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| struct | AABB2 |
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| struct | AABB3 |
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| class | BSPTree2D |
| | Binary space partition tree (kd-style AABB splits) for 2D culling. Alternating X/Y splits at node midplanes; spanning items stay on the node. 更多...
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| class | BSPTree3D |
| | Binary space partition tree (kd-style AABB splits) for 3D culling. Alternating X/Y/Z splits at node midplanes. 更多...
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| class | Octree |
| | Region octree for 3D AABB broad-phase / scene culling. Same storage rules as QuadTree (smallest fully-containing node). 更多...
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| class | QuadTree |
| | Region quadtree for 2D AABB broad-phase / map culling. Items are stored in the smallest node that fully contains them; spanning items stay at the parent. Scripts use insert/remove/query* + getResult*. 更多...
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| class | QueryIds |
| | Last-query hit buffer shared by spatial indexes. Script pattern: call query* → getResultCount / getResultId(i). 更多...
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| class | Spatial |
| | Spatial index module — broad-phase / map culling structures. Script: spatial <- eve.Spatial(); 更多...
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| class | SpatialHash2D |
| | Uniform-grid spatial hash for 2D AABB queries (map / particle / entity culling). Items are registered in every overlapped cell. 更多...
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| class | SpatialHash3D |
| | Uniform-grid spatial hash for 3D AABB / sphere queries. 更多...
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| AABB2 | makeAABB2 (float minX, float minY, float maxX, float maxY) |
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| AABB3 | makeAABB3 (float minX, float minY, float minZ, float maxX, float maxY, float maxZ) |
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| uint64_t | cellKey2 (int cx, int cy) |
| | Integer cell key for spatial hashing (stable across platforms for reasonable ranges).
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| uint64_t | cellKey3 (int cx, int cy, int cz) |
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| | Module_IMPL (Spatial, new Spatial()) |
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