[3.x] Make AnimationNodeBlendTree use OrderedHashMap insteads Map
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2 changed files with 11 additions and 13 deletions
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@ -848,7 +848,7 @@ Ref<AnimationNode> AnimationNodeBlendTree::get_node(const StringName &p_name) co
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}
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StringName AnimationNodeBlendTree::get_node_name(const Ref<AnimationNode> &p_node) const {
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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if (E->get().node == p_node) {
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return E->key();
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}
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@ -870,12 +870,10 @@ Vector2 AnimationNodeBlendTree::get_node_position(const StringName &p_node) cons
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void AnimationNodeBlendTree::get_child_nodes(List<ChildNode> *r_child_nodes) {
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Vector<StringName> ns;
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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ns.push_back(E->key());
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}
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ns.sort_custom<StringName::AlphCompare>();
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for (int i = 0; i < ns.size(); i++) {
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ChildNode cn;
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cn.name = ns[i];
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@ -904,7 +902,7 @@ void AnimationNodeBlendTree::remove_node(const StringName &p_name) {
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nodes.erase(p_name);
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//erase connections to name
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().connections.size(); i++) {
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if (E->get().connections[i] == p_name) {
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E->get().connections.write[i] = StringName();
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@ -928,7 +926,7 @@ void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringN
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nodes.erase(p_name);
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//rename connections
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().connections.size(); i++) {
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if (E->get().connections[i] == p_name) {
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E->get().connections.write[i] = p_new_name;
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@ -950,7 +948,7 @@ void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_
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Ref<AnimationNode> input = nodes[p_input_node].node;
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ERR_FAIL_INDEX(p_input_index, nodes[p_input_node].connections.size());
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().connections.size(); i++) {
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StringName output = E->get().connections[i];
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ERR_FAIL_COND(output == p_output_node);
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@ -994,7 +992,7 @@ AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node
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return CONNECTION_ERROR_CONNECTION_EXISTS;
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}
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().connections.size(); i++) {
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StringName output = E->get().connections[i];
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if (output == p_output_node) {
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@ -1006,7 +1004,7 @@ AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node
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}
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void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const {
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().connections.size(); i++) {
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StringName output = E->get().connections[i];
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if (output != StringName()) {
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@ -1030,7 +1028,7 @@ float AnimationNodeBlendTree::process(float p_time, bool p_seek) {
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}
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void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) {
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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r_list->push_back(E->key());
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}
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}
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@ -1121,10 +1119,9 @@ bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) cons
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}
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void AnimationNodeBlendTree::_get_property_list(List<PropertyInfo> *p_list) const {
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List<StringName> names;
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for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
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for (NodeMap::Element *E = nodes.front(); E; E = E->next()) {
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names.push_back(E->key());
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}
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names.sort_custom<StringName::AlphCompare>();
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for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
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String name = E->get();
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@ -339,7 +339,8 @@ class AnimationNodeBlendTree : public AnimationRootNode {
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Vector<StringName> connections;
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};
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Map<StringName, Node> nodes;
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typedef Map<StringName, Node, StringName::AlphCompare> NodeMap;
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NodeMap nodes;
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Vector2 graph_offset;
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