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author | chai <215380520@qq.com> | 2023-05-09 18:52:28 +0800 |
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committer | chai <215380520@qq.com> | 2023-05-09 18:52:28 +0800 |
commit | 4afa7c36ba9ec33ed113dcfb7cd33bd630d444f2 (patch) | |
tree | ad7260d6a1e84cd1ab56493294301df34d6bb5a6 /marching/Assets/Scripts/Physics/Quadtree.cs | |
parent | f986dc197b5e093575bc0b56ee0ded991c228639 (diff) |
*misc
Diffstat (limited to 'marching/Assets/Scripts/Physics/Quadtree.cs')
-rw-r--r-- | marching/Assets/Scripts/Physics/Quadtree.cs | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/marching/Assets/Scripts/Physics/Quadtree.cs b/marching/Assets/Scripts/Physics/Quadtree.cs index 4185f1f..f1237ab 100644 --- a/marching/Assets/Scripts/Physics/Quadtree.cs +++ b/marching/Assets/Scripts/Physics/Quadtree.cs @@ -8,6 +8,8 @@ using System.Runtime.InteropServices.WindowsRuntime; using Unity.VisualScripting; using UnityEngine; +// https://gamedev.stackexchange.com/questions/6345/quad-tree-vs-grid-based-collision-detection + namespace mh { @@ -16,6 +18,9 @@ namespace mh public Vector4 bound { get; } } + /// <summary> + /// ËIJæÊ÷¿Õ¼ä·Ö¸î + /// </summary> public class Quadtree { public const int kMaxObjectsPerBlock = 5; |