Example #1
0
        unsafe void CollectSubtreesForNodeDirect(int nodeIndex, int remainingDepth,
                                                 ref QuickList <int> subtrees, ref QuickQueue <int> internalNodes, out float treeletCost)
        {
            internalNodes.EnqueueUnsafely(nodeIndex);

            treeletCost = 0;
            ref var node     = ref Nodes[nodeIndex];
        unsafe void CollectSubtreesForNodeDirect(int nodeIndex, int remainingDepth,
                                                 ref QuickList <int> subtrees, ref QuickQueue <int> internalNodes, out float treeletCost)
        {
            internalNodes.EnqueueUnsafely(nodeIndex);

            treeletCost = 0;
            var node     = nodes + nodeIndex;
            var children = &node->A;

            --remainingDepth;
            if (remainingDepth >= 0)
            {
                for (int i = 0; i < 2; ++i)
                {
                    ref var child = ref children[i];
                    if (child.Index >= 0)
                    {
                        treeletCost += ComputeBoundsMetric(ref child.Min, ref child.Max);
                        float childCost;
                        CollectSubtreesForNodeDirect(child.Index, remainingDepth, ref subtrees, ref internalNodes, out childCost);
                        treeletCost += childCost;
                    }
                    else
                    {
                        //It's a leaf, immediately add it to subtrees.
                        subtrees.AddUnsafely(child.Index);
                    }
                }
            }
Example #3
0
 public TimingsRingBuffer(int maximumCapacity)
 {
     if (maximumCapacity <= 0)
     {
         throw new ArgumentException("Capacity must be positive.");
     }
     QuickQueue <double, Array <double> > .Create(new PassthroughArrayPool <double>(), maximumCapacity, out queue);
 }
 public TimingsRingBuffer(int maximumCapacity, BufferPool pool)
 {
     if (maximumCapacity <= 0)
     {
         throw new ArgumentException("Capacity must be positive.");
     }
     this.pool = pool;
     queue     = new QuickQueue <double>(maximumCapacity, pool);
 }
        public unsafe void CollectSubtreesDirect(int nodeIndex, int maximumSubtrees, ref QuickList<int> subtrees, ref QuickQueue<int> internalNodes, out float treeletCost)
        {
            //TODO: doesn't work for non-node2.
            Debug.Assert(ChildrenCapacity == 2, "If you're going to use >2ary trees, you need to correct the maximum depth. Probably better to use explicit recursion depth as input...");
            var maximumDepth = BufferPool<int>.GetPoolIndex(maximumSubtrees) - 1;
            Debug.Assert(maximumDepth > 0);
            //Cost excludes the treelet root, since refinement can't change the treelet root's size. So don't bother including it in treeletCost.

            CollectSubtreesForNodeDirect(nodeIndex, maximumDepth, ref subtrees, ref internalNodes, out treeletCost);
        }
        public static void TestQueueResizing <TSpan, TPool>(TPool pool)
            where TSpan : ISpan <int>
            where TPool : IMemoryPool <int, TSpan>
        {
            Random random = new Random(5);

            QuickQueue <int, TSpan> .Create(pool, 4, out var queue);

            Queue <int> controlQueue = new Queue <int>();

            for (int iterationIndex = 0; iterationIndex < 1000000; ++iterationIndex)
            {
                if (random.NextDouble() < 0.7)
                {
                    queue.Enqueue(iterationIndex, pool);
                    controlQueue.Enqueue(iterationIndex);
                }
                if (random.NextDouble() < 0.2)
                {
                    queue.Dequeue();
                    controlQueue.Dequeue();
                }
                if (iterationIndex % 1000 == 0)
                {
                    queue.EnsureCapacity(queue.Count * 3, pool);
                }
                else if (iterationIndex % 7777 == 0)
                {
                    queue.Compact(pool);
                }
            }

