controller_motion: Use std::vector for m_pObjects
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@ -32,11 +32,11 @@ void JoltPhysicsMotionController::AttachObject( IPhysicsObject *pObject, bool bC
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return;
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JoltPhysicsObject *pPhysicsObject = static_cast< JoltPhysicsObject * >( pObject );
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if ( bCheckIfAlreadyAttached && m_pObjects.HasElement( pPhysicsObject ) )
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if ( bCheckIfAlreadyAttached && VectorContains( m_pObjects, pPhysicsObject ) )
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return;
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pPhysicsObject->AddDestroyedListener( this );
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m_pObjects.AddToTail( pPhysicsObject );
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m_pObjects.push_back( pPhysicsObject );
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}
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void JoltPhysicsMotionController::DetachObject( IPhysicsObject *pObject )
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@ -45,7 +45,7 @@ void JoltPhysicsMotionController::DetachObject( IPhysicsObject *pObject )
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return;
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JoltPhysicsObject *pPhysicsObject = static_cast< JoltPhysicsObject * >( pObject );
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m_pObjects.FindAndRemove( pPhysicsObject );
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Erase( m_pObjects, pPhysicsObject );
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pPhysicsObject->RemoveDestroyedListener( this );
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}
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@ -53,18 +53,18 @@ void JoltPhysicsMotionController::DetachObject( IPhysicsObject *pObject )
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int JoltPhysicsMotionController::CountObjects( void )
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{
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return m_pObjects.Count();
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return int( m_pObjects.size() );
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}
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void JoltPhysicsMotionController::GetObjects( IPhysicsObject **pObjectList )
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{
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for ( int i = 0; i < m_pObjects.Count(); i++ )
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for ( size_t i = 0; i < m_pObjects.size(); i++ )
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pObjectList[ i ] = m_pObjects[ i ];
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}
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void JoltPhysicsMotionController::ClearObjects( void )
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{
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m_pObjects.RemoveAll();
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m_pObjects.clear();
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}
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void JoltPhysicsMotionController::WakeObjects( void )
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@ -85,7 +85,7 @@ void JoltPhysicsMotionController::SetPriority( priority_t priority )
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void JoltPhysicsMotionController::OnJoltPhysicsObjectDestroyed( JoltPhysicsObject *pObject )
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{
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JoltPhysicsObject *pPhysicsObject = static_cast< JoltPhysicsObject * >( pObject );
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m_pObjects.FindAndRemove( pPhysicsObject );
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Erase( m_pObjects, pPhysicsObject );
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}
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void JoltPhysicsMotionController::OnPreSimulate( float flDeltaTime )
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@ -29,5 +29,5 @@ public:
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private:
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IMotionEvent *m_pMotionEvent;
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CUtlVector< JoltPhysicsObject * > m_pObjects;
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std::vector< JoltPhysicsObject * > m_pObjects;
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};
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