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Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
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@@ -369,7 +369,7 @@ Transform3D Node3DEditorViewport::to_camera_transform(const Cursor &p_cursor) co
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}
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int Node3DEditorViewport::get_selected_count() const {
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const Map<Node *, Object *> &selection = editor_selection->get_selection();
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const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
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int count = 0;
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@@ -518,7 +518,7 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) {
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}
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Ref<EditorNode3DGizmo>> found_gizmos;
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RBSet<Ref<EditorNode3DGizmo>> found_gizmos;
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Node *edited_scene = get_tree()->get_edited_scene_root();
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ObjectID closest;
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@@ -581,7 +581,7 @@ void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, Vector<_RayRe
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Vector3 pos = _get_ray_pos(p_pos);
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Node3D *> found_nodes;
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RBSet<Node3D *> found_nodes;
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for (int i = 0; i < instances.size(); i++) {
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Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
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@@ -764,7 +764,7 @@ void Node3DEditorViewport::_select_region() {
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}
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_convex(frustum, get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Node3D *> found_nodes;
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RBSet<Node3D *> found_nodes;
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Vector<Node *> selected;
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Node *edited_scene = get_tree()->get_edited_scene_root();
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@@ -2465,7 +2465,7 @@ void Node3DEditorViewport::_notification(int p_what) {
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_update_camera(delta);
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const Map<Node *, Object *> &selection = editor_selection->get_selection();
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const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
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bool changed = false;
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bool exist = false;
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@@ -6685,8 +6685,8 @@ void Node3DEditor::_refresh_menu_icons() {
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}
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template <typename T>
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Set<T *> _get_child_nodes(Node *parent_node) {
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Set<T *> nodes = Set<T *>();
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RBSet<T *> _get_child_nodes(Node *parent_node) {
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RBSet<T *> nodes = RBSet<T *>();
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T *node = Node::cast_to<T>(parent_node);
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if (node) {
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nodes.insert(node);
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@@ -6694,8 +6694,8 @@ Set<T *> _get_child_nodes(Node *parent_node) {
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for (int i = 0; i < parent_node->get_child_count(); i++) {
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Node *child_node = parent_node->get_child(i);
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Set<T *> child_nodes = _get_child_nodes<T>(child_node);
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for (typename Set<T *>::Element *I = child_nodes.front(); I; I = I->next()) {
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RBSet<T *> child_nodes = _get_child_nodes<T>(child_node);
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for (typename RBSet<T *>::Element *I = child_nodes.front(); I; I = I->next()) {
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nodes.insert(I->get());
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}
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}
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@@ -6703,14 +6703,14 @@ Set<T *> _get_child_nodes(Node *parent_node) {
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return nodes;
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}
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Set<RID> _get_physics_bodies_rid(Node *node) {
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Set<RID> rids = Set<RID>();
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RBSet<RID> _get_physics_bodies_rid(Node *node) {
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RBSet<RID> rids = RBSet<RID>();
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PhysicsBody3D *pb = Node::cast_to<PhysicsBody3D>(node);
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if (pb) {
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rids.insert(pb->get_rid());
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}
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Set<PhysicsBody3D *> child_nodes = _get_child_nodes<PhysicsBody3D>(node);
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for (Set<PhysicsBody3D *>::Element *I = child_nodes.front(); I; I = I->next()) {
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RBSet<PhysicsBody3D *> child_nodes = _get_child_nodes<PhysicsBody3D>(node);
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for (RBSet<PhysicsBody3D *>::Element *I = child_nodes.front(); I; I = I->next()) {
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rids.insert(I->get()->get_rid());
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}
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@@ -6728,13 +6728,13 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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Vector3 position_offset = Vector3();
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// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
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Set<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);
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Set<CollisionShape3D *> cs = _get_child_nodes<CollisionShape3D>(sp);
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RBSet<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);
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RBSet<CollisionShape3D *> cs = _get_child_nodes<CollisionShape3D>(sp);
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bool found_valid_shape = false;
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if (cs.size()) {
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AABB aabb;
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Set<CollisionShape3D *>::Element *I = cs.front();
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RBSet<CollisionShape3D *>::Element *I = cs.front();
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if (I->get()->get_shape().is_valid()) {
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CollisionShape3D *collision_shape = cs.front()->get();
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aabb = collision_shape->get_global_transform().xform(collision_shape->get_shape()->get_debug_mesh()->get_aabb());
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@@ -6755,7 +6755,7 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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}
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if (!found_valid_shape && vi.size()) {
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AABB aabb = vi.front()->get()->get_transformed_aabb();
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for (Set<VisualInstance3D *>::Element *I = vi.front(); I; I = I->next()) {
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for (RBSet<VisualInstance3D *>::Element *I = vi.front(); I; I = I->next()) {
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aabb.merge_with(I->get()->get_transformed_aabb());
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}
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Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
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@@ -6798,7 +6798,7 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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Dictionary d = snap_data[node];
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Vector3 from = d["from"];
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Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
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Set<RID> excluded = _get_physics_bodies_rid(sp);
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RBSet<RID> excluded = _get_physics_bodies_rid(sp);
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PhysicsDirectSpaceState3D::RayParameters ray_params;
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ray_params.from = from;
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@@ -6820,7 +6820,7 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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Dictionary d = snap_data[node];
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Vector3 from = d["from"];
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Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
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Set<RID> excluded = _get_physics_bodies_rid(sp);
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RBSet<RID> excluded = _get_physics_bodies_rid(sp);
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PhysicsDirectSpaceState3D::RayParameters ray_params;
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ray_params.from = from;
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