#include <occupancyquadtree.h>
◆ OccupancyQuadTree()
Terrain::OccupancyQuadTree::OccupancyQuadTree |
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inline |
◆ ~OccupancyQuadTree()
Terrain::OccupancyQuadTree::~OccupancyQuadTree |
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inline |
◆ Allocate()
allocate a region, return region
◆ Deallocate()
bool Terrain::OccupancyQuadTree::Deallocate |
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const Math::uint2 | coord, |
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uint | size ) |
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inline |
◆ DebugRender()
void Terrain::OccupancyQuadTree::DebugRender |
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ImDrawList * | drawList, |
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ImVec2 | offset, |
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float | scale ) |
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inline |
◆ IsOccupied()
bool Terrain::OccupancyQuadTree::IsOccupied |
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const Math::uint2 | coord, |
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uint | size ) |
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inline |
check if region is alloced
◆ RecursiveAllocate()
recursively traverse tree to allocate node from tree
◆ RecursiveDeallocate()
bool Terrain::OccupancyQuadTree::RecursiveDeallocate |
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Node * | node, |
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Math::uint2 | coord, |
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uint | size ) |
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inlineprivate |
recursively traverse tree and deallocate
◆ RecursiveDebugRender()
void Terrain::OccupancyQuadTree::RecursiveDebugRender |
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Node * | node, |
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ImDrawList * | drawList, |
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ImVec2 | offset, |
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float | scale ) |
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inlineprivate |
◆ RecursiveSearch()
recursively traverse tree and find if allocated
◆ Setup()
void Terrain::OccupancyQuadTree::Setup |
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uint | worldSize, |
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uint | maxSize, |
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uint | minSize ) |
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inline |
setup with a world size and a biggest allocation size
◆ allocator
◆ minSize
uint Terrain::OccupancyQuadTree::minSize |
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private |
◆ topLevelNodes
The documentation for this class was generated from the following file: