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Ignore:
Timestamp:
Dec 5, 2015, 10:47:51 PM (10 years ago)
Author:
landauf
Message:

use range-based for-loop where it makes sense (e.g. ObjectList)

Location:
code/branches/cpp11_v2/src/modules/objects
Files:
8 edited

Legend:

Unmodified
Added
Removed
  • code/branches/cpp11_v2/src/modules/objects/Attacher.cc

    r10916 r10919  
    101101            return;
    102102
    103         for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it)
     103        for (WorldEntity* worldEntity : ObjectList<WorldEntity>())
    104104        {
    105             if (it->getName() == this->targetname_)
     105            if (worldEntity->getName() == this->targetname_)
    106106            {
    107                 this->target_ = *it;
    108                 this->attachToParent(*it);
     107                this->target_ = worldEntity;
     108                this->attachToParent(worldEntity);
    109109            }
    110110        }
  • code/branches/cpp11_v2/src/modules/objects/ForceField.cc

    r9945 r10919  
    118118        {
    119119            // Iterate over all objects that could possibly be affected by the ForceField.
    120             for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
     120            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
    121121            {
    122122                // The direction of the orientation of the force field.
     
    125125
    126126                // Vector from the center of the force field to the object its acting on.
    127                 Vector3 distanceVector = it->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction));
     127                Vector3 distanceVector = mobileEntity->getWorldPosition() - (this->getWorldPosition() + (this->halfLength_ * direction));
    128128
    129129                // The object is outside a ball around the center with radius length/2 of the ForceField.
     
    132132
    133133                // The distance of the object form the orientation vector. (Or rather the smallest distance from the orientation vector)
    134                 float distanceFromDirectionVector = ((it->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length();
     134                float distanceFromDirectionVector = ((mobileEntity->getWorldPosition() - this->getWorldPosition()).crossProduct(direction)).length();
    135135
    136136                // If the object in a tube of radius 'radius' around the direction of orientation.
     
    140140                // Apply a force to the object in the direction of the orientation.
    141141                // The force is highest when the object is directly on the direction vector, with a linear decrease, finally reaching zero, when distanceFromDirectionVector = radius.
    142                 it->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction);
     142                mobileEntity->applyCentralForce((this->radius_ - distanceFromDirectionVector)/this->radius_ * this->velocity_ * direction);
    143143            }
    144144        }
     
    146146        {
    147147            // Iterate over all objects that could possibly be affected by the ForceField.
    148             for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
    149             {
    150                 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();
     148            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
     149            {
     150                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
    151151                float distance = distanceVector.length();
    152152                // If the object is within 'radius' distance.
     
    155155                    distanceVector.normalise();
    156156                    // Apply a force proportional to the velocity, with highest force at the origin of the sphere, linear decreasing until reaching a distance of 'radius' from the origin, where the force reaches zero.
    157                     it->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector);
     157                    mobileEntity->applyCentralForce((this->radius_ - distance)/this->radius_ * this->velocity_ * distanceVector);
    158158                }
    159159            }
     
    162162        {
    163163            // Iterate over all objects that could possibly be affected by the ForceField.
    164             for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
    165             {
    166                 Vector3 distanceVector = this->getWorldPosition() - it->getWorldPosition();
     164            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
     165            {
     166                Vector3 distanceVector = this->getWorldPosition() - mobileEntity->getWorldPosition();
    167167                float distance = distanceVector.length();
    168168                // If the object is within 'radius' distance and no more than 'length' away from the boundary of the sphere.
     
    172172                    distanceVector.normalise();
    173173                    // Apply a force proportional to the velocity, with highest force at the boundary of the sphere, linear decreasing until reaching a distance of 'radius-length' from the origin, where the force reaches zero.
    174                     it->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector);
     174                    mobileEntity->applyCentralForce((distance-range)/range * this->velocity_ * distanceVector);
    175175                }
    176176            }
     
    179179        {
    180180            // Iterate over all objects that could possibly be affected by the ForceField.
    181             for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
    182             {
    183                 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();
     181            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
     182            {
     183                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
    184184                float distance = distanceVector.length();
    185185                // If the object is within 'radius' distance and especially further away than massRadius_
     
