@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
79 lines • 1.69 kB
TypeScript
/**
* NOTE: code is based on BinaryUint32BVH
* NOTE: this code is mostly untested
*/
export class StaticR2Tree {
/**
* @type {ArrayBuffer}
* @private
*/
private __data_buffer;
/**
* @readonly
* @private
* @type {Uint32Array}
*/
private readonly __data_uint32;
/**
*
* @type {number}
* @private
*/
private __node_count_binary;
/**
*
* @type {number}
* @private
*/
private __node_count_leaf;
/**
*
* @param {ArrayBuffer} buffer
*/
setBuffer(buffer: ArrayBuffer): void;
__data_float32: Float32Array;
initialize_structure(): void;
/**
*
* @param {number} count
*/
setLeafCount(count: number): void;
/**
*
* @param {number} index
* @param {number} payload
* @param {number} x0
* @param {number} y0
* @param {number} x1
* @param {number} y1
*/
setLeafData(index: number, payload: number, x0: number, y0: number, x1: number, y1: number): void;
/**
*
* @returns {number}
*/
getLeafBlockAddress(): number;
/**
*
* @param {number} leaf_index
* @returns {number}
*/
readLeafPayload(leaf_index: number): number;
/**
* Sort leaf nodes according to their morton codes
* @param {number[]} bounds
*/
sort_morton(bounds: number[]): void;
/**
*
* @param {number} i
* @param {number} j
* @private
*/
private __swap_leaves;
/**
* Assemble leaf nodes into hierarchy, set binary node bounds iteratively bottom up
*/
build(): void;
}
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