a/src/logic/PlayerController.cpp +++ b/src/logic/PlayerController.cpp @@ -105,7 +105,7 @@ glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, float delta) } void CameraControl::updateFovEffects(const Hitbox& hitbox, - const PlayerInput& input, float delta) { + 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(const PlayerInput& input, float delta, Chunks* chunks) { +void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) { offset = glm::vec3(0.0f, 0.0f, 0.0f); if (auto hitbox = player->getHitbox()) { diff --git a/src/logic/PlayerController.hpp b/src/logic/PlayerController.hpp index 79363f61..c90d1408 100644 --- a/src/logic/PlayerController.hpp +++ b/src/logic/PlayerController.hpp @@ -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, const PlayerInput& input, + void updateFovEffects(const Hitbox& hitbox, PlayerInput input, float delta); /// @brief Switch active player camera @@ -41,7 +41,7 @@ public: CameraControl(const std::shared_ptr& player, const CameraSettings& settings); void updateMouse(PlayerInput& input); - void update(const PlayerInput& input, float delta, Chunks* chunks); + void update(PlayerInput input, float delta, Chunks* chunks); void refresh(); };