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-rw-r--r--servers/physics_3d/godot_area_3d.cpp48
-rw-r--r--servers/physics_3d/godot_area_3d.h29
-rw-r--r--servers/physics_3d/godot_body_3d.h4
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp8
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h2
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp14
-rw-r--r--servers/physics_3d/godot_shape_3d.h4
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp8
-rw-r--r--servers/physics_3d/godot_soft_body_3d.h6
-rw-r--r--servers/physics_3d/godot_space_3d.cpp2
-rw-r--r--servers/physics_3d/godot_space_3d.h4
-rw-r--r--servers/physics_3d/godot_step_3d.cpp4
12 files changed, 68 insertions, 65 deletions
diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp
index e7df23d0d8..e2ad765d62 100644
--- a/servers/physics_3d/godot_area_3d.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -254,22 +254,24 @@ void GodotArea3D::call_queries() {
resptr[i] = &res[i];
}
- for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
E = next;
continue;
}
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
E = next;
Callable::CallError ce;
@@ -290,22 +292,24 @@ void GodotArea3D::call_queries() {
resptr[i] = &res[i];
}
- for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
E = next;
continue;
}
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
E = next;
Callable::CallError ce;
diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h
index d15f8ec0a6..2a5e5a537a 100644
--- a/servers/physics_3d/godot_area_3d.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -72,16 +72,15 @@ class GodotArea3D : public GodotCollisionObject3D {
uint32_t body_shape = 0;
uint32_t area_shape = 0;
- _FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
- if (rid == p_key.rid) {
- if (body_shape == p_key.body_shape) {
- return area_shape < p_key.area_shape;
- } else {
- return body_shape < p_key.body_shape;
- }
- } else {
- return rid < p_key.rid;
- }
+ static uint32_t hash(const BodyKey &p_key) {
+ uint32_t h = hash_one_uint64(p_key.rid.get_id());
+ h = hash_djb2_one_64(p_key.instance_id, h);
+ h = hash_djb2_one_32(p_key.area_shape, h);
+ return hash_djb2_one_32(p_key.body_shape, h);
+ }
+
+ _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const {
+ return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape;
}
_FORCE_INLINE_ BodyKey() {}
@@ -96,11 +95,11 @@ class GodotArea3D : public GodotCollisionObject3D {
_FORCE_INLINE_ void dec() { state--; }
};
- Map<BodyKey, BodyState> monitored_soft_bodies;
- Map<BodyKey, BodyState> monitored_bodies;
- Map<BodyKey, BodyState> monitored_areas;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_soft_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_areas;
- Set<GodotConstraint3D *> constraints;
+ RBSet<GodotConstraint3D *> constraints;
virtual void _shapes_changed() override;
void _queue_monitor_update();
@@ -164,7 +163,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ const RBSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index c0c847d920..93bd5a0071 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -112,7 +112,7 @@ class GodotBody3D : public GodotCollisionObject3D {
virtual void _shapes_changed() override;
Transform3D new_transform;
- Map<GodotConstraint3D *, int> constraint_map;
+ HashMap<GodotConstraint3D *, int> constraint_map;
Vector<AreaCMP> areas;
@@ -196,7 +196,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); }
- const Map<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
+ const HashMap<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index e5107be74b..cb4988757c 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -1531,7 +1531,7 @@ void GodotPhysicsServer3D::free(RID p_rid) {
GodotShape3D *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
- GodotShapeOwner3D *so = shape->get_owners().front()->key();
+ GodotShapeOwner3D *so = shape->get_owners().begin()->key;
so->remove_shape(shape);
}
@@ -1611,7 +1611,7 @@ void GodotPhysicsServer3D::step(real_t p_step) {
island_count = 0;
active_objects = 0;
collision_pairs = 0;
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
stepper->step(const_cast<GodotSpace3D *>(E->get()), p_step);
island_count += E->get()->get_island_count();
active_objects += E->get()->get_active_objects();
@@ -1635,7 +1635,7 @@ void GodotPhysicsServer3D::flush_queries() {
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
GodotSpace3D *space = const_cast<GodotSpace3D *>(E->get());
space->call_queries();
}
@@ -1656,7 +1656,7 @@ void GodotPhysicsServer3D::flush_queries() {
total_time[i] = 0;
}
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (RBSet<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
}
diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h
index d2078a912c..65c53084ac 100644
--- a/servers/physics_3d/godot_physics_server_3d.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -54,7 +54,7 @@ class GodotPhysicsServer3D : public PhysicsServer3D {
bool flushing_queries = false;
GodotStep3D *stepper = nullptr;
- Set<const GodotSpace3D *> active_spaces;
+ RBSet<const GodotSpace3D *> active_spaces;
mutable RID_PtrOwner<GodotShape3D, true> shape_owner;
mutable RID_PtrOwner<GodotSpace3D, true> space_owner;
