godot/core/math/bvh_public.inc

public
struct BVHHandle item_add(T *p_userdata, bool p_active, const BOUNDS &p_aabb, int32_t p_subindex, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_invisible = false) {}

void _debug_print_refs() {}

// returns false if noop
bool item_move(BVHHandle p_handle, const BOUNDS &p_aabb) {}}

void item_remove(BVHHandle p_handle) {}}

// returns success
bool item_activate(BVHHandle p_handle, const BOUNDS &p_aabb) {}}

// returns success
bool item_deactivate(BVHHandle p_handle) {}}

bool item_get_active(BVHHandle p_handle) const {}}

// during collision testing, we want to set the mask and whether pairable for the item testing from
void item_fill_cullparams(BVHHandle p_handle, CullParams &r_params) const {}}

bool item_is_pairable(const BVHHandle &p_handle) {}}

void item_get_ABB(const BVHHandle &p_handle, BVHABB_CLASS &r_abb) {}}

bool item_set_tree(const BVHHandle &p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask) {}}

void incremental_optimize() {}}

void update() {}}

void params_set_pairing_expansion(real_t p_value) {}}

// This routine is not just an enclose check, it also checks for special case of shrinkage
bool expanded_aabb_encloses_not_shrink(const BOUNDS &p_expanded_aabb, const BOUNDS &p_aabb) const {}}