Use more C++11 in the physics code

pull/578/head
Andrei Kortunov 5 years ago
parent 3dc3fe06e2
commit 4a5fce8ca5

@ -84,12 +84,12 @@ namespace MWPhysics
assert (mShapeInstance->getCollisionShape()->isCompound());
btCompoundShape* compound = static_cast<btCompoundShape*>(mShapeInstance->getCollisionShape());
for (std::map<int, int>::const_iterator it = mShapeInstance->mAnimatedShapes.begin(); it != mShapeInstance->mAnimatedShapes.end(); ++it)
for (const auto& shape : mShapeInstance->mAnimatedShapes)
{
int recIndex = it->first;
int shapeIndex = it->second;
int recIndex = shape.first;
int shapeIndex = shape.second;
std::map<int, osg::NodePath>::iterator nodePathFound = mRecIndexToNodePath.find(recIndex);
auto nodePathFound = mRecIndexToNodePath.find(recIndex);
if (nodePathFound == mRecIndexToNodePath.end())
{
NifOsg::FindGroupByRecIndex visitor(recIndex);
@ -104,7 +104,7 @@ namespace MWPhysics
}
osg::NodePath nodePath = visitor.mFoundPath;
nodePath.erase(nodePath.begin());
nodePathFound = mRecIndexToNodePath.insert(std::make_pair(recIndex, nodePath)).first;
nodePathFound = mRecIndexToNodePath.emplace(recIndex, nodePath).first;
}
osg::NodePath& nodePath = nodePathFound->second;

