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2bfbb96df8751032b41e0e70870449ab05807284
UnrealEngineUWP/Engine/Source/Runtime/GeometryCore/Public/Spatial
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Jimmy Andrews 5bae2ab300 make sparse dynamic octree use range iteration to find relevant root cells for point containment and range queries, when there are enough root cells for this to make sense
#rb david.hill
#preflight 63bf9c094b018bfa80e42e39

[CL 23670550 by Jimmy Andrews in ue5-main branch]
2023-01-12 17:26:31 -05:00
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BlockedDenseGrid3.h
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BlockedLayout3.h
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DenseGrid2.h
Fix an unused TDenseGrid2 constructor
2022-12-06 10:28:27 -05:00
DenseGrid3.h
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FastWinding.h
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GeometrySet3.h
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MeshAABBTree3.h
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MeshSpatialSort.h
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MeshWindingNumberGrid.h
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OccupancyGrid3.h
Fixed non-unity (with orphaned headers compiled independently) compile errors
2022-12-08 21:34:12 -05:00
PointHashGrid2.h
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PointHashGrid3.h
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PointSetHashTable.h
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PriorityOrderPoints.h
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SampledScalarField2.h
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SegmentTree3.h
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SparseDynamicOctree3.h
make sparse dynamic octree use range iteration to find relevant root cells for point containment and range queries, when there are enough root cells for this to make sense
2023-01-12 17:26:31 -05:00
SparseDynamicPointOctree3.h
fixed wrong test from CL 23258977
2023-01-03 12:22:36 -05:00
SparseGrid3.h
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SpatialInterfaces.h
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ZOrderCurvePoints.h
Add BRIO point ordering and update Delaunay2/3 to use it, to improve performance e.g. for grids of points
2023-01-07 13:23:14 -05:00
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