godot/core/math/bvh_misc.inc
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00

55 lines
1.1 KiB
C++

int _handle_get_tree_id(BVHHandle p_handle) const {
if (USE_PAIRS) {
int tree = 0;
if (_extra[p_handle.id()].pairable)
tree = 1;
return tree;
}
return 0;
}
public:
void _handle_sort(BVHHandle &p_ha, BVHHandle &p_hb) const {
if (p_ha.id() > p_hb.id()) {
BVHHandle temp = p_hb;
p_hb = p_ha;
p_ha = temp;
}
}
private:
void create_root_node(int p_tree) {
// if there is no root node, create one
if (_root_node_id[p_tree] == BVHCommon::INVALID) {
uint32_t root_node_id;
TNode *node = _nodes.request(root_node_id);
node->clear();
_root_node_id[p_tree] = root_node_id;
// make the root node a leaf
uint32_t leaf_id;
TLeaf *leaf = _leaves.request(leaf_id);
leaf->clear();
node->neg_leaf_id = -(int)leaf_id;
}
}
bool node_is_leaf_full(TNode &tnode) const {
const TLeaf &leaf = _node_get_leaf(tnode);
return leaf.is_full();
}
public:
TLeaf &_node_get_leaf(TNode &tnode) {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
const TLeaf &_node_get_leaf(const TNode &tnode) const {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
private: