1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Modernize source code: last part (#6285)

* Modernize source code: last par

* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
This commit is contained in:
Loïc Blot 2017-08-20 13:30:50 +02:00 committed by GitHub
parent 50669cd282
commit 1c1c97cbd1
72 changed files with 446 additions and 584 deletions

View file

@ -146,10 +146,8 @@ public:
// Destructor
virtual ~ExtrusionMeshCache()
{
for (std::map<int, scene::IMesh*>::iterator
it = m_extrusion_meshes.begin();
it != m_extrusion_meshes.end(); ++it) {
it->second->drop();
for (auto &extrusion_meshe : m_extrusion_meshes) {
extrusion_meshe.second->drop();
}
m_cube->drop();
}
@ -309,14 +307,15 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
if (!def.wield_image.empty()) {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
m_colors.push_back(ItemPartColor());
m_colors.emplace_back();
return;
}
// Handle nodes
// See also CItemDefManager::createClientCached()
else if (def.type == ITEM_NODE) {
if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
@ -377,9 +376,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
}
return;
}
else if (def.inventory_image != "") {
else if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
m_colors.push_back(ItemPartColor());
m_colors.emplace_back();
return;
}
@ -455,9 +454,9 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
result->needs_shading = true;
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
result->buffer_colors.push_back(ItemPartColor());
result->buffer_colors.emplace_back();
// Items with inventory images do not need shading
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
@ -560,7 +559,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename
}
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
std::vector<ItemPartColor> *colors)
{
u32 mc = mesh->getMeshBufferCount();