Pass CVector3D as const reference in a few places.
Reviewed By: Sandarac Differential Revision: https://code.wildfiregames.com/D424 This was SVN commit r19534.
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -357,7 +357,7 @@ void CCamera::LookAt(const CVector3D& camera, const CVector3D& target, const CVe
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LookAlong(camera, delta, up);
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LookAlong(camera, delta, up);
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}
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}
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void CCamera::LookAlong(CVector3D camera, CVector3D orientation, CVector3D up)
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void CCamera::LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up)
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{
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{
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orientation.Normalize();
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orientation.Normalize();
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up.Normalize();
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up.Normalize();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -95,7 +95,7 @@ class CCamera
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void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up);
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void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up);
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// Build an orientation matrix from camera position, camera orientation, and up-vector
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// Build an orientation matrix from camera position, camera orientation, and up-vector
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void LookAlong(CVector3D camera, CVector3D focus, CVector3D up);
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void LookAlong(const CVector3D& camera, CVector3D focus, CVector3D up);
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/**
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/**
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* Render: Renders the camera's frustum in world space.
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* Render: Renders the camera's frustum in world space.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -47,7 +47,7 @@ public:
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virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) = 0;
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virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0;
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virtual bool InDistress() = 0;
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virtual bool InDistress() = 0;
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};
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};
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@ -1,4 +1,4 @@
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -639,7 +639,7 @@ void CSoundManager::SetMusicEnabled(bool isEnabled)
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m_MusicEnabled = isEnabled;
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m_MusicEnabled = isEnabled;
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}
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}
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void CSoundManager::PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound)
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void CSoundManager::PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound)
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{
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{
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// Make sure the sound group is loaded
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// Make sure the sound group is loaded
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CSoundGroup* group;
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CSoundGroup* group;
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@ -1,4 +1,4 @@
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -137,7 +137,7 @@ public:
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void PlayAsMusic(const VfsPath& itemPath, bool looping);
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void PlayAsMusic(const VfsPath& itemPath, bool looping);
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void PlayAsAmbient(const VfsPath& itemPath, bool looping);
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void PlayAsAmbient(const VfsPath& itemPath, bool looping);
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void PlayAsUI(const VfsPath& itemPath, bool looping);
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void PlayAsUI(const VfsPath& itemPath, bool looping);
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void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound);
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void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound);
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void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain);
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void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain);
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