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Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
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587 changed files with 3707 additions and 3538 deletions
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@ -50,7 +50,7 @@ class GodotShape2D {
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bool configured = false;
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real_t custom_bias = 0.0;
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Map<GodotShapeOwner2D *, int> owners;
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HashMap<GodotShapeOwner2D *, int> owners;
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protected:
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void configure(const Rect2 &p_aabb);
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@ -86,7 +86,7 @@ public:
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void add_owner(GodotShapeOwner2D *p_owner);
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void remove_owner(GodotShapeOwner2D *p_owner);
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bool is_owner(GodotShapeOwner2D *p_owner) const;
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const Map<GodotShapeOwner2D *, int> &get_owners() const;
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const HashMap<GodotShapeOwner2D *, int> &get_owners() const;
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_FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const {
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get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount);
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