690e07b509
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree. Switchable in project settings between using octree or BVH for rendering and physics.
42 lines
922 B
C++
42 lines
922 B
C++
void _integrity_check_all() {
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#ifdef BVH_INTEGRITY_CHECKS
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for (int n = 0; n < NUM_TREES; n++) {
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uint32_t root = _root_node_id[n];
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if (root != BVHCommon::INVALID) {
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_integrity_check_down(root);
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}
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}
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#endif
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}
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void _integrity_check_up(uint32_t p_node_id) {
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TNode &node = _nodes[p_node_id];
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BVH_ABB abb = node.aabb;
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node_update_aabb(node);
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BVH_ABB abb2 = node.aabb;
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abb2.expand(-_node_expansion);
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CRASH_COND(!abb.is_other_within(abb2));
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}
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void _integrity_check_down(uint32_t p_node_id) {
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const TNode &node = _nodes[p_node_id];
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if (node.is_leaf()) {
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_integrity_check_up(p_node_id);
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} else {
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CRASH_COND(node.num_children != 2);
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for (int n = 0; n < node.num_children; n++) {
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uint32_t child_id = node.children[n];
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// check the children parent pointers are correct
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TNode &child = _nodes[child_id];
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CRASH_COND(child.parent_id != p_node_id);
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_integrity_check_down(child_id);
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}
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}
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}
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