godot/core/math/bvh_misc.inc
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00

56 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: