mirror of
https://github.com/godotengine/godot
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f8eaab5b47
Templated mask checks and generic NUM_TREES Fix leaking leaves
72 lines
1.6 KiB
C++
72 lines
1.6 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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expanded_aabb = BOUNDS();
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}
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BOUNDS 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_at_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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// experiment : scale the pairing expansion by the number of pairs.
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// when the number of pairs is high, the density is high and a lower collision margin is better.
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// when there are few local pairs, a larger margin is more optimal.
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real_t scale_expansion_margin(real_t p_margin) const {
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real_t x = real_t(num_pairs) * (1.0 / 9.0);
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x = MIN(x, 1.0);
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x = 1.0 - x;
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return p_margin * x;
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}
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};
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