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Dynamic BVH broadphase in 2D & 3D Godot Physics

Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
This commit is contained in:
PouleyKetchoupp
2021-05-10 14:43:13 -07:00
parent 347737907d
commit 3877ed73d0
33 changed files with 3731 additions and 1534 deletions

View File

@@ -52,14 +52,6 @@ real_t Vector3::get_axis(int p_axis) const {
return operator[](p_axis);
}
int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
void Vector3::snap(Vector3 p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);