Documentation
¶
Index ¶
- type IntGroup
- type IntNode
- type Item
- type ItemGroup
- type ItemNode
- type MinHash
- func (h *MinHash) Adr(pos mat.Vec) mat.Point
- func (h *MinHash) Insert(adr *mat.Point, pos mat.Vec, id, group int)
- func (h *MinHash) Query(rect mat.AABB, coll []int, group int, including bool) []int
- func (h *MinHash) Remove(adr mat.Point, id, group int) bool
- func (h *MinHash) TileSize() mat.Vec
- func (h *MinHash) Update(old *mat.Point, pos mat.Vec, id, group int) bool
- type QuadNode
- type QuadTree
- func (t *QuadTree) Close(node int)
- func (t *QuadTree) Count(node int) (count int)
- func (t *QuadTree) Debug(depth, node int) string
- func (t *QuadTree) Insert(address *int, bounds mat.AABB, id, group int) bool
- func (t *QuadTree) Query(group int, include bool, area mat.AABB, helpers ...[]int) (coll, frontier, temp []int)
- func (t *QuadTree) Remove(address, id, group int) bool
- func (t *QuadTree) ShouldSplit(n *QuadNode) bool
- func (t *QuadTree) Split(node int)
- func (t *QuadTree) Update(address *int, bounds mat.AABB, id, group int)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type MinHash ¶
type MinHash struct { Nodes []IntNode // contains filtered or unexported fields }
MinHash is for efficient spatial hasher, tuned to perfection is able to handle thousands of entities for cost of using ids and limited space, if you will be dealing with concentrated entity use this over
Click to show internal directories.
Click to hide internal directories.