b3DynamicBvh.sStkNN |
b3DynamicBvh.sStkNN.a(b3DbvtNode setter) |
boolean |
b3DynamicBvh.ICollide.AllLeaves(b3DbvtNode arg0) |
b3DynamicBvh.sStkNN |
b3DynamicBvh.sStkNN.b(b3DbvtNode setter) |
b3DbvtNode |
b3DbvtNode.childs(int i,
b3DbvtNode setter) |
void |
b3DynamicBvh.IClone.CloneLeaf(b3DbvtNode arg0) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
void |
b3DynamicBvh.collideTT(b3DbvtNode root0,
b3DbvtNode root1,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.collideTTpersistentStack(b3DbvtNode root0,
b3DbvtNode root1,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideTU(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.collideTV(b3DbvtNode root,
b3DbvtAabbMm volume,
b3DynamicBvh.ICollide policy) |
static int |
b3DynamicBvh.countLeaves(b3DbvtNode node) |
boolean |
b3DynamicBvh.ICollide.Descent(b3DbvtNode arg0) |
static void |
b3DynamicBvh.enumLeaves(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.enumNodes(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
b3DbvtProxy |
b3DbvtProxy.leaf(b3DbvtNode setter) |
b3DynamicBvh |
b3DynamicBvh.m_free(b3DbvtNode setter) |
b3DynamicBvh |
b3DynamicBvh.m_root(b3DbvtNode setter) |
static int |
b3DynamicBvh.maxdepth(b3DbvtNode node) |
b3DynamicBvh.sStkNP |
b3DynamicBvh.sStkNP.node(b3DbvtNode setter) |
b3DynamicBvh.sStkNPS |
b3DynamicBvh.sStkNPS.node(b3DbvtNode setter) |
b3DynamicBvh.sStkCLN |
b3DynamicBvh.sStkCLN.node(b3DbvtNode setter) |
b3DynamicBvh.sStkCLN |
b3DynamicBvh.sStkCLN.parent(b3DbvtNode setter) |
b3DbvtNode |
b3DbvtNode.parent(b3DbvtNode setter) |
void |
b3DynamicBvh.IWriter.Prepare(b3DbvtNode root,
int numnodes) |
void |
b3DynamicBvh.ICollide.Process(b3DbvtNode arg0) |
void |
b3DynamicBvh.ICollide.Process(b3DbvtNode arg0,
b3DbvtNode arg1) |
void |
b3DynamicBvh.ICollide.Process(b3DbvtNode n,
float arg1) |
static void |
b3DynamicBvh.rayTest(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3DynamicBvh.ICollide policy)
rayTest is a re-entrant ray test, and can be called in parallel as long as the b3AlignedAlloc is thread-safe (uses locking etc)
rayTest is slower than rayTestInternal, because it builds a local stack, using memory allocations, and it recomputes signs/rayDirectionInverses each time
|
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
int[] signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntBuffer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntPointer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy)
rayTestInternal is faster than rayTest, because it uses a persistent stack (to reduce dynamic memory allocations to a minimum) and it uses precomputed signs/rayInverseDirections
rayTestInternal is used by b3DynamicBvhBroadphase to accelerate world ray casts
|
void |
b3DynamicBvh.remove(b3DbvtNode leaf) |
void |
b3DynamicBvh.update(b3DbvtNode leaf) |
void |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume) |
boolean |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume,
b3Vector3 velocity) |
boolean |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume,
b3Vector3 velocity,
float margin) |
boolean |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume,
float margin) |
void |
b3DynamicBvh.update(b3DbvtNode leaf,
int lookahead) |
void |
b3DynamicBvh.IWriter.WriteLeaf(b3DbvtNode arg0,
int index,
int parent) |
void |
b3DynamicBvh.IWriter.WriteNode(b3DbvtNode arg0,
int index,
int parent,
int child0,
int child1) |