@ -95,21 +95,21 @@ namespace MWPhysics
if (mWaterCollisionObject.get())
mCollisionWorld->removeCollisionObject(mWaterCollisionObject.get());
for (HeightFieldMap::iterator it = mHeightFields.begin(); it != mHeightFields.end(); ++it)
for (auto& heightField : mHeightFields)
{
mCollisionWorld->removeCollisionObject(it->second->getCollisionObject());
delete it->second;
mCollisionWorld->removeCollisionObject(heightField.second->getCollisionObject());
delete heightField.second;
}
for (ObjectMap::iterator it = mObjects.begin(); it != mObjects.end(); ++it)
for (auto& object : mObjects)
{
mCollisionWorld->removeCollisionObject(it->second->getCollisionObject());
delete it->second;
mCollisionWorld->removeCollisionObject(object.second->getCollisionObject());
delete object.second;
}
for (ActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it)
for (auto& actor : mActors)
{
delete it->second;
delete actor.second;
}
delete mCollisionWorld;
@ -476,7 +476,7 @@ namespace MWPhysics
return;
Object *obj = new Object(ptr, shapeInstance);
mObjects.insert(std::make_pair(ptr, obj));
mObjects.emplace(ptr, obj);
if (obj->isAnimated())
mAnimatedObjects.insert(obj);
@ -518,10 +518,10 @@ namespace MWPhysics
map.erase(found);
}
for (CollisionMap::iterator it = map.begin(); it != map.end(); ++it)
for (auto& collision : map)
{
if (it->second == old)
it->second = updated;
if (collision.second == old)
collision.second = updated;
}
}
@ -533,7 +533,7 @@ namespace MWPhysics
Object* obj = found->second;
obj->updatePtr(updated);
mObjects.erase(found);
mObjects.insert(std::make_pair(updated, obj));
mObjects.emplace(updated, obj);
}
ActorMap::iterator foundActor = mActors.find(old);
@ -542,7 +542,7 @@ namespace MWPhysics
Actor* actor = foundActor->second;
actor->updatePtr(updated);
mActors.erase(foundActor);
mActors.insert(std::make_pair(updated, actor));
mActors.emplace(updated, actor);
}
updateCollisionMapPtr(mStandingCollisions, old, updated);
@ -630,7 +630,8 @@ namespace MWPhysics
}
}
void PhysicsSystem::addActor (const MWWorld::Ptr& ptr, const std::string& mesh) {
void PhysicsSystem::addActor (const MWWorld::Ptr& ptr, const std::string& mesh)
{
osg::ref_ptr<const Resource::BulletShape> shape = mShapeManager->getShape(mesh);
if (!shape)
return;
@ -646,7 +647,7 @@ namespace MWPhysics
}
Actor* actor = new Actor(ptr, shape, mCollisionWorld);
mActors.insert(std::make_pair(ptr, actor));
mActors.emplace(ptr, actor);
}
bool PhysicsSystem::toggleCollisionMode()
@ -666,17 +667,16 @@ namespace MWPhysics
void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &movement)
{
PtrVelocityList::iterator iter = mMovementQueue.begin();
for(;iter != mMovementQueue.end();++iter)
for(auto& movementItem : mMovementQueue)
{
if(iter->first == ptr)
if (movementItem.first == ptr)
{
iter->second = movement;
movementItem.second = movement;
return;
}
}
mMovementQueue.push_back(std::make_pair(ptr, movement));
mMovementQueue.emplace_back(ptr, movement);
}
void PhysicsSystem::clearQueuedMovement()
@ -705,27 +705,26 @@ namespace MWPhysics
const MWWorld::Ptr player = MWMechanics::getPlayer();
const MWBase::World *world = MWBase::Environment::get().getWorld();
PtrVelocityList::iterator iter = mMovementQueue.begin();
for(;iter != mMovementQueue.end();++iter)
for(auto& movementItem : mMovementQueue)
{
ActorMap::iterator foundActor = mActors.find(iter->first);
ActorMap::iterator foundActor = mActors.find(movementItem.first);
if (foundActor == mActors.end()) // actor was already removed from the scene
continue;
Actor* physicActor = foundActor->second;
float waterlevel = -std::numeric_limits<float>::max();
const MWWorld::CellStore *cell = iter->first.getCell();
const MWWorld::CellStore *cell = movementItem.first.getCell();
if(cell->getCell()->hasWater())
waterlevel = cell->getWaterLevel();
const MWMechanics::MagicEffects& effects = iter->first.getClass().getCreatureStats(iter->first).getMagicEffects();
const MWMechanics::MagicEffects& effects = movementItem.first.getClass().getCreatureStats(movementItem.first).getMagicEffects();
bool waterCollision = false;
if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude())
{
if (!world->isUnderwater(iter->first.getCell(), osg::Vec3f(iter->first.getRefData().getPosition().asVec3())))
if (!world->isUnderwater(movementItem.first.getCell(), osg::Vec3f(movementItem.first.getRefData().getPosition().asVec3())))
waterCollision = true;
else if (physicActor->getCollisionMode() && canMoveToWaterSurface(iter->first, waterlevel))
else if (physicActor->getCollisionMode() && canMoveToWaterSurface(movementItem.first, waterlevel))
{
const osg::Vec3f actorPosition = physicActor->getPosition();
physicActor->setPosition(osg::Vec3f(actorPosition.x(), actorPosition.y(), waterlevel));
@ -737,8 +736,8 @@ namespace MWPhysics
// Slow fall reduces fall speed by a factor of (effect magnitude / 200)
float slowFall = 1.f - std::max(0.f, std::min(1.f, effects.get(ESM::MagicEffect::SlowFall).getMagnitude() * 0.005f));
bool flying = world->isFlying(iter->first);
bool swimming = world->isSwimming(iter->first);
bool flying = world->isFlying(movementItem.first);
bool swimming = world->isSwimming(movementItem.first);
bool wasOnGround = physicActor->getOnGround();
osg::Vec3f position = physicActor->getPosition();
@ -746,7 +745,7 @@ namespace MWPhysics
bool positionChanged = false;
for (int i=0; i<numSteps; ++i)
{
position = MovementSolver::move(position, physicActor->getPtr(), physicActor, iter->second, mPhysicsDt,
position = MovementSolver::move(position, physicActor->getPtr(), physicActor, movementItem.second, mPhysicsDt,
flying, waterlevel, slowFall, mCollisionWorld, mStandingCollisions);
if (position != physicActor->getPosition())
positionChanged = true;
@ -760,14 +759,14 @@ namespace MWPhysics
float heightDiff = position.z() - oldHeight;
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
MWMechanics::CreatureStats& stats = movementItem.first.getClass().getCreatureStats(movementItem.first);
bool isStillOnGround = (numSteps > 0 && wasOnGround && physicActor->getOnGround());
if (isStillOnGround || flying || swimming || slowFall < 1)
stats.land(iter->first == player && (flying || swimming));
stats.land(movementItem.first == player && (flying || swimming));
else if (heightDiff < 0)
stats.addToFallHeight(-heightDiff);
mMovementResults.push_back(std::make_pair(iter->first, interpolated));
mMovementResults.emplace_back(movementItem.first, interpolated);
}
mMovementQueue.clear();
@ -801,9 +800,9 @@ namespace MWPhysics
bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const
{
for (CollisionMap::const_iterator it = mStandingCollisions.begin(); it != mStandingCollisions.end(); ++it)
for (const auto& standingActor : mStandingCollisions)
{
if (it->first == actor && it->second == object)
if (standingActor.first == actor && standingActor.second == object)
return true;
}
return false;
@ -811,10 +810,10 @@ namespace MWPhysics
void PhysicsSystem::getActorsStandingOn(const MWWorld::ConstPtr &object, std::vector<MWWorld::Ptr> &out) const
{
for (CollisionMap::const_iterator it = mStandingCollisions.begin(); it != mStandingCollisions.end(); ++it)
for (const auto& standingActor : mStandingCollisions)
{
if (it->second == object)
out.push_back(it->first);
if (standingActor.second == object)
out.push_back(standingActor.first);
}
}

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