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Use Vector for storing areas
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ba194115bc
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4b3b5eba86
@ -149,7 +149,16 @@ public:
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sort_custom<_DefaultComparator<T> >();
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}
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void ordered_insert(const T& p_val) {
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int i;
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for (i=0; i<size(); i++) {
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if (p_val < operator[](i)) {
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break;
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};
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};
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insert(i, p_val);
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}
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void operator=(const Vector& p_from);
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Vector(const Vector& p_from);
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@ -84,13 +84,13 @@ class BodySW : public CollisionObjectSW {
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struct AreaCMP {
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AreaSW *area;
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_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
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_FORCE_INLINE_ bool operator==(const AreaCMP& p_cmp) const { return area->get_self() == p_cmp.area->get_self();}
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_FORCE_INLINE_ bool operator<(const AreaCMP a) const { return area->get_priority() < a.area->get_priority();}
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_FORCE_INLINE_ AreaCMP() {}
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_FORCE_INLINE_ AreaCMP(AreaSW *p_area) { area=p_area;}
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};
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VSet<AreaCMP> areas;
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Vector<AreaCMP> areas;
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struct Contact {
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@ -134,8 +134,7 @@ public:
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void set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata=Variant());
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_FORCE_INLINE_ void add_area(AreaSW *p_area) { areas.insert(AreaCMP(p_area)); }
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_FORCE_INLINE_ void add_area(AreaSW *p_area) { areas.ordered_insert(AreaCMP(p_area)); }
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_FORCE_INLINE_ void remove_area(AreaSW *p_area) { areas.erase(AreaCMP(p_area)); }
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_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; if (mode==PhysicsServer::BODY_MODE_KINEMATIC && p_size) set_active(true);}
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