            Debug.Assert(queue.Count == controlQueue.Count, "e");
            while (queue.Count > 0)
            {
                var a = queue.Dequeue();
                var b = controlQueue.Dequeue();
                Debug.Assert(a == b);
                Debug.Assert(queue.Count == controlQueue.Count);
            }

            queue.Dispose(pool);
        }
        public static void TestQueueResizing(IUnmanagedMemoryPool pool)
        {
            Random random = new Random(5);

            var         queue        = new QuickQueue <int>(4, pool);
            Queue <int> controlQueue = new Queue <int>();

            for (int iterationIndex = 0; iterationIndex < 1000000; ++iterationIndex)
            {
                if (random.NextDouble() < 0.7)
                {
                    queue.Enqueue(iterationIndex, pool);
                    controlQueue.Enqueue(iterationIndex);
                }
                if (random.NextDouble() < 0.2)
                {
                    queue.Dequeue();
                    controlQueue.Dequeue();
                }
                if (iterationIndex % 1000 == 0)
                {
                    queue.EnsureCapacity(queue.Count * 3, pool);
                }
                else if (iterationIndex % 7777 == 0)
                {
                    queue.Compact(pool);
                }
            }

            Debug.Assert(queue.Count == controlQueue.Count, "e");
            while (queue.Count > 0)
            {
                var a = queue.Dequeue();
                var b = controlQueue.Dequeue();
                Debug.Assert(a == b);
                Debug.Assert(queue.Count == controlQueue.Count);
            }

            queue.Dispose(pool);
        }
        unsafe void CollectSubtreesForNodeDirect(int nodeIndex, int remainingDepth, ref QuickList<int> subtrees, ref QuickQueue<int> internalNodes, out float treeletCost)
        {
            internalNodes.Enqueue(nodeIndex);

            treeletCost = 0;
            var node = nodes + nodeIndex;
            var children = &node->ChildA;
            var bounds = &node->A;

            --remainingDepth;
            if (remainingDepth >= 0)
            {
                for (int i = 0; i < node->ChildCount; ++i)
                {
                    if (children[i] >= 0)
                    {
                        treeletCost += ComputeBoundsMetric(ref bounds[i]);
                        float childCost;
                        CollectSubtreesForNodeDirect(children[i], remainingDepth, ref subtrees, ref internalNodes, out childCost);
                        treeletCost += childCost;
                    }
                    else
                    {
                        //It's a leaf, immediately add it to subtrees.
                        subtrees.Add(children[i]);
                    }
                }
            }
            else
            {
                //Recursion has bottomed out. Add every child.
                //Once again, note that the treelet costs of these nodes are not considered, even if they are internal.
                //That's because the subtree internal nodes cannot change size due to the refinement.
                for (int i = 0; i < node->ChildCount; ++i)
                {
                    subtrees.Add(children[i]);
                }
            }
        }
Example #9
0
        public static void TestQueueResizing()
        {
            Random random = new Random(5);
            UnsafeBufferPool <int> pool         = new UnsafeBufferPool <int>();
            QuickQueue <int>       queue        = new QuickQueue <int>(pool, 2);
            Queue <int>            controlQueue = new Queue <int>();

            for (int iterationIndex = 0; iterationIndex < 1000000; ++iterationIndex)
            {
                if (random.NextDouble() < 0.7)
                {
                    queue.Enqueue(iterationIndex);
                    controlQueue.Enqueue(iterationIndex);
                }
                if (random.NextDouble() < 0.2)
                {
                    queue.Dequeue();
                    controlQueue.Dequeue();
                }
                if (iterationIndex % 1000 == 0)
                {
                    queue.EnsureCapacity(queue.Count * 3);
                }
                else if (iterationIndex % 7777 == 0)
                {
                    queue.Compact();
                }
            }

            Assert.IsTrue(queue.Count == controlQueue.Count);
            while (queue.Count > 0)
            {
                var a = queue.Dequeue();
                var b = controlQueue.Dequeue();
                Assert.IsTrue(a == b);
                Assert.IsTrue(queue.Count == controlQueue.Count);
            }
        }
Example #10
0
        public unsafe void CollectSubtreesDirect(int nodeIndex, int maximumSubtrees, ref QuickList <int> subtrees, ref QuickQueue <int> internalNodes, out float treeletCost)
        {
            //TODO: doesn't work for non-node2.
            Debug.Assert(ChildrenCapacity == 2, "If you're going to use >2ary trees, you need to correct the maximum depth. Probably better to use explicit recursion depth as input...");
            var maximumDepth = BufferPool <int> .GetPoolIndex(maximumSubtrees) - 1;

            Debug.Assert(maximumDepth > 0);
            //Cost excludes the treelet root, since refinement can't change the treelet root's size. So don't bother including it in treeletCost.

