-
Notifications
You must be signed in to change notification settings - Fork 123
VRageMath.MyDynamicAABBTreeD
← Index ← Namespace Index
public class MyDynamicAABBTreeDDynamic aabb tree implementation as a prunning structure
Namespace: VRageMath
Assembly: VRage.Math.dll
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.
MyDynamicAABBTreeD(Vector3D, double = 1)
int AddProxy(ref BoundingBoxD, object, uint, bool = default)
Create a proxy. Provide a tight fitting BoundingBox and a userData pointer.
void GetAll<T>(List<T>, bool, List<BoundingBoxD> = null)
void GetAll<T>(Action<T, BoundingBoxD>)
void GetAllNodeBounds(List<BoundingBoxD>)
void GetAproximateClustersForAabb(ref BoundingBoxD, double, List<BoundingBoxD>)
void GetChildren(int, out int, out int)
void GetFatAABB(int, out BoundingBoxD)
Get the fat BoundingBox for a proxy.
void GetNodeLeaves(int, List<int>)
bool MoveProxy(int, ref BoundingBoxD, Vector3D)
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 = 0, bool = default)
void OverlapAllBoundingBox<T>(ref MyOrientedBoundingBoxD, List<T>, uint = 0, bool = default)
void OverlapAllBoundingSphere<T>(ref BoundingSphereD, List<T>, bool = default)
void OverlapAllBoundingSphere<T>(ref BoundingSphereD, Action<T>)
void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, bool = default)
void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, uint, bool = default)
void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, List<bool>)
void OverlapAllFrustum<T>(ref BoundingFrustumD, T)
void OverlapAllFrustum<T>(ref BoundingFrustumD, List<T>, List<bool>, float, bool = default)
void OverlapAllFrustum<T>(ref BoundingFrustumD, Action<T, bool>, float)
void OverlapAllFrustum<T>(ref BoundingFrustumD, T, float)
void OverlapAllFrustumAny<T>(ref BoundingFrustumD, List<T>, bool = default)
void OverlapAllLineSegment<T>(ref LineD, List<MyLineSegmentOverlapResult<T>>, bool = default)
void OverlapAllLineSegment<T>(ref LineD, List<MyLineSegmentOverlapResult<T>>, uint, bool = default)
bool OverlapsAnyLeafBoundingBox(ref BoundingBoxD)
void Query(Func<int, bool>, ref BoundingBoxD)
void QueryPoint(Func<int, bool>, ref Vector3D)
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!