fix: optimization: PVS-Studio warning V813
Passing large objects by const reference avoids unnecessary copying and enhances efficiency. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
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@@ -151,20 +151,20 @@ namespace lua {
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return 3;
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}
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inline int pushivec3_stack(lua::State* L, glm::ivec3 vec) {
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inline int pushivec3_stack(lua::State* L, const glm::ivec3 &vec) {
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pushinteger(L, vec.x);
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pushinteger(L, vec.y);
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pushinteger(L, vec.z);
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return 3;
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}
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inline int pushvec3_stack(lua::State* L, glm::vec3 vec) {
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inline int pushvec3_stack(lua::State* L, const glm::vec3 &vec) {
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pushnumber(L, vec.x);
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pushnumber(L, vec.y);
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pushnumber(L, vec.z);
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return 3;
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}
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inline int pushvec4_stack(lua::State* L, glm::vec4 vec) {
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inline int pushvec4_stack(lua::State* L, const glm::vec4 &vec) {
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pushnumber(L, vec.x);
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pushnumber(L, vec.y);
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pushnumber(L, vec.z);
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@@ -179,15 +179,15 @@ namespace lua {
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lua_pushvalue(L, idx);
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return 1;
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}
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inline int pushvec2(lua::State* L, glm::vec2 vec) {
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inline int pushvec2(lua::State* L, const glm::vec2 &vec) {
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return pushvec(L, vec);
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}
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inline int pushvec3(lua::State* L, glm::vec3 vec) {
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inline int pushvec3(lua::State* L, const glm::vec3 &vec) {
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return pushvec(L, vec);
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}
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inline int pushvec4(lua::State* L, glm::vec4 vec) {
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inline int pushvec4(lua::State* L, const glm::vec4 &vec) {
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return pushvec(L, vec);
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}
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inline int pushcolor(lua::State* L, glm::vec4 vec) {
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@@ -210,7 +210,7 @@ namespace lua {
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}
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return 1;
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}
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inline int pushmat4(lua::State* L, glm::mat4 matrix) {
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inline int pushmat4(lua::State* L, const glm::mat4 &matrix) {
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createtable(L, 16, 0);
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for (uint y = 0; y < 4; y++) {
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for (uint x = 0; x < 4; x++) {
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@@ -222,7 +222,7 @@ namespace lua {
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return 1;
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}
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/// @brief pushes matrix table to the stack and updates it with glm matrix
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inline int setmat4(lua::State* L, int idx, glm::mat4 matrix) {
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inline int setmat4(lua::State* L, int idx, const glm::mat4 &matrix) {
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pushvalue(L, idx);
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for (uint y = 0; y < 4; y++) {
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for (uint x = 0; x < 4; x++) {
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