#include "KdTree2d.h"
#include "Agent2d.h"
#include "RVOSimulator2d.h"
#include "Obstacle2d.h"
namespace RVO2D {
KdTree2D::KdTree2D(RVOSimulator2D *sim) : … { … }
KdTree2D::~KdTree2D()
{ … }
void KdTree2D::buildAgentTree(std::vector<Agent2D *> agents)
{ … }
void KdTree2D::buildAgentTreeRecursive(size_t begin, size_t end, size_t node)
{ … }
void KdTree2D::buildObstacleTree(std::vector<Obstacle2D *> obstacles)
{ … }
KdTree2D::ObstacleTreeNode *KdTree2D::buildObstacleTreeRecursive(const std::vector<Obstacle2D *> &obstacles)
{ … }
void KdTree2D::computeAgentNeighbors(Agent2D *agent, float &rangeSq) const
{ … }
void KdTree2D::computeObstacleNeighbors(Agent2D *agent, float rangeSq) const
{ … }
void KdTree2D::deleteObstacleTree(ObstacleTreeNode *node)
{ … }
void KdTree2D::queryAgentTreeRecursive(Agent2D *agent, float &rangeSq, size_t node) const
{ … }
void KdTree2D::queryObstacleTreeRecursive(Agent2D *agent, float rangeSq, const ObstacleTreeNode *node) const
{ … }
bool KdTree2D::queryVisibility(const Vector2 &q1, const Vector2 &q2, float radius) const
{ … }
bool KdTree2D::queryVisibilityRecursive(const Vector2 &q1, const Vector2 &q2, float radius, const ObstacleTreeNode *node) const
{ … }
}