    197197                   
    198198                    // Note: this so called force is actually an acceleration!
    199                     it->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector);
     199                    mobileEntity->applyCentralForce((-1) * (ForceField::attenFactor_ * ForceField::gravConstant_ * this->getMass()) / (distance * distance) * distanceVector);
    200200                }
    201201            }
     
    204204        {
    205205            // Iterate over all objects that could possibly be affected by the ForceField.
    206             for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it)
    207             {
    208                 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition();
     206            for (MobileEntity* mobileEntity : ObjectList<MobileEntity>())
     207            {
     208                Vector3 distanceVector = mobileEntity->getWorldPosition() - this->getWorldPosition();
    209209                float distance = distanceVector.length();
    210210                if (distance < this->radius_ && distance > this->massRadius_)
     
    212212                    // Add a Acceleration in forceDirection_.
    213213                    // Vector3(0,0,0) is the direction, where the force should work.
    214                     it->addAcceleration(forceDirection_ , Vector3(0,0,0));
     214                    mobileEntity->addAcceleration(forceDirection_ , Vector3(0,0,0));
    215215                }
    216216            }
  • code/branches/cpp11_v2/src/modules/objects/SpaceBoundaries.cc

    r10916 r10919  
    7373    {
    7474        pawnsIn_.clear();
    75         for(ObjectList<Pawn>::iterator current = ObjectList<Pawn>::begin(); current != ObjectList<Pawn>::end(); ++current)
    76         {
    77             Pawn* currentPawn = *current;
     75        for(Pawn* currentPawn : ObjectList<Pawn>())
     76        {
    7877            if( this->reaction_ == 0 )
    7978            {
  • code/branches/cpp11_v2/src/modules/objects/controllers/TurretController.cc

    r10818 r10919  
    103103        Pawn* minScorePawn = nullptr;
    104104
    105         for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it != ObjectList<Pawn>::end(); ++it)
    106         {
    107             Pawn* entity = orxonox_cast<Pawn*>(*it);
    108             if (!entity || FormationController::sameTeam(turret, entity, this->getGametype()))
     105        for (Pawn* pawn : ObjectList<Pawn>())
     106        {
     107            if (!pawn || FormationController::sameTeam(turret, pawn, this->getGametype()))
    109108                continue;
    110             tempScore = turret->isInRange(entity);
     109            tempScore = turret->isInRange(pawn);
    111110            if(tempScore != -1.f)
    112111            {
     
    114113                {
    115114                    minScore = tempScore;
    116                     minScorePawn = entity;
     115                    minScorePawn = pawn;
    117116                }
    118117            }
  • code/branches/cpp11_v2/src/modules/objects/eventsystem/EventFilter.cc

    r10916 r10919  
    7070        {
    7171            bool success = false;
    72             for (std::list<EventName*>::const_iterator it = this->names_.begin(); it != this->names_.end(); ++it)
     72            for (EventName* name : this->names_)
    7373            {
    74                 if ((*it)->getName() == event.name_)
     74                if (name->getName() == event.name_)
    7575                {
    7676                    success = true;
  • code/branches/cpp11_v2/src/modules/objects/eventsystem/EventListener.cc

    r9667 r10919  
    7878            return;
    7979
    80         for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
    81             if (it->getName() == this->eventName_)
    82                 this->addEventSource(*it, "");
     80        for (BaseObject* object : ObjectList<BaseObject>())
     81            if (object->getName() == this->eventName_)
     82                this->addEventSource(object, "");
    8383    }
    8484
  • code/branches/cpp11_v2/src/modules/objects/eventsystem/EventTarget.cc

    r9667 r10919  
    7373        this->target_ = name;
    7474
    75         for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
    76             if (it->getName() == this->target_)
    77                 this->addEventTarget(*it);
     75        for (BaseObject* object : ObjectList<BaseObject>())
     76            if (object->getName() == this->target_)
     77                this->addEventTarget(object);
    7878    }
    7979
  • code/branches/cpp11_v2/src/modules/objects/triggers/Trigger.cc

    r10916 r10919  
    346346    {
    347347        // Iterate over all Triggers.
    348         for (ObjectList<Trigger>::iterator it = ObjectList<Trigger>::begin(); it != ObjectList<Trigger>::end(); ++it)
    349             it->setVisible(bVisible);
     348        for (Trigger* trigger : ObjectList<Trigger>())
     349            trigger->setVisible(bVisible);
    350350    }
    351351
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