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authorSébastien Crozet <developer@crozet.re>2020-09-08 21:18:17 +0200
committerCrozet Sébastien <developer@crozet.re>2020-09-28 15:27:25 +0200
commit3c85a6ac41397cf95199933c6a93909bc070a844 (patch)
treee7ec95a2a75b8e82a3cea0ab40d60b8381f3bc24 /src/pipeline/mod.rs
parent99f28ba4b4a14254b4160a191cbeb15211cdd2d2 (diff)
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Start implementing ray-casting.
This adds a QueryPipeline structure responsible for scene queries. Currently this structure is able to perform a brute-force ray-cast. This commit also includes the beginning of implementation of a SIMD-based acceleration structure which will be used for these scene queries in the future.
Diffstat (limited to 'src/pipeline/mod.rs')
-rw-r--r--src/pipeline/mod.rs2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/pipeline/mod.rs b/src/pipeline/mod.rs
index 6298d18..287de9d 100644
--- a/src/pipeline/mod.rs
+++ b/src/pipeline/mod.rs
@@ -3,7 +3,9 @@
pub use collision_pipeline::CollisionPipeline;
pub use event_handler::{ChannelEventCollector, EventHandler};
pub use physics_pipeline::PhysicsPipeline;
+pub use query_pipeline::QueryPipeline;
mod collision_pipeline;
mod event_handler;
mod physics_pipeline;
+mod query_pipeline;