            CollectSubtreesForNodeDirect(nodeIndex, maximumDepth, ref subtrees, ref internalNodes, out treeletCost);
        }
Example #11
0
        unsafe void CollectSubtreesForNodeDirect(int nodeIndex, int remainingDepth, ref QuickList <int> subtrees, ref QuickQueue <int> internalNodes, out float treeletCost)
        {
            internalNodes.Enqueue(nodeIndex);

            treeletCost = 0;
            var node     = nodes + nodeIndex;
            var children = &node->ChildA;
            var bounds   = &node->A;

            --remainingDepth;
            if (remainingDepth >= 0)
            {
                for (int i = 0; i < node->ChildCount; ++i)
                {
                    if (children[i] >= 0)
                    {
                        treeletCost += ComputeBoundsMetric(ref bounds[i]);
                        float childCost;
                        CollectSubtreesForNodeDirect(children[i], remainingDepth, ref subtrees, ref internalNodes, out childCost);
                        treeletCost += childCost;
                    }
                    else
                    {
                        //It's a leaf, immediately add it to subtrees.
                        subtrees.Add(children[i]);
                    }
                }
            }
            else
            {
                //Recursion has bottomed out. Add every child.
                //Once again, note that the treelet costs of these nodes are not considered, even if they are internal.
                //That's because the subtree internal nodes cannot change size due to the refinement.
                for (int i = 0; i < node->ChildCount; ++i)
                {
                    subtrees.Add(children[i]);
                }
            }
        }
Example #12
0
        public unsafe override void Initialize(Camera camera)
        {
            camera.Position = new Vector3(-3f, 3, -3f);
            camera.Yaw      = MathHelper.Pi * 3f / 4;
            camera.Pitch    = MathHelper.Pi * 0.1f;
            Simulation      = Simulation.Create(BufferPool, new TestCallbacks(),
                                                new SimulationAllocationSizes
            {
                Bodies = 1,
                ConstraintCountPerBodyEstimate = 1,
                Constraints             = 1,
                ConstraintsPerTypeBatch = 1,
                Islands       = 1,
                ShapesPerType = 1,
                Statics       = 1
            });

            Simulation.PoseIntegrator.Gravity = new Vector3(0, -10, 0);
            Simulation.Deterministic          = false;


            var         staticShape              = new Sphere(6);
            var         staticShapeIndex         = Simulation.Shapes.Add(ref staticShape);
            const int   staticGridWidthInSpheres = 128;
            const float staticSpacing            = 8;

            for (int i = 0; i < staticGridWidthInSpheres; ++i)
            {
                for (int j = 0; j < staticGridWidthInSpheres; ++j)
                {
                    var staticDescription = new StaticDescription
                    {
                        Collidable = new CollidableDescription
                        {
                            Continuity = new ContinuousDetectionSettings {
                                Mode = ContinuousDetectionMode.Discrete
                            },
                            Shape             = staticShapeIndex,
                            SpeculativeMargin = 0.1f
                        },
                        Pose = new RigidPose
                        {
                            Position = new Vector3(
                                -staticGridWidthInSpheres * staticSpacing * 0.5f + i * staticSpacing,
                                -4 + 4 * (float)Math.Cos(i * 0.3) + 4 * (float)Math.Cos(j * 0.3),
                                -staticGridWidthInSpheres * staticSpacing * 0.5f + j * staticSpacing),
                            Orientation = BepuUtilities.Quaternion.Identity
                        }
                    };
                    Simulation.Statics.Add(ref staticDescription);
                }
            }

