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authorLoic Blot <loic.blot@unix-experience.fr>2015-04-16 14:11:46 +0200
committerLoic Blot <loic.blot@unix-experience.fr>2015-04-16 18:37:29 +0200
commit0c634a97197d50f2ca58825f1b215d0407397ac6 (patch)
treee2fc66d28fdf255ac931c08d2ed17a5504cd5b53
parentd02300a749ee35ba195e4e50c6464832302a387b (diff)
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Use std::vector instead of std::set for Environment::getObjectsInsideRadius
We are only iterating sequentially, we don't need a set here Also use a vector reference instead of a copy
-rw-r--r--src/collision.cpp5
-rw-r--r--src/environment.cpp6
-rw-r--r--src/environment.h2
-rw-r--r--src/script/lua_api/l_env.cpp5
4 files changed, 9 insertions, 9 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index c759f20c0..27e3b5e94 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -318,8 +318,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != 0) {
f32 distance = speed_f.getLength();
- std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
- for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
+ std::vector<u16> s_objects;
+ s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
+ for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
ServerActiveObject *current = s_env->getActiveObject(*iter);
if ((self == 0) || (self != current)) {
objects.push_back((ActiveObject*)current);
diff --git a/src/environment.cpp b/src/environment.cpp
index af213e5e2..8ade7fe05 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -840,9 +840,8 @@ bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n)
return true;
}
-std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
+void ServerEnvironment::getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius)
{
- std::set<u16> objects;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
@@ -852,9 +851,8 @@ std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
v3f objectpos = obj->getBasePosition();
if(objectpos.getDistanceFrom(pos) > radius)
continue;
- objects.insert(id);
+ objects.push_back(id);
}
- return objects;
}
void ServerEnvironment::clearAllObjects()
diff --git a/src/environment.h b/src/environment.h
index c9c374413..415a9ec31 100644
--- a/src/environment.h
+++ b/src/environment.h
@@ -305,7 +305,7 @@ public:
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
- std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
+ void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp
index 840c34595..0fe1ddec3 100644
--- a/src/script/lua_api/l_env.cpp
+++ b/src/script/lua_api/l_env.cpp
@@ -438,10 +438,11 @@ int ModApiEnvMod::l_get_objects_inside_radius(lua_State *L)
// Do it
v3f pos = checkFloatPos(L, 1);
float radius = luaL_checknumber(L, 2) * BS;
- std::set<u16> ids = env->getObjectsInsideRadius(pos, radius);
+ std::vector<u16> ids;
+ env->getObjectsInsideRadius(ids, pos, radius);
ScriptApiBase *script = getScriptApiBase(L);
lua_createtable(L, ids.size(), 0);
- std::set<u16>::const_iterator iter = ids.begin();
+ std::vector<u16>::const_iterator iter = ids.begin();
for(u32 i = 0; iter != ids.end(); iter++) {
ServerActiveObject *obj = env->getActiveObject(*iter);
// Insert object reference into table