Use range iterators for RBSet in most cases
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900c676b02
84 changed files with 782 additions and 782 deletions
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@ -1611,11 +1611,11 @@ void GodotPhysicsServer3D::step(real_t p_step) {
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island_count = 0;
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active_objects = 0;
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collision_pairs = 0;
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for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
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stepper->step(const_cast<GodotSpace3D *>(E->get()), p_step);
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island_count += E->get()->get_island_count();
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active_objects += E->get()->get_active_objects();
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collision_pairs += E->get()->get_collision_pairs();
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for (const GodotSpace3D *E : active_spaces) {
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stepper->step(const_cast<GodotSpace3D *>(E), p_step);
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island_count += E->get_island_count();
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active_objects += E->get_active_objects();
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collision_pairs += E->get_collision_pairs();
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}
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#endif
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}
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@ -1635,8 +1635,8 @@ void GodotPhysicsServer3D::flush_queries() {
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uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
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for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
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GodotSpace3D *space = const_cast<GodotSpace3D *>(E->get());
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for (const GodotSpace3D *E : active_spaces) {
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GodotSpace3D *space = const_cast<GodotSpace3D *>(E);
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space->call_queries();
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}
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@ -1656,9 +1656,9 @@ void GodotPhysicsServer3D::flush_queries() {
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total_time[i] = 0;
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}
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for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
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for (const GodotSpace3D *E : active_spaces) {
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for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
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total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
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total_time[i] += E->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
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}
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}
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@ -87,8 +87,8 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
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void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
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p_soft_body->set_island_step(_step);
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for (RBSet<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
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GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E->get());
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for (const GodotConstraint3D *E : p_soft_body->get_constraints()) {
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GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E);
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if (constraint->get_island_step() == _step) {
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continue; // Already processed.
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}
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@ -236,8 +236,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
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const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list();
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while (aml.first()) {
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for (const RBSet<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
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GodotConstraint3D *constraint = E->get();
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for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) {
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GodotConstraint3D *constraint = E;
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if (constraint->get_island_step() == _step) {
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continue;
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}
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