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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587 changed files with 3707 additions and 3538 deletions
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@ -103,9 +103,10 @@ bool GridMap::_get(const StringName &p_name, Variant &r_ret) const {
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{
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int *w = cells.ptrw();
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int i = 0;
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for (Map<IndexKey, Cell>::Element *E = cell_map.front(); E; E = E->next(), i++) {
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encode_uint64(E->key().key, (uint8_t *)&w[i * 3]);
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encode_uint32(E->get().cell, (uint8_t *)&w[i * 3 + 2]);
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for (const KeyValue<IndexKey, Cell> &E : cell_map) {
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encode_uint64(E.key.key, (uint8_t *)&w[i * 3]);
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encode_uint32(E.value.cell, (uint8_t *)&w[i * 3 + 2]);
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i++;
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}
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}
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@ -480,9 +481,9 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
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* and set said multimesh bounding box to one containing all cells which have this item
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*/
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Map<int, List<Pair<Transform3D, IndexKey>>> multimesh_items;
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HashMap<int, List<Pair<Transform3D, IndexKey>>> multimesh_items;
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for (Set<IndexKey>::Element *E = g.cells.front(); E; E = E->next()) {
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for (RBSet<IndexKey>::Element *E = g.cells.front(); E; E = E->next()) {
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ERR_CONTINUE(!cell_map.has(E->get()));
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const Cell &c = cell_map[E->get()];
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@ -770,7 +771,7 @@ void GridMap::_queue_octants_dirty() {
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void GridMap::_recreate_octant_data() {
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recreating_octants = true;
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Map<IndexKey, Cell> cell_copy = cell_map;
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HashMap<IndexKey, Cell, IndexKey> cell_copy = cell_map;
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_clear_internal();
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for (const KeyValue<IndexKey, Cell> &E : cell_copy) {
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set_cell_item(Vector3i(E.key), E.value.item, E.value.rot);
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@ -998,7 +999,7 @@ void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texe
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}
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//generate
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Map<OctantKey, Map<Ref<Material>, Ref<SurfaceTool>>> surface_map;
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HashMap<OctantKey, HashMap<Ref<Material>, Ref<SurfaceTool>>, OctantKey> surface_map;
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for (KeyValue<IndexKey, Cell> &E : cell_map) {
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IndexKey key = E.key;
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@ -1028,10 +1029,10 @@ void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texe
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ok.z = key.z / octant_size;
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if (!surface_map.has(ok)) {
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surface_map[ok] = Map<Ref<Material>, Ref<SurfaceTool>>();
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surface_map[ok] = HashMap<Ref<Material>, Ref<SurfaceTool>>();
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}
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Map<Ref<Material>, Ref<SurfaceTool>> &mat_map = surface_map[ok];
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HashMap<Ref<Material>, Ref<SurfaceTool>> &mat_map = surface_map[ok];
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
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@ -1051,7 +1052,7 @@ void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texe
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}
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}
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for (KeyValue<OctantKey, Map<Ref<Material>, Ref<SurfaceTool>>> &E : surface_map) {
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for (KeyValue<OctantKey, HashMap<Ref<Material>, Ref<SurfaceTool>>> &E : surface_map) {
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Ref<ArrayMesh> mesh;
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mesh.instantiate();
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for (KeyValue<Ref<Material>, Ref<SurfaceTool>> &F : E.value) {
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