use emplace_back instead of push_back where justified
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@@ -1006,8 +1006,7 @@ void SoFCIndexedFaceSet::stopSelection(SoAction * action)
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GLint index=0;
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for (GLint ii=0;ii<hits && index<bufSize;ii++) {
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GLint ct = (GLint)selectBuf[index];
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hit.push_back(std::pair<double,unsigned int>
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(selectBuf[index+1]/4294967295.0,selectBuf[index+3]));
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hit.emplace_back(selectBuf[index+1]/4294967295.0,selectBuf[index+3]);
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index = index+ct+3;
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}
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@@ -1046,8 +1046,7 @@ void SoFCMeshObjectShape::stopSelection(SoAction * action, const Mesh::MeshObjec
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GLuint index=0;
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for (GLint ii=0;ii<hits && index<bufSize;ii++) {
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GLint ct = (GLint)selectBuf[index];
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hit.push_back(std::pair<double,unsigned int>
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(selectBuf[index+1]/4294967295.0,selectBuf[index+3]));
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hit.emplace_back(selectBuf[index+1]/4294967295.0,selectBuf[index+3]);
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index = index+ct+3;
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}
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@@ -709,7 +709,7 @@ void ViewProviderMesh::exportMesh(const char* filename, const char* fmt) const
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mat.diffuseColor.reserve(numColors);
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for (int i=0; i<numColors; i++) {
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const SbColor& c = colors[i];
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mat.diffuseColor.push_back(App::Color(c[0], c[1], c[2]));
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mat.diffuseColor.emplace_back(c[0], c[1], c[2]);
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}
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Mesh::MeshObject mesh = static_cast<Mesh::Feature*>(getObject())->Mesh.getValue();
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@@ -801,12 +801,12 @@ bool ViewProviderMesh::createToolMesh(const std::vector<SbVec2f>& rclPoly, const
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if (it+1 < rclPoly.end()) {
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pt1.getValue(fX, fY, fZ);
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top.push_back( Base::Vector3f(fX, fY, fZ) );
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top.emplace_back(fX, fY, fZ );
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pt2.getValue(fX, fY, fZ);
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bottom.push_back( Base::Vector3f(fX, fY, fZ) );
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bottom.emplace_back(fX, fY, fZ );
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// polygon we need to triangulate (in x,y-plane)
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it->getValue(fX, fY);
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polygon.push_back( Base::Vector3f(fX, fY, 0.0f) );
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polygon.emplace_back(fX, fY, 0.0f );
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}
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}
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@@ -646,7 +646,7 @@ void ViewProviderMeshSelfIntersections::showDefects(const std::vector<unsigned l
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for (it = indices.begin(); it != indices.end(); ) {
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unsigned long id1 = *it; ++it;
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unsigned long id2 = *it; ++it;
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intersection.push_back(std::make_pair(id1,id2));
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intersection.emplace_back(id1,id2);
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}
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std::vector<std::pair<Base::Vector3f, Base::Vector3f> > lines;
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@@ -141,7 +141,7 @@ void ViewProviderMeshTransformDemolding::calcNormalVector(void)
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const MeshGeomFacet& rFace = *cFIt;
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Base::Vector3f norm(rFace.GetNormal());
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normalVector.push_back(SbVec3f(norm.x,norm.y,norm.z));
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normalVector.emplace_back(norm.x,norm.y,norm.z);
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}
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}
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