godot/core/math/bvh_logic.inc


// for slow incremental optimization, we will periodically remove each
// item from the tree and reinsert, to give it a chance to find a better position
void _logic_item_remove_and_reinsert(uint32_t p_ref_id) {}

// from randy gaul balance function
BVHABB_CLASS _logic_abb_merge(const BVHABB_CLASS &a, const BVHABB_CLASS &b) {}

//--------------------------------------------------------------------------------------------------
/**
 * @file    q3DynamicAABBTree.h
 * @author  Randy Gaul
 * @date    10/10/2014
 *  Copyright (c) 2014 Randy Gaul http://www.randygaul.net
 *  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.
 */
//--------------------------------------------------------------------------------------------------

// This function is based on the 'Balance' function from Randy Gaul's qu3e
// https://github.com/RandyGaul/qu3e
// It is MODIFIED from qu3e version.
// This is the only function used (and _logic_abb_merge helper function).
int32_t _logic_balance(int32_t iA, uint32_t p_tree_id) {}

// either choose an existing node to add item to, or create a new node and return this
uint32_t _logic_choose_item_add_node(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {}