diff options
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 /editor/plugins/skeleton_editor_plugin.cpp | |
parent | 9423f23ffb80c946dec380f73f3f313ec44d0d18 (diff) |
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 'editor/plugins/skeleton_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/skeleton_editor_plugin.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/editor/plugins/skeleton_editor_plugin.cpp b/editor/plugins/skeleton_editor_plugin.cpp index 40a696119e..fe7d1df50c 100644 --- a/editor/plugins/skeleton_editor_plugin.cpp +++ b/editor/plugins/skeleton_editor_plugin.cpp @@ -68,16 +68,16 @@ void SkeletonEditor::create_physical_skeleton() { if (parent < 0) { - bones_infos[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); + bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); } else { - bones_infos[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); + bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); /// create physical bone on parent if (!bones_infos[parent].physical_bone) { - bones_infos[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos); + bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos); ur->create_action(TTR("Create physical bones")); ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone); |