Use C++ iterators for Lists in many situations

This commit is contained in:
Aaron Franke 2021-07-15 23:45:57 -04:00
parent b918c4c3ce
commit 4e6efd1b07
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218 changed files with 2755 additions and 3004 deletions

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@ -122,23 +122,23 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
List<uint32_t> shapes;
sb->get_shape_owners(&shapes);
for (List<uint32_t>::Element *E = shapes.front(); E; E = E->next()) {
if (sb->is_shape_owner_disabled(E->get())) {
for (uint32_t &E : shapes) {
if (sb->is_shape_owner_disabled(E)) {
continue;
}
//Transform3D shape_transform = sb->shape_owner_get_transform(E->get());
//Transform3D shape_transform = sb->shape_owner_get_transform(E);
//shape_transform.set_origin(shape_transform.get_origin() - phys_offset);
for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
Ref<Shape3D> collision = sb->shape_owner_get_shape(E->get(), k);
for (int k = 0; k < sb->shape_owner_get_shape_count(E); k++) {
Ref<Shape3D> collision = sb->shape_owner_get_shape(E, k);
if (!collision.is_valid()) {
continue;
}
MeshLibrary::ShapeData shape_data;
shape_data.shape = collision;
shape_data.local_transform = sb->get_transform() * sb->shape_owner_get_transform(E->get());
shape_data.local_transform = sb->get_transform() * sb->shape_owner_get_transform(E);
collisions.push_back(shape_data);
}
}