Add non-topological WQuadtree update.

This commit is contained in:
Crozet Sébastien
2020-09-22 15:29:29 +02:00
parent 56f6051b04
commit a7d77a0144
5 changed files with 151 additions and 25 deletions

View File

@@ -7,7 +7,9 @@ use ncollide::bounding_volume::BoundingVolume;
/// A pipeline for performing queries on all the colliders of a scene.
pub struct QueryPipeline {
// hierarchy: WAABBHierarchy,
quadtree: WQuadtree,
tree_built: bool,
dilation_factor: f32,
}
impl Default for QueryPipeline {
@@ -20,12 +22,32 @@ impl QueryPipeline {
/// Initializes an empty query pipeline.
pub fn new() -> Self {
Self {
// hierarchy: WAABBHierarchy::new(),
quadtree: WQuadtree::new(),
tree_built: false,
dilation_factor: 0.01,
}
}
/// Update the acceleration structure on the query pipeline.
pub fn update(&mut self, _bodies: &mut RigidBodySet, _colliders: &mut ColliderSet) {}
pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) {
if !self.tree_built {
self.quadtree
.clear_and_rebuild(colliders, self.dilation_factor);
self.tree_built = true;
return;
}
for (_, body) in bodies
.iter_active_dynamic()
.chain(bodies.iter_active_kinematic())
{
for handle in &body.colliders {
self.quadtree.pre_update(*handle)
}
}
self.quadtree.update(colliders, self.dilation_factor);
}
/// Find the closest intersection between a ray and a set of collider.
///
@@ -41,11 +63,7 @@ impl QueryPipeline {
max_toi: f32,
) -> Option<(ColliderHandle, &'a Collider, RayIntersection)> {
let t0 = instant::now();
let mut tree = WQuadtree::new();
tree.clear_and_rebuild(colliders);
println!("Built quadtree in time: {}", instant::now() - t0);
let t0 = instant::now();
let inter = tree.cast_ray(ray, max_toi);
let inter = self.quadtree.cast_ray(ray, max_toi);
println!(
"Found {} interefrences in time {}.",
inter.len(),