into_iter is probably better than drain
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@ -161,7 +161,7 @@ impl GraphicsData {
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//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
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let indexed_models_len=indexed_models.models.len();
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let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
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for mut model in indexed_models.models.drain(..){
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for mut model in indexed_models.models.into_iter(){
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//convert ModelInstance into ModelGraphicsInstance
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let instances:Vec<ModelGraphicsInstance>=model.instances.iter().map(|instance|{
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ModelGraphicsInstance{
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@ -200,7 +200,7 @@ impl GraphicsData {
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}
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//de-index models
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let mut models=Vec::with_capacity(unique_texture_models.len());
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for model in unique_texture_models.drain(..){
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for model in unique_texture_models.into_iter(){
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let mut vertices = Vec::new();
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let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
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let mut entities = Vec::new();
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@ -243,7 +243,7 @@ impl GraphicsData {
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let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
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let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
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self.models.reserve(models.len());
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for model in models.drain(..) {
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for model in models.into_iter() {
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instance_count+=model.instances.len();
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for instances_chunk in model.instances.rchunks(chunk_size){
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model_count+=1;
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@ -206,7 +206,7 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.iter(){
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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@ -321,7 +321,7 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.iter(){
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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@ -433,7 +433,7 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.iter(){
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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