aboutsummaryrefslogtreecommitdiff
path: root/tools/editor/spatial_editor_gizmos.cpp
diff options
context:
space:
mode:
authorJuan Linietsky2017-01-07 18:25:37 -0300
committerJuan Linietsky2017-01-07 18:26:38 -0300
commit2ab83e1abbf5ee6d00e16056a9e9394114026f28 (patch)
tree7efbb375cc4d00d8e8589fcf1b6a1303bec5df2d /tools/editor/spatial_editor_gizmos.cpp
parent2a38a5eaa844043b846e03d6655f84caf8a31e74 (diff)
downloadgodot-2ab83e1abbf5ee6d00e16056a9e9394114026f28.tar.gz
godot-2ab83e1abbf5ee6d00e16056a9e9394114026f28.tar.zst
godot-2ab83e1abbf5ee6d00e16056a9e9394114026f28.zip
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
Diffstat (limited to '')
-rw-r--r--tools/editor/spatial_editor_gizmos.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/tools/editor/spatial_editor_gizmos.cpp b/tools/editor/spatial_editor_gizmos.cpp
index 809c824d9..ed96fe9e3 100644
--- a/tools/editor/spatial_editor_gizmos.cpp
+++ b/tools/editor/spatial_editor_gizmos.cpp
@@ -117,10 +117,10 @@ void EditorSpatialGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mat
a[Mesh::ARRAY_VERTEX]=p_lines;
- DVector<Color> color;
+ PoolVector<Color> color;
color.resize(p_lines.size());
{
- DVector<Color>::Write w = color.write();
+ PoolVector<Color>::Write w = color.write();
for(int i=0;i<p_lines.size();i++) {
if (is_selected())
w[i]=Color(1,1,1,0.6);
@@ -246,10 +246,10 @@ void EditorSpatialGizmo::add_handles(const Vector<Vector3> &p_handles, bool p_bi
a.resize(VS::ARRAY_MAX);
a[VS::ARRAY_VERTEX]=p_handles;
print_line("handles?: "+itos(p_handles.size()));
- DVector<Color> colors;
+ PoolVector<Color> colors;
{
colors.resize(p_handles.size());
- DVector<Color>::Write w=colors.write();
+ PoolVector<Color>::Write w=colors.write();
for(int i=0;i<p_handles.size();i++) {
Color col(1,1,1,1);
@@ -1425,11 +1425,11 @@ void RoomSpatialGizmo::redraw() {
Ref<RoomBounds> roomie = room->get_room();
if (roomie.is_null())
return;
- DVector<Face3> faces = roomie->get_geometry_hint();
+ PoolVector<Face3> faces = roomie->get_geometry_hint();
Vector<Vector3> lines;
int fc=faces.size();
- DVector<Face3>::Read r =faces.read();
+ PoolVector<Face3>::Read r =faces.read();
Map<_EdgeKey,Vector3> edge_map;
@@ -2056,7 +2056,7 @@ void CollisionShapeSpatialGizmo::redraw(){
if (s->cast_to<ConvexPolygonShape>()) {
- DVector<Vector3> points = s->cast_to<ConvexPolygonShape>()->get_points();
+ PoolVector<Vector3> points = s->cast_to<ConvexPolygonShape>()->get_points();
if (points.size()>3) {
@@ -2562,8 +2562,8 @@ void NavigationMeshSpatialGizmo::redraw() {
if (navmeshie.is_null())
return;
- DVector<Vector3> vertices = navmeshie->get_vertices();
- DVector<Vector3>::Read vr=vertices.read();
+ PoolVector<Vector3> vertices = navmeshie->get_vertices();
+ PoolVector<Vector3>::Read vr=vertices.read();
List<Face3> faces;
for(int i=0;i<navmeshie->get_polygon_count();i++) {
Vector<int> p = navmeshie->get_polygon(i);
@@ -2582,11 +2582,11 @@ void NavigationMeshSpatialGizmo::redraw() {
return;
Map<_EdgeKey,bool> edge_map;
- DVector<Vector3> tmeshfaces;
+ PoolVector<Vector3> tmeshfaces;
tmeshfaces.resize(faces.size()*3);
{
- DVector<Vector3>::Write tw=tmeshfaces.write();
+ PoolVector<Vector3>::Write tw=tmeshfaces.write();
int tidx=0;
@@ -3391,8 +3391,8 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
pos3d_mesh = Ref<Mesh>( memnew( Mesh ) );
{
- DVector<Vector3> cursor_points;
- DVector<Color> cursor_colors;
+ PoolVector<Vector3> cursor_points;
+ PoolVector<Color> cursor_colors;
float cs = 0.25;
cursor_points.push_back(Vector3(+cs,0,0));
cursor_points.push_back(Vector3(-cs,0,0));
@@ -3424,8 +3424,8 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
listener_line_mesh = Ref<Mesh>(memnew(Mesh));
{
- DVector<Vector3> cursor_points;
- DVector<Color> cursor_colors;
+ PoolVector<Vector3> cursor_points;
+ PoolVector<Color> cursor_colors;
cursor_points.push_back(Vector3(0, 0, 0));
cursor_points.push_back(Vector3(0, 0, -1.0));
cursor_colors.push_back(Color(0.5, 0.5, 0.5, 0.7));
@@ -3491,7 +3491,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() {
{
- DVector<Vector3> vertices;
+ PoolVector<Vector3> vertices;
#undef ADD_VTX
#define ADD_VTX(m_idx);\