#ifndef OCTREE_H
#define OCTREE_H
/*************************************************************************/
/*  octree.h                                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/

#define OCTREE_ELEMENT_INVALID_ID 0
#define OCTREE_SIZE_LIMIT 1e15
#define OCTREE_DEFAULT_OCTANT_LIMIT 0

// We want 2 versions of the octree, Octree
// and Octree_CL which uses cached lists (optimized).
// we don't want to use the extra memory of cached lists on
// the non cached list version, so we use macros
// to avoid duplicating the code which is in octree_definition.
// The name of the class is overridden and the changes with the define
// OCTREE_USE_CACHED_LISTS.

// The two classes can be used identically but one contains the cached
// list optimization.

// standard octree
#define OCTREE_CLASS_NAME Octree
#undef OCTREE_USE_CACHED_LISTS
#include "octree_definition.inc"
#undef OCTREE_CLASS_NAME

// cached lists octree
#define OCTREE_CLASS_NAME Octree_CL
#define OCTREE_USE_CACHED_LISTS
#include "octree_definition.inc"
#undef OCTREE_CLASS_NAME

#endif // OCTREE_H