diff options
author | reduz <reduzio@gmail.com> | 2022-05-08 10:09:19 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-05-12 11:21:29 +0200 |
commit | 8b7c7f5a753b43cec10f72b274bb1d70c253652b (patch) | |
tree | 691c51ea7516990b94303afa334d70c66c512cc4 /scene/animation | |
parent | 9b7e16a6b8b80fe61881e8f4df28550e18050dd2 (diff) |
Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
Diffstat (limited to 'scene/animation')
-rw-r--r-- | scene/animation/animation_tree.cpp | 34 |
1 files changed, 14 insertions, 20 deletions
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index b0590bc2bd..d957c7f2de 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -198,12 +198,11 @@ double AnimationNode::_blend_node(const StringName &p_subpath, const Vector<Stri blendw[i] = 0.0; //all to zero by default } - const NodePath *K = nullptr; - while ((K = filter.next(K))) { - if (!state->track_map.has(*K)) { + for (const KeyValue<NodePath, bool> &E : filter) { + if (!state->track_map.has(E.key)) { continue; } - int idx = state->track_map[*K]; + int idx = state->track_map[E.key]; blendw[idx] = 1.0; //filtered goes to one } @@ -374,9 +373,8 @@ bool AnimationNode::has_filter() const { Array AnimationNode::_get_filters() const { Array paths; - const NodePath *K = nullptr; - while ((K = filter.next(K))) { - paths.push_back(String(*K)); //use strings, so sorting is possible + for (const KeyValue<NodePath, bool> &E : filter) { + paths.push_back(String(E.key)); //use strings, so sorting is possible } paths.sort(); //done so every time the scene is saved, it does not change @@ -803,11 +801,10 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) { List<NodePath> to_delete; - const NodePath *K = nullptr; - while ((K = track_cache.next(K))) { - TrackCache *tc = track_cache[*K]; + for (const KeyValue<NodePath, TrackCache *> &K : track_cache) { + TrackCache *tc = track_cache[K.key]; if (tc->setup_pass != setup_pass) { - to_delete.push_back(*K); + to_delete.push_back(K.key); } } @@ -820,10 +817,9 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) { state.track_map.clear(); - K = nullptr; int idx = 0; - while ((K = track_cache.next(K))) { - state.track_map[*K] = idx; + for (const KeyValue<NodePath, TrackCache *> &K : track_cache) { + state.track_map[K.key] = idx; idx++; } @@ -835,9 +831,8 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) { } void AnimationTree::_clear_caches() { - const NodePath *K = nullptr; - while ((K = track_cache.next(K))) { - memdelete(track_cache[*K]); + for (KeyValue<NodePath, TrackCache *> &K : track_cache) { + memdelete(K.value); } playing_caches.clear(); @@ -1569,9 +1564,8 @@ void AnimationTree::_process_graph(double p_delta) { { // finally, set the tracks - const NodePath *K = nullptr; - while ((K = track_cache.next(K))) { - TrackCache *track = track_cache[*K]; + for (const KeyValue<NodePath, TrackCache *> &K : track_cache) { + TrackCache *track = K.value; if (track->process_pass != process_pass) { continue; //not processed, ignore } |