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author | Hein-Pieter van Braam <hp@tmm.cx> | 2018-07-25 03:11:03 +0200 |
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committer | Hein-Pieter van Braam <hp@tmm.cx> | 2018-07-26 00:54:16 +0200 |
commit | 0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd (patch) | |
tree | 18b7ff35f1eeee39031a16e9c1d834ebf03d44cf /scene/3d/vehicle_body.h | |
parent | 9423f23ffb80c946dec380f73f3f313ec44d0d18 (diff) | |
download | redot-engine-0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd.tar.gz |
Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
Diffstat (limited to 'scene/3d/vehicle_body.h')
-rw-r--r-- | scene/3d/vehicle_body.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 1ac3693cc4..68fbf8d873 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -168,7 +168,7 @@ class VehicleBody : public RigidBody { btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); }; - void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence); + void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence); real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); void _update_friction(PhysicsDirectBodyState *s); |