From 900c676b0282bed83d00834e3c280ac89c2bc94d Mon Sep 17 00:00:00 2001 From: Aaron Record Date: Wed, 18 May 2022 17:43:40 -0600 Subject: Use range iterators for RBSet in most cases --- servers/physics_3d/godot_physics_server_3d.cpp | 18 +++++++++--------- servers/physics_3d/godot_step_3d.cpp | 8 ++++---- 2 files changed, 13 insertions(+), 13 deletions(-) (limited to 'servers/physics_3d') diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index cb4988757c..b3a384ba8f 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -1611,11 +1611,11 @@ void GodotPhysicsServer3D::step(real_t p_step) { island_count = 0; active_objects = 0; collision_pairs = 0; - for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { - stepper->step(const_cast(E->get()), p_step); - island_count += E->get()->get_island_count(); - active_objects += E->get()->get_active_objects(); - collision_pairs += E->get()->get_collision_pairs(); + for (const GodotSpace3D *E : active_spaces) { + stepper->step(const_cast(E), p_step); + island_count += E->get_island_count(); + active_objects += E->get_active_objects(); + collision_pairs += E->get_collision_pairs(); } #endif } @@ -1635,8 +1635,8 @@ void GodotPhysicsServer3D::flush_queries() { uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); - for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { - GodotSpace3D *space = const_cast(E->get()); + for (const GodotSpace3D *E : active_spaces) { + GodotSpace3D *space = const_cast(E); space->call_queries(); } @@ -1656,9 +1656,9 @@ void GodotPhysicsServer3D::flush_queries() { total_time[i] = 0; } - for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { + for (const GodotSpace3D *E : active_spaces) { for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { - total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i)); + total_time[i] += E->get_elapsed_time(GodotSpace3D::ElapsedTime(i)); } } diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp index b46436ba39..99656d01a0 100644 --- a/servers/physics_3d/godot_step_3d.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -87,8 +87,8 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector &p_body_island, LocalVector &p_constraint_island) { p_soft_body->set_island_step(_step); - for (RBSet::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) { - GodotConstraint3D *constraint = const_cast(E->get()); + for (const GodotConstraint3D *E : p_soft_body->get_constraints()) { + GodotConstraint3D *constraint = const_cast(E); if (constraint->get_island_step() == _step) { continue; // Already processed. } @@ -236,8 +236,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { const SelfList::List &aml = p_space->get_moved_area_list(); while (aml.first()) { - for (const RBSet::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { - GodotConstraint3D *constraint = E->get(); + for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) { + GodotConstraint3D *constraint = E; if (constraint->get_island_step() == _step) { continue; } -- cgit v1.2.3