13#ifdef JPH_TRACK_BROADPHASE_STATS
14 #define JPH_IF_TRACK_BROADPHASE_STATS(...) __VA_ARGS__
16 #define JPH_IF_TRACK_BROADPHASE_STATS(...)
98#ifdef JPH_TRACK_BROADPHASE_STATS
101 virtual void ReportStats() { }
#define JPH_EXPORT
Definition Core.h:214
#define JPH_NAMESPACE_END
Definition Core.h:354
#define JPH_NAMESPACE_BEGIN
Definition Core.h:348
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition BodyID.h:13
Class that contains all bodies.
Definition BodyManager.h:32
Used to do coarse collision detection operations to quickly prune out bodies that will not collide.
Definition BroadPhase.h:26
virtual void AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState)
Definition BroadPhase.h:71
virtual void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState)=0
virtual void LockModifications()
Must be called before UpdatePrepare to prevent modifications from being made to the tree.
Definition BroadPhase.h:41
virtual void NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock=true)=0
virtual void CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const =0
Same as BroadPhaseQuery::CastAABox but can be implemented in a way to take no broad phase locks.
virtual void FrameSync()
Must be called just before updating the broadphase when none of the body mutexes are locked.
Definition BroadPhase.h:38
virtual void UnlockModifications()
Must be called after UpdateFinalize to allow modifications to the broadphase.
Definition BroadPhase.h:54
virtual void NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber)=0
Call whenever the layer (and optionally the aabb as well) of a body changes (can change order of ioBo...
virtual void Optimize()
Should be called after many objects have been inserted to make the broadphase more efficient,...
Definition BroadPhase.h:35
virtual void UpdateFinalize(const UpdateState &inUpdateState)
Finalizing the update will quickly apply the changes.
Definition BroadPhase.h:51
virtual AddState AddBodiesPrepare(BodyID *ioBodies, int inNumber)
Definition BroadPhase.h:62
virtual void RemoveBodies(BodyID *ioBodies, int inNumber)=0
void * AddState
Handle used during adding bodies to the broadphase.
Definition BroadPhase.h:57
virtual void FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const =0
virtual UpdateState UpdatePrepare()
Definition BroadPhase.h:48
Filter class for broadphase layers.
Definition BroadPhaseLayer.h:89
Interface that the application should implement to allow mapping object layers to broadphase layers.
Definition BroadPhaseLayer.h:56
Definition BroadPhaseQuery.h:29
Virtual interface that allows collecting multiple collision results.
Definition CollisionCollector.h:45
Filter class for object layers.
Definition ObjectLayer.h:28
Filter class to test if two objects can collide based on their object layer. Used while finding colli...
Definition ObjectLayer.h:50
Class to test if an object can collide with a broadphase layer. Used while finding collision pairs.
Definition BroadPhaseLayer.h:75
Structure that holds AABox moving linearly through 3d space.
Definition AABoxCast.h:13
Structure that holds a body pair.
Definition BodyPair.h:14
Context used during broadphase update.
Definition BroadPhase.h:44