5 releases (breaking)
0.5.0 | Aug 21, 2021 |
---|---|
0.4.0 | Aug 21, 2021 |
0.3.0 | Aug 20, 2021 |
0.2.0 | Aug 18, 2021 |
0.1.0 | Aug 1, 2021 |
#706 in Game dev
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SLoC
Space Partitioning
Space partitioning algorithms in Rust. A work in progress.
Implemented algorithms
QuadTrees
Partitions 2D space into a tree of four segments each. Intersection tests are only
implemented using axis-aligned bounding boxes. The tree is currently implemented using
i32
types only to speed up intersection tests; proper pre-scaling of floating-point data
is therefore required.
The example showcases a ray-box test where a 2D ray is implemented using f32
. It can
be started using
$ cargo run --release --example quadtree
Interval Trees
See Interval Trees on Wikipedia.
$ cargo run --example interval_tree
Usage example:
use space_partitioning::interval_tree::{IntervalTree, Interval, IntervalType};
#[derive(Debug, PartialOrd, PartialEq, Copy, Clone, Default)]
struct Vec2d {
pub x: f64,
pub y: f64,
}
impl IntervalType for Vec2d {}
fn main() {
let tree = IntervalTree::from_iter([
(
Interval::new(Vec2d { x: 1., y: 2. }, Vec2d { x: 10., y: 10. }),
"Any data (A)",
),
(
Interval::new(Vec2d { x: -5., y: -5. }, Vec2d { x: 5., y: 5. }),
"Any data (B)",
),
(
Interval::new(Vec2d { x: -10., y: -10. }, Vec2d { x: -7., y: -7. }),
"Any data (C)",
),
]);
let test = Interval::new(Vec2d::default(), Vec2d::default());
let result = tree.overlap_search(test).unwrap();
assert_eq!(result.data, "Any data (B)")
}