[Core] Add LocalVector::has for convenience

This commit is contained in:
A Thousand Ships 2024-05-06 16:43:04 +02:00
parent d8aa2c65a9
commit 86de59d60a
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GPG key ID: 2033189A662F8BD7
12 changed files with 27 additions and 14 deletions

View file

@ -1098,7 +1098,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s
};
// Check if edge has already been processed.
if (processed_edges.find(edge_points_and_uvs) != -1) {
if (processed_edges.has(edge_points_and_uvs)) {
continue;
}

View file

@ -136,7 +136,7 @@ bool GodotNavigationServer3D::map_is_active(RID p_map) const {
NavMap *map = map_owner.get_or_null(p_map);
ERR_FAIL_NULL_V(map, false);
return active_maps.find(map) >= 0;
return active_maps.has(map);
}
COMMAND_2(map_set_up, RID, p_map, Vector3, p_up) {

View file

@ -734,7 +734,7 @@ void NavMap::remove_link(NavLink *p_link) {
}
bool NavMap::has_agent(NavAgent *agent) const {
return (agents.find(agent) >= 0);
return agents.has(agent);
}
void NavMap::add_agent(NavAgent *agent) {
@ -754,7 +754,7 @@ void NavMap::remove_agent(NavAgent *agent) {
}
bool NavMap::has_obstacle(NavObstacle *obstacle) const {
return (obstacles.find(obstacle) >= 0);
return obstacles.has(obstacle);
}
void NavMap::add_obstacle(NavObstacle *obstacle) {