godot/core/math/bvh_pair.inc
lawnjelly 4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00

62 lines
1.1 KiB
C++

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();
}
AABB 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;
}
};