            //A bunch of kinematic balls do acrobatics as an extra stressor.
            var kinematicShape      = new Sphere(8);
            var kinematicShapeIndex = Simulation.Shapes.Add(ref staticShape);
            var kinematicCount      = 64;
            var anglePerKinematic   = MathHelper.TwoPi / kinematicCount;
            var startingRadius      = 256;

            kinematicHandles = new int[kinematicCount];
            for (int i = 0; i < kinematicCount; ++i)
            {
                var angle       = anglePerKinematic * i;
                var description = new BodyDescription
                {
                    Collidable = new CollidableDescription
                    {
                        Continuity = new ContinuousDetectionSettings {
                            Mode = ContinuousDetectionMode.Discrete
                        },
                        Shape             = kinematicShapeIndex,
                        SpeculativeMargin = 0.1f
                    },
                    Pose = new RigidPose
                    {
                        Position = new Vector3(
                            startingRadius * (float)Math.Cos(angle),
                            0,
                            startingRadius * (float)Math.Sin(angle)),
                        Orientation = BepuUtilities.Quaternion.Identity
                    },
                    Activity = new BodyActivityDescription {
                        DeactivationThreshold = 0, MinimumTimestepCountUnderThreshold = 4
                    },
                };
                kinematicHandles[i] = Simulation.Bodies.Add(ref description);
            }

            QuickQueue <int, Buffer <int> > .Create(BufferPool.SpecializeFor <int>(), 65536, out dynamicHandles);

            random = new Random(5);
        }
Example #13
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(-15f, 20, -15f);
            camera.Yaw      = MathHelper.Pi * 3f / 4;
            camera.Pitch    = MathHelper.Pi * 0.1f;
            //Using minimum sized allocations forces as many resizes as possible.
            Simulation = Simulation.Create(BufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)), initialAllocationSizes:
                                           new SimulationAllocationSizes
            {
                Bodies = 1,
                ConstraintCountPerBodyEstimate = 1,
                Constraints             = 1,
                ConstraintsPerTypeBatch = 1,
                Islands       = 1,
                ShapesPerType = 1,
                Statics       = 1
            });

            Simulation.Deterministic = true;

            const int planeWidth  = 8;
            const int planeHeight = 8;

            DemoMeshHelper.CreateDeformedPlane(planeWidth, planeHeight,
                                               (int x, int y) =>
            {
                Vector2 offsetFromCenter = new Vector2(x - planeWidth / 2, y - planeHeight / 2);
                return(new Vector3(offsetFromCenter.X, MathF.Cos(x / 4f) * MathF.Sin(y / 4f) - 0.2f * offsetFromCenter.LengthSquared(), offsetFromCenter.Y));
            }, new Vector3(2, 1, 2), BufferPool, out var staticShape);
            var         staticShapeIndex           = Simulation.Shapes.Add(staticShape);
            const int   staticGridWidthInInstances = 128;
            const float staticSpacing = 8;

            for (int i = 0; i < staticGridWidthInInstances; ++i)
            {
                for (int j = 0; j < staticGridWidthInInstances; ++j)
                {
                    var staticDescription = new StaticDescription
                    {
                        Collidable = new CollidableDescription
                        {
                            Continuity = new ContinuousDetectionSettings {
                                Mode = ContinuousDetectionMode.Discrete
                            },
                            Shape             = staticShapeIndex,
                            SpeculativeMargin = 0.1f
                        },
                        Pose = new RigidPose
                        {
                            Position = new Vector3(
                                -staticGridWidthInInstances * staticSpacing * 0.5f + i * staticSpacing,
                                -4 + 4 * (float)Math.Cos(i * 0.3) + 4 * (float)Math.Cos(j * 0.3),
                                -staticGridWidthInInstances * staticSpacing * 0.5f + j * staticSpacing),
                            Orientation = Quaternion.Identity
                        }
                    };
                    Simulation.Statics.Add(staticDescription);
                }
            }

            //A bunch of kinematic balls do acrobatics as an extra stressor.
            var kinematicShape      = new Sphere(8);
            var kinematicShapeIndex = Simulation.Shapes.Add(kinematicShape);
            var kinematicCount      = 64;
            var anglePerKinematic   = MathHelper.TwoPi / kinematicCount;
            var startingRadius      = 256;

