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use unordered containers where possible (patch 4 on X)

Also remove some unused parameters/functions
This commit is contained in:
Loic Blot 2016-10-06 19:20:12 +02:00 committed by sfan5
parent b66a5d2f88
commit 155288ee98
13 changed files with 63 additions and 99 deletions

View file

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
#include "util/cpp11_container.h"
#include <map>
class IGameDef;
@ -121,7 +122,7 @@ public:
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
void updateCameraOffset(v3s16 camera_offset);
private:
@ -144,20 +145,20 @@ private:
// Last crack value passed to animate()
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
std::map<u32, std::string> m_crack_materials;
UNORDERED_MAP<u32, std::string> m_crack_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
std::map<u32, TileSpec> m_animation_tiles;
std::map<u32, int> m_animation_frames; // last animation frame
std::map<u32, int> m_animation_frame_offsets;
UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
UNORDERED_MAP<u32, int> m_animation_frame_offsets;
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each meshbuffer, maps vertex indices to (day,night) pairs
std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};