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Sphere : vec3 worldPos, float radius AABB : vec3 worldPos, vec3 halfAxisLen OBB : mat4 worldPos, vec3 halfAxisLen
Collision Component update with TBB parallel_do Check Comp is sleep or delete and push to sleep container Check Comp is in Same OctreeElem. If not, reinsert comp to octree root Insert new & sleep Collision Component or remove component If Component is in octreeElem & octreeElem has children, check comp is in children recursively. If OctreeElem has more component than threshold, use children and propagate comps to children
Check Comp is sleep or delete and push to sleep container Check Comp is in Same OctreeElem. If not, reinsert comp to octree root
If Component is in octreeElem & octreeElem has children, check comp is in children recursively. If OctreeElem has more component than threshold, use children and propagate comps to children
Find all potential components of current octreeElem & compare with current potential components Use TBB parallel_for Check collision category mask bit and trigger. If collision is occurred, get TBB_writeLock & save collision component to other component for game logic If collision reaction is needed, push to resolveCompVec(concurrentVector)
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