API Docs for: 1.0.0
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b2Bound Class

This broad phase uses the Sweep and Prune algorithm in: Collision Detection in Interactive 3D Environments by Gino van den Bergen Also, some ideas, such integral values for fast compares comes from Bullet (http:/www.bulletphysics.com).

Notes:

  • we use bound arrays instead of linked lists for cache coherence.
  • we use quantized integral values for fast compares.
  • we use short indices rather than pointers to save memory.
  • we use a stabbing count for fast overlap queries (less than order N).
  • we also use a time stamp on each proxy to speed up the registration of overlap query results.
  • where possible, we compare bound indices instead of values to reduce cache misses (TODO_ERIN).
  • no broadphase is perfect and neither is this one: it is not great for huge worlds (use a multi-SAP instead), it is not great for large objects.

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