A Quadtree Native Collection for Unity DOTS
- It's a DOTS native container, meaning it's handling its own unmanaged memory and can be passed into jobs!
- It currently only supports the storing of points
- The bulk insertion is using morton codes. This allows very fast bulk insertion but causes an increasing (minor) overhead with an increased depth
There's some very rudimentary performance tests included. With 20k elements on a 2k by 2k map, a max depth of 6 and 16 max elements per leaf. Burst enabled, ran on main thread on my 2015 MacBook Pro:
- Job: Bulk insertion of all elements - Takes ~1ms
- Job: 1k queries on a 200m by 200m range - Takes ~1ms
With Burst disabled the tests are about 10x slower.
The only tests test for performance so there's no real test coverage. I'm sure there's edge cases that are not caught. I would highly recommend writing more tests if you're planning to use the code in production.
- Unit tests
- Support for basic shapes
- Other types of queries, such as raycasts
- Support individual adding and removing of elements
- Extend to octree (3d support)