godot/core/math/bvh.h

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/*  bvh.h                                                                 */
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#ifndef BVH_H
#define BVH_H

// BVH
// This class provides a wrapper around BVH tree, which contains most of the functionality
// for a dynamic BVH with templated leaf size.
// However BVH also adds facilities for pairing, to maintain compatibility with Godot 3.2.
// Pairing is a collision pairing system, on top of the basic BVH.

// Some notes on the use of BVH / Octree from Godot 3.2.
// This is not well explained elsewhere.
// The rendering tree mask and types that are sent to the BVH are NOT layer masks.
// They are INSTANCE_TYPES (defined in visual_server.h), e.g. MESH, MULTIMESH, PARTICLES etc.
// Thus the lights do no cull by layer mask in the BVH.

// Layer masks are implemented in the renderers as a later step, and light_cull_mask appears to be
// implemented in GLES3 but not GLES2. Layer masks are not yet implemented for directional lights.

// In the physics, the pairable_type is based on 1 << p_object->get_type() where:
// TYPE_AREA,
// TYPE_BODY
// and pairable_mask is either 0 if static, or set to all if non static

#include "bvh_tree.h"
#include "core/os/mutex.h"

#define BVHTREE_CLASS
#define BVH_LOCKED_FUNCTION

template <typename T, int NUM_TREES = 1, bool USE_PAIRS = false, int MAX_ITEMS = 32, typename USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, typename USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, typename BOUNDS = AABB, typename POINT = Vector3, bool BVH_THREAD_SAFE = true>
class BVH_Manager {};

#undef BVHTREE_CLASS

#endif // BVH_H