godot/core/math/dynamic_bvh.h

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/*  dynamic_bvh.h                                                         */
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#ifndef DYNAMIC_BVH_H
#define DYNAMIC_BVH_H

#include "core/math/aabb.h"
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
#include "core/typedefs.h"

// Based on bullet Dbvh

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2013 Erwin Coumans  http://bulletphysics.org

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

///DynamicBVH implementation by Nathanael Presson
// The DynamicBVH class implements a fast dynamic bounding volume tree based on axis aligned bounding boxes (aabb tree).

class DynamicBVH {};

template <typename QueryResult>
void DynamicBVH::aabb_query(const AABB &p_box, QueryResult &r_result) {}

template <typename QueryResult>
void DynamicBVH::convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result) {}
template <typename QueryResult>
void DynamicBVH::ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result) {}

#endif // DYNAMIC_BVH_H