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Use range iterators for RBSet in most cases

This commit is contained in:
Aaron Record
2022-05-18 17:43:40 -06:00
parent 71c40ff4da
commit 900c676b02
84 changed files with 782 additions and 782 deletions

View File

@@ -87,8 +87,8 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
p_soft_body->set_island_step(_step);
for (RBSet<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E->get());
for (const GodotConstraint3D *E : p_soft_body->get_constraints()) {
GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E);
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -236,8 +236,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
for (const RBSet<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
GodotConstraint3D *constraint = E->get();
for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) {
GodotConstraint3D *constraint = E;
if (constraint->get_island_step() == _step) {
continue;
}