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authorHein-Pieter van Braam <hp@tmm.cx>2018-07-25 03:11:03 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2018-07-26 00:54:16 +0200
commit0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd (patch)
tree18b7ff35f1eeee39031a16e9c1d834ebf03d44cf /editor/plugins/skeleton_editor_plugin.cpp
parent9423f23ffb80c946dec380f73f3f313ec44d0d18 (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.cpp6
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);