godot/core/math/bvh_debug.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

69 lines
1.4 KiB
C++

public:
#ifdef BVH_VERBOSE
void _debug_recursive_print_tree(int p_tree_id) const {
if (_root_node_id[p_tree_id] != BVHCommon::INVALID)
_debug_recursive_print_tree_node(_root_node_id[p_tree_id]);
}
String _debug_aabb_to_string(const BVHABB_CLASS &aabb) const {
String sz = "(";
sz += itos(aabb.min.x);
sz += " ~ ";
sz += itos(-aabb.neg_max.x);
sz += ") (";
sz += itos(aabb.min.y);
sz += " ~ ";
sz += itos(-aabb.neg_max.y);
sz += ") (";
sz += itos(aabb.min.z);
sz += " ~ ";
sz += itos(-aabb.neg_max.z);
sz += ") ";
Vector3 size = aabb.calculate_size();
float vol = size.x * size.y * size.z;
sz += "vol " + itos(vol);
return sz;
}
void _debug_recursive_print_tree_node(uint32_t p_node_id, int depth = 0) const {
const TNode &tnode = _nodes[p_node_id];
String sz = "";
for (int n = 0; n < depth; n++) {
sz += "\t";
}
sz += itos(p_node_id);
if (tnode.is_leaf()) {
sz += " L";
sz += itos(tnode.height) + " ";
const TLeaf &leaf = _node_get_leaf(tnode);
sz += "[";
for (int n = 0; n < leaf.num_items; n++) {
if (n)
sz += ", ";
sz += "r";
sz += itos(leaf.get_item_ref_id(n));
}
sz += "] ";
} else {
sz += " N";
sz += itos(tnode.height) + " ";
}
sz += _debug_aabb_to_string(tnode.aabb);
print_line(sz);
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
_debug_recursive_print_tree_node(tnode.children[n], depth + 1);
}
}
}
#endif