13#ifdef JPH_TRACK_BROADPHASE_STATS 
   14    #define JPH_IF_TRACK_BROADPHASE_STATS(...) __VA_ARGS__ 
   16    #define JPH_IF_TRACK_BROADPHASE_STATS(...) 
  101#ifdef JPH_TRACK_BROADPHASE_STATS 
  104    virtual void        ReportStats()                                                       {  }
 
 
#define JPH_EXPORT
Definition Core.h:275
 
#define JPH_NAMESPACE_END
Definition Core.h:419
 
#define JPH_NAMESPACE_BEGIN
Definition Core.h:413
 
Axis aligned box.
Definition AABox.h:16
 
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition BodyID.h:13
 
Definition BodyManager.h:47
 
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 AABox GetBounds() const =0
Get the bounding box of all objects in the broadphase.
 
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:94
 
Interface that the application should implement to allow mapping object layers to broadphase layers.
Definition BroadPhaseLayer.h:61
 
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:80
 
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