godot/core/math/bvh_pair.inc

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public:
// note .. maybe this can be attached to another node structure?
// depends which works best for cache.
struct ItemPairs {
struct Link {
void set(BVHHandle h, void *ud) {
handle = h;
userdata = ud;
}
BVHHandle handle;
void *userdata;
};
void clear() {
num_pairs = 0;
extended_pairs.reset();
expanded_aabb = BOUNDS();
}
BOUNDS expanded_aabb;
// maybe we can just use the number in the vector TODO
int32_t num_pairs;
LocalVector<Link> extended_pairs;
void add_pair_to(BVHHandle h, void *p_userdata) {
Link temp;
temp.set(h, p_userdata);
extended_pairs.push_back(temp);
num_pairs++;
}
uint32_t find_pair_to(BVHHandle h) const {
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
return n;
}
}
return -1;
}
bool contains_pair_to(BVHHandle h) const {
return find_pair_to(h) != BVHCommon::INVALID;
}
// return success
void *remove_pair_to(BVHHandle h) {
void *userdata = nullptr;
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
userdata = extended_pairs[n].userdata;
extended_pairs.remove_unordered(n);
num_pairs--;
break;
}
}
return userdata;
}
// experiment : scale the pairing expansion by the number of pairs.
// when the number of pairs is high, the density is high and a lower collision margin is better.
// when there are few local pairs, a larger margin is more optimal.
real_t scale_expansion_margin(real_t p_margin) const {
real_t x = real_t(num_pairs) * (1.0 / 9.0);
x = MIN(x, 1.0);
x = 1.0 - x;
return p_margin * x;
}
};