CSceneNode: Collapse loops into ranged for loops
Where applicable, we can simplify some loops a little bit, migrating off
the slightly more verbose iterator means of traversing standard
containers.
@@ -26,8 +26,7 @@ CSceneNode::CSceneNode(CScene *pScene, uint32 NodeID, CSceneNode *pParent)
CSceneNode::~CSceneNode()
{
smNumNodes--;
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
- delete (*it);
+ DeleteChildren();
}
// ************ VIRTUAL ************
@@ -69,8 +68,8 @@ void CSceneNode::OnLoadFinished()
{
PostLoad();
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
- (*it)->OnLoadFinished();
+ for (auto* child : mChildren)
+ child->OnLoadFinished();
}
void CSceneNode::Unparent()
@@ -85,7 +84,7 @@ void CSceneNode::Unparent()
void CSceneNode::RemoveChild(CSceneNode *pChild)
{
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
+ for (auto it = mChildren.begin(); it != mChildren.end(); ++it)
{
if (*it == pChild)
{
@@ -97,8 +96,8 @@ void CSceneNode::RemoveChild(CSceneNode *pChild)
void CSceneNode::DeleteChildren()
{
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
- delete *it;
+ for (auto* child : mChildren)
+ delete child;
mChildren.clear();
}
@@ -317,8 +316,8 @@ void CSceneNode::ForceRecalculateTransform() const
// If so, the children will already be marked
if (!_mTransformDirty)
{
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
- (*it)->MarkTransformChanged();
+ for (auto* child : mChildren)
+ child->MarkTransformChanged();
}
_mTransformDirty = false;
}
@@ -327,8 +326,8 @@ void CSceneNode::MarkTransformChanged() const
{
if (!_mTransformDirty)
{
- for (auto it = mChildren.begin(); it != mChildren.end(); it++)
- (*it)->MarkTransformChanged();
+ for (auto* child : mChildren)
+ child->MarkTransformChanged();
}
_mTransformDirty = true;
@@ -355,7 +354,7 @@ CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
- if ((mpParent) && (InheritsPosition()))
+ if (mpParent != nullptr && InheritsPosition())
ret += mpParent->AbsolutePosition();
return ret;
@@ -365,7 +364,7 @@ CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
- if ((mpParent) && (InheritsRotation()))
+ if (mpParent != nullptr && InheritsRotation())
ret *= mpParent->AbsoluteRotation();
return ret;
@@ -375,7 +374,7 @@ CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
- if ((mpParent) && (InheritsScale()))
+ if (mpParent != nullptr && InheritsScale())
ret *= mpParent->AbsoluteScale();
return ret;
