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authorLoic Blot <loic.blot@unix-experience.fr>2016-10-06 19:20:12 +0200
committersfan5 <sfan5@live.de>2016-10-06 22:37:26 +0200
commit155288ee981c70f505526347cb2bcda4df1c8e6b (patch)
tree582095bc50cb60d3dedb9f6a08e908324a3da365 /src/mapblock_mesh.h
parentb66a5d2f8842cc84ae44257dc0ead255e5b0538f (diff)
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use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index f89fbe669..8376468da 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -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;
};