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 2efc11a4c0..5e310670a5 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -76,20 +76,20 @@ Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const {
}
void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) {
- Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
if (E) {
- E->get()++;
+ E->value++;
} else {
owners[p_owner] = 1;
}
}
void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) {
- Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
ERR_FAIL_COND(!E);
- E->get()--;
- if (E->get() == 0) {
- owners.erase(E);
+ E->value--;
+ if (E->value == 0) {
+ owners.remove(E);
}
}
@@ -97,7 +97,7 @@ bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const {
return owners.has(p_owner);
}
-const Map<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
+const HashMap<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
return owners;
}
diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h
index 9d171c3928..1fc8f7c711 100644
--- a/servers/physics_3d/godot_shape_3d.h
+++ b/servers/physics_3d/godot_shape_3d.h
@@ -51,7 +51,7 @@ class GodotShape3D {
bool configured = false;
real_t custom_bias = 0.0;
- Map<GodotShapeOwner3D *, int> owners;
+ HashMap<GodotShapeOwner3D *, int> owners;
protected:
void configure(const AABB &p_aabb);
@@ -93,7 +93,7 @@ public:
void add_owner(GodotShapeOwner3D *p_owner);
void remove_owner(GodotShapeOwner3D *p_owner);
bool is_owner(GodotShapeOwner3D *p_owner) const;
- const Map<GodotShapeOwner3D *, int> &get_owners() const;
+ const HashMap<GodotShapeOwner3D *, int> &get_owners() const;
GodotShape3D() {}
virtual ~GodotShape3D();
diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index be4b41292d..9cc7912a5a 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -33,7 +33,7 @@
#include "godot_space_3d.h"
#include "core/math/geometry_3d.h"
-#include "core/templates/map.h"
+#include "core/templates/rb_map.h"
#include "servers/rendering_server.h"
// Based on Bullet soft body.
@@ -494,7 +494,7 @@ bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Ve
// Process vertices.
{
uint32_t vertex_count = 0;
- Map<Vector3, uint32_t> unique_vertices;
+ HashMap<Vector3, uint32_t> unique_vertices;
vertices.resize(visual_vertex_count);
map_visual_to_physics.resize(visual_vertex_count);
@@ -502,11 +502,11 @@ bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Ve
for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
const Vector3 &vertex = p_vertices[visual_vertex_index];
- Map<Vector3, uint32_t>::Element *e = unique_vertices.find(vertex);
+ HashMap<Vector3, uint32_t>::Iterator e = unique_vertices.find(vertex);
uint32_t vertex_id;
if (e) {
// Already existing.
- vertex_id = e->value();
+ vertex_id = e->value;
} else {
// Create new one.
vertex_id = vertex_count++;
diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h
index 96f63e5819..094ab39c47 100644
--- a/servers/physics_3d/godot_soft_body_3d.h
+++ b/servers/physics_3d/godot_soft_body_3d.h
@@ -38,7 +38,7 @@
#include "core/math/dynamic_bvh.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
-#include "core/templates/set.h"
+#include "core/templates/rb_set.h"
#include "core/templates/vset.h"
class GodotConstraint3D;
@@ -103,7 +103,7 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
SelfList<GodotSoftBody3D> active_list;
- Set<GodotConstraint3D *> constraints;
+ RBSet<GodotConstraint3D *> constraints;
Vector<AreaCMP> areas;
@@ -123,7 +123,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ const RBSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index 0b84520c39..9c051b23f6 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -1096,7 +1096,7 @@ void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
objects.erase(p_object);
}
-const Set<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
+const RBSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
return objects;
}
diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h
index 6308ede9a9..67dde30fb5 100644
--- a/servers/physics_3d/godot_space_3d.h
+++ b/servers/physics_3d/godot_space_3d.h
@@ -89,7 +89,7 @@ private:
static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
- Set<GodotCollisionObject3D *> objects;
+ RBSet<GodotCollisionObject3D *> objects;
GodotArea3D *area = nullptr;
@@ -158,7 +158,7 @@ public:
void add_object(GodotCollisionObject3D *p_object);
void remove_object(GodotCollisionObject3D *p_object);
- const Set<GodotCollisionObject3D *> &get_objects() const;
+ const RBSet<GodotCollisionObject3D *> &get_objects() const;
_FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 204adae450..b46436ba39 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -87,7 +87,7 @@ 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 (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
+ for (RBSet<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E->get());
if (constraint->get_island_step() == _step) {
continue; // Already processed.
@@ -236,7 +236,7 @@ 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 Set<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ for (const RBSet<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
GodotConstraint3D *constraint = E->get();
if (constraint->get_island_step() == _step) {
continue;