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.
64 lines
1.2 KiB
C++
64 lines
1.2 KiB
C++
public:
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// note .. maybe this can be attached to another node structure?
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// depends which works best for cache.
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struct ItemPairs {
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struct Link {
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void set(BVHHandle h, void *ud) {
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handle = h;
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userdata = ud;
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}
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BVHHandle handle;
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void *userdata;
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};
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void clear() {
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num_pairs = 0;
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extended_pairs.reset();
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}
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AABB expanded_aabb;
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// maybe we can just use the number in the vector TODO
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int32_t num_pairs;
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LocalVector<Link> extended_pairs;
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void add_pair_to(BVHHandle h, void *p_userdata) {
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Link temp;
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temp.set(h, p_userdata);
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extended_pairs.push_back(temp);
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num_pairs++;
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}
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uint32_t find_pair_to(BVHHandle h) const {
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for (int n = 0; n < num_pairs; n++) {
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if (extended_pairs[n].handle == h) {
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return n;
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}
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}
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return -1;
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}
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bool contains_pair_to(BVHHandle h) const {
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return find_pair_to(h) != BVHCommon::INVALID;
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}
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// return success
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void *remove_pair_to(BVHHandle h) {
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void *userdata = nullptr;
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for (int n = 0; n < num_pairs; n++) {
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if (extended_pairs[n].handle == h) {
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userdata = extended_pairs[n].userdata;
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extended_pairs.remove_unordered(n);
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num_pairs--;
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break;
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}
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}
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return userdata;
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}
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void update() {
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}
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};
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