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Stardew Engine
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static entities are stored in here for fast querying to be rendered TODO: maybe rewrite this and replace with simpler binary space partioning dynamic entities are stored in a simple linked list and are linearly AABBB checked against the screen camera rectangle More...


Go to the source code of this file.
Data Structures | |
| struct | Entity2DQuadTreeInitArgs |
Macros | |
| #define | VECTOR(a) a* |
Functions | |
| void | InitEntity2DQuadtreeSystem () |
| HEntity2DQuadtreeNode | GetEntity2DQuadTree (struct Entity2DQuadTreeInitArgs *args) |
| void | DestroyEntity2DQuadTree (HEntity2DQuadtreeNode quadTree) |
| HEntity2DQuadtreeEntityRef | Entity2DQuadTree_Insert (struct Entity2DCollection *pCollection, HEntity2DQuadtreeNode quadTree, HEntity2D hEnt, struct GameFrameworkLayer *pLayer, int depth, int maxDepth) |
| void | Entity2DQuadTree_Remove (HEntity2DQuadtreeNode quadTree, HEntity2DQuadtreeEntityRef ent) |
| VECTOR (HEntity2D) Entity2DQuadTree_Query(HEntity2DQuadtreeNode quadTree | |
| void | Entity2DQuadTree_GetDims (HEntity2DQuadtreeNode quadTree, vec2 tl, float *w, float *h) |
Variables | |
| vec2 | regionTL |
| vec2 vec2 | regionBR |
| vec2 vec2 struct Entity2DCollection * | pCollection |
| vec2 vec2 struct Entity2DCollection struct GameFrameworkLayer * | pLayer |
static entities are stored in here for fast querying to be rendered TODO: maybe rewrite this and replace with simpler binary space partioning dynamic entities are stored in a simple linked list and are linearly AABBB checked against the screen camera rectangle
| #define VECTOR | ( | a | ) | a* |
| void DestroyEntity2DQuadTree | ( | HEntity2DQuadtreeNode | quadTree | ) |
| void Entity2DQuadTree_GetDims | ( | HEntity2DQuadtreeNode | quadTree, |
| vec2 | tl, | ||
| float * | w, | ||
| float * | h | ||
| ) |
| HEntity2DQuadtreeEntityRef Entity2DQuadTree_Insert | ( | struct Entity2DCollection * | pCollection, |
| HEntity2DQuadtreeNode | quadTree, | ||
| HEntity2D | hEnt, | ||
| struct GameFrameworkLayer * | pLayer, | ||
| int | depth, | ||
| int | maxDepth | ||
| ) |
| void Entity2DQuadTree_Remove | ( | HEntity2DQuadtreeNode | quadTree, |
| HEntity2DQuadtreeEntityRef | ent | ||
| ) |
| HEntity2DQuadtreeNode GetEntity2DQuadTree | ( | struct Entity2DQuadTreeInitArgs * | args | ) |
| void InitEntity2DQuadtreeSystem | ( | ) |
| VECTOR | ( | HEntity2D | ) |
| vec2 vec2 struct Entity2DCollection* pCollection |
| vec2 vec2 struct Entity2DCollection struct GameFrameworkLayer* pLayer |
| vec2 vec2 regionBR |
| vec2 regionTL |