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forked from 0ad/0ad

Pass CVector3D as const reference in a few places.

Reviewed By: Sandarac
Differential Revision: https://code.wildfiregames.com/D424
This was SVN commit r19534.
This commit is contained in:
leper 2017-05-08 04:04:45 +00:00
parent bdfe500f98
commit 25b1837603
5 changed files with 10 additions and 10 deletions

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@ -1,4 +1,4 @@
/* Copyright (C) 2010 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -357,7 +357,7 @@ void CCamera::LookAt(const CVector3D& camera, const CVector3D& target, const CVe
LookAlong(camera, delta, up);
}
void CCamera::LookAlong(CVector3D camera, CVector3D orientation, CVector3D up)
void CCamera::LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up)
{
orientation.Normalize();
up.Normalize();

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@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -95,7 +95,7 @@ class CCamera
void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up);
// Build an orientation matrix from camera position, camera orientation, and up-vector
void LookAlong(CVector3D camera, CVector3D focus, CVector3D up);
void LookAlong(const CVector3D& camera, CVector3D focus, CVector3D up);
/**
* Render: Renders the camera's frustum in world space.

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@ -1,4 +1,4 @@
/* Copyright (C) 2014 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -47,7 +47,7 @@ public:
virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0;
virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0;
virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0;
virtual void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) = 0;
virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0;
virtual bool InDistress() = 0;
};

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@ -1,4 +1,4 @@
/* Copyright (C) 2015 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -639,7 +639,7 @@ void CSoundManager::SetMusicEnabled(bool isEnabled)
m_MusicEnabled = isEnabled;
}
void CSoundManager::PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound)
void CSoundManager::PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound)
{
// Make sure the sound group is loaded
CSoundGroup* group;

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@ -1,4 +1,4 @@
/* Copyright (C) 2015 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -137,7 +137,7 @@ public:
void PlayAsMusic(const VfsPath& itemPath, bool looping);
void PlayAsAmbient(const VfsPath& itemPath, bool looping);
void PlayAsUI(const VfsPath& itemPath, bool looping);
void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound);
void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound);
void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain);