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Add LocalVector.erase_unordered, mimicking erase but with remove_at_unordered, to remove duplicate logic.
`erase_unordered` should be preferred over `erase` where order is not important, for its performance benefits. Co-authored-by: smix8 <smix8@users.noreply.github.com>
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4 changed files with 37 additions and 33 deletions
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@ -192,9 +192,7 @@ void NavMap2D::add_region(NavRegion2D *p_region) {
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}
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void NavMap2D::remove_region(NavRegion2D *p_region) {
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int64_t region_index = regions.find(p_region);
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if (region_index >= 0) {
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regions.remove_at_unordered(region_index);
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if (regions.erase_unordered(p_region)) {
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iteration_dirty = true;
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}
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}
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@ -205,9 +203,7 @@ void NavMap2D::add_link(NavLink2D *p_link) {
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}
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void NavMap2D::remove_link(NavLink2D *p_link) {
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int64_t link_index = links.find(p_link);
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if (link_index >= 0) {
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links.remove_at_unordered(link_index);
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if (links.erase_unordered(p_link)) {
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iteration_dirty = true;
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}
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}
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@ -225,9 +221,7 @@ void NavMap2D::add_agent(NavAgent2D *p_agent) {
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void NavMap2D::remove_agent(NavAgent2D *p_agent) {
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remove_agent_as_controlled(p_agent);
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int64_t agent_index = agents.find(p_agent);
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if (agent_index >= 0) {
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agents.remove_at_unordered(agent_index);
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if (agents.erase_unordered(p_agent)) {
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agents_dirty = true;
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}
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}
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@ -249,9 +243,7 @@ void NavMap2D::add_obstacle(NavObstacle2D *p_obstacle) {
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}
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void NavMap2D::remove_obstacle(NavObstacle2D *p_obstacle) {
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int64_t obstacle_index = obstacles.find(p_obstacle);
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if (obstacle_index >= 0) {
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obstacles.remove_at_unordered(obstacle_index);
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if (obstacles.erase_unordered(p_obstacle)) {
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obstacles_dirty = true;
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}
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}
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@ -272,9 +264,7 @@ void NavMap2D::set_agent_as_controlled(NavAgent2D *p_agent) {
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}
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void NavMap2D::remove_agent_as_controlled(NavAgent2D *p_agent) {
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int64_t agent_index = active_avoidance_agents.find(p_agent);
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if (agent_index >= 0) {
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active_avoidance_agents.remove_at_unordered(agent_index);
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if (active_avoidance_agents.erase_unordered(p_agent)) {
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agents_dirty = true;
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}
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}
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