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authorchai <215380520@qq.com>2023-05-09 18:52:28 +0800
committerchai <215380520@qq.com>2023-05-09 18:52:28 +0800
commit4afa7c36ba9ec33ed113dcfb7cd33bd630d444f2 (patch)
treead7260d6a1e84cd1ab56493294301df34d6bb5a6 /marching/Assets/Scripts/Physics/Quadtree.cs
parentf986dc197b5e093575bc0b56ee0ded991c228639 (diff)
*misc
Diffstat (limited to 'marching/Assets/Scripts/Physics/Quadtree.cs')
-rw-r--r--marching/Assets/Scripts/Physics/Quadtree.cs5
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;