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VRageMath.MyDynamicAABBTreeD
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public class MyDynamicAABBTreeDDynamic aabb tree implementation as a prunning structure
Namespace: VRageMath
Assembly: VRage.Math.dll
| Member | Description |
|---|---|
| [static int NullNode](VRageMath.MyDynamicAABBTreeD.NullNode) | A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an BoundingBox. In the tree we expand the proxy BoundingBox by Settings.b2_fatAABBFactor so that the proxy BoundingBox is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update. Nodes are pooled and relocatable, so we use node indices rather than pointers. |
| Member | Description |
|---|---|
| [int ElementsCount { get; }](VRageMath.MyDynamicAABBTreeD.ElementsCount) |
| Member | Description |
|---|---|
| [MyDynamicAABBTreeD()](VRageMath.MyDynamicAABBTreeD..ctor) | |
| [MyDynamicAABBTreeD(Vector3D, [double])](VRageMath.MyDynamicAABBTreeD..ctor) |
| Member | Description |
|---|---|
| [static void Dispose()](VRageMath.MyDynamicAABBTreeD.Dispose) | |
| [int AddProxy(ref BoundingBoxD, object, uint, [bool])](VRageMath.MyDynamicAABBTreeD.AddProxy) | Create a proxy. Provide a tight fitting BoundingBox and a userData pointer. |
| [int Balance(int)](VRageMath.MyDynamicAABBTreeD.Balance) | |
| [void Clear()](VRageMath.MyDynamicAABBTreeD.Clear) | |
| [int CountLeaves(int)](VRageMath.MyDynamicAABBTreeD.CountLeaves) | |
| [BoundingBoxD GetAabb(int)](VRageMath.MyDynamicAABBTreeD.GetAabb) | |
| [void GetAll<T>(List<T>, bool, [List<BoundingBoxD>])](VRageMath.MyDynamicAABBTreeD.GetAll) | |
| [void GetAll<T>(Action<T>)](VRageMath.MyDynamicAABBTreeD.GetAll) | |
| [void GetAll<T>(Action<T, BoundingBoxD>)](VRageMath.MyDynamicAABBTreeD.GetAll) | |
| [void GetAllNodeBounds(List<BoundingBoxD>)](VRageMath.MyDynamicAABBTreeD.GetAllNodeBounds) | |
| [void GetAproximateClustersForAabb(ref BoundingBoxD, double, List<BoundingBoxD>)](VRageMath.MyDynamicAABBTreeD.GetAproximateClustersForAabb) | |
| [void GetChildren(int, out int, out int)](VRageMath.MyDynamicAABBTreeD.GetChildren) | |
| [void GetFatAABB(int, out BoundingBoxD)](VRageMath.MyDynamicAABBTreeD.GetFatAABB) | Get the fat BoundingBox for a proxy. |
| [int GetHeight()](VRageMath.MyDynamicAABBTreeD.GetHeight) | |
| [int GetLeafCount(int)](VRageMath.MyDynamicAABBTreeD.GetLeafCount) | |
| [void GetNodeLeaves(int, List<int>)](VRageMath.MyDynamicAABBTreeD.GetNodeLeaves) | |
| [int GetRoot()](VRageMath.MyDynamicAABBTreeD.GetRoot) | |
| [T GetUserData<T>(int)](VRageMath.MyDynamicAABBTreeD.GetUserData) | |
| [bool IsRootNull()](VRageMath.MyDynamicAABBTreeD.IsRootNull) | |
| [bool MoveProxy(int, ref BoundingBoxD, Vector3D)](VRageMath.MyDynamicAABBTreeD.MoveProxy) | Move a proxy with a swepted BoundingBox. If the proxy has moved outside of its fattened BoundingBox, then the proxy is removed from the tree and re-inserted. Otherwise the function returns immediately. |
| [void OverlapAllBoundingBox<T>(ref BoundingBoxD, List<T>, [uint], [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllBoundingBox) | |
| [void OverlapAllBoundingBox<T>(ref MyOrientedBoundingBoxD, List<T>, [uint], [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllBoundingBox) | |
| [void OverlapAllBoundingSphere<T>(ref BoundingSphereD, List<T>, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllBoundingSphere) | |
| [void OverlapAllBoundingSphere<T>(ref BoundingSphereD, Action<T>)](VRageMath.MyDynamicAABBTreeD.OverlapAllBoundingSphere) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, uint, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, List<bool>)](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, T)](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, List<bool>, float, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, Action<T, bool>, float)](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustum<T>(ref BoundingFrustumD, T, float)](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustum) | |
| [void OverlapAllFrustumAny<T>(ref BoundingFrustumD, List<T>, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllFrustumAny) | |
| [void OverlapAllLineSegment<T>(ref LineD, List<MyLineSegmentOverlapResult<T>>, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllLineSegment) | |
| [void OverlapAllLineSegment<T>(ref LineD, List<MyLineSegmentOverlapResult<T>>, uint, [bool])](VRageMath.MyDynamicAABBTreeD.OverlapAllLineSegment) | |
| [bool OverlapsAnyLeafBoundingBox(ref BoundingBoxD)](VRageMath.MyDynamicAABBTreeD.OverlapsAnyLeafBoundingBox) | |
| [void Query(Func<int, bool>, ref BoundingBoxD)](VRageMath.MyDynamicAABBTreeD.Query) | |
| [void QueryPoint(Func<int, bool>, ref Vector3D)](VRageMath.MyDynamicAABBTreeD.QueryPoint) | |
| [void RemoveProxy(int)](VRageMath.MyDynamicAABBTreeD.RemoveProxy) | Destroy a proxy. This asserts if the id is invalid. |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!