            kinematicHandles = new BodyHandle[kinematicCount];
            for (int i = 0; i < kinematicCount; ++i)
            {
                var angle       = anglePerKinematic * i;
                var description = new BodyDescription
                {
                    Collidable = new CollidableDescription
                    {
                        Continuity = new ContinuousDetectionSettings {
                            Mode = ContinuousDetectionMode.Discrete
                        },
                        Shape             = kinematicShapeIndex,
                        SpeculativeMargin = 0.1f
                    },
                    Pose = new RigidPose
                    {
                        Position = new Vector3(
                            startingRadius * (float)Math.Cos(angle),
                            0,
                            startingRadius * (float)Math.Sin(angle)),
                        Orientation = Quaternion.Identity
                    },
                    Activity = new BodyActivityDescription {
                        SleepThreshold = 0, MinimumTimestepCountUnderThreshold = 4
                    },
                };
                kinematicHandles[i] = Simulation.Bodies.Add(description);
            }

            dynamicHandles = new QuickQueue <BodyHandle>(65536, BufferPool);
            removedStatics = new QuickQueue <StaticDescription>(512, BufferPool);
            random         = new Random(5);
        }
        public static void TestQueueResizing()
        {
            Random random = new Random(5);
            UnsafeBufferPool<int> pool = new UnsafeBufferPool<int>();
            QuickQueue<int> queue = new QuickQueue<int>(pool, 2);
            Queue<int> controlQueue = new Queue<int>();

            for (int iterationIndex = 0; iterationIndex < 1000000; ++iterationIndex)
            {
                if (random.NextDouble() < 0.7)
                {
                    queue.Enqueue(iterationIndex);
                    controlQueue.Enqueue(iterationIndex);
                }
                if (random.NextDouble() < 0.2)
                {
                    queue.Dequeue();
                    controlQueue.Dequeue();
                }
                if (iterationIndex % 1000 == 0)
                {
                    queue.EnsureCapacity(queue.Count * 3);
                }
                else if (iterationIndex % 7777 == 0)
                {
                    queue.Compact();
                }
            }

            Assert.IsTrue(queue.Count == controlQueue.Count);
            while (queue.Count > 0)
            {
                var a = queue.Dequeue();
                var b = controlQueue.Dequeue();
                Assert.IsTrue(a == b);
                Assert.IsTrue(queue.Count == controlQueue.Count);
            }
        }
        public unsafe void GetSelfOverlapsViaStreamingQueries <TResultList>(ref TResultList results) where TResultList : IList <Overlap>
        {
            //var startTime = Stopwatch.GetTimestamp();
            var rootTarget = new StreamingTarget {
                LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount))
            };

            rootTarget.LeafGroups.Add(new StreamingLeafGroup());
            for (int i = 0; i < LeafCount; ++i)
            {
                BoundingBoxWide leafWide;
                BoundingBoxWide.GetBoundingBox(ref Levels[leaves[i].LevelIndex].Nodes[leaves[i].NodeIndex].BoundingBoxes, leaves[i].ChildIndex, out leafWide);
                var leafIndexWide = new Vector <int>(i);
                rootTarget.Add(ref leafIndexWide, ref leafWide, singleMasks);
            }
            //var endTime = Stopwatch.GetTimestamp();
            //Console.WriteLine($"Initial target construction time: {(endTime - startTime) / (double)Stopwatch.Frequency}");

            QuickQueue <StreamingTarget> targets = new QuickQueue <StreamingTarget>(BufferPools <StreamingTarget> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount));

            targets.Enqueue(ref rootTarget);

            QuickList <int> fallbackResults = new QuickList <int>(BufferPools <int> .Locking);

            StreamingTarget target;

            while (targets.TryDequeueLast(out target))
            {
                const int GroupFallbackThreshold = 2; //unfortunately, this should be as high as possible right now because the regular query is faster, period.
                if (target.LeafGroups.Count <= GroupFallbackThreshold)
                {
                    var max = target.LastLeavesCount == Vector <int> .Count ? target.LeafGroups.Count : target.LeafGroups.Count - 1;
                    for (int leafGroupIndex = 0; leafGroupIndex < max; ++leafGroupIndex)
                    {
                        for (int leafInGroupIndex = 0; leafInGroupIndex < Vector <int> .Count; ++leafInGroupIndex)
                        {
                            BoundingBoxWide leafWide;
                            BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide);
                            TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults);
                            for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex)
                            {
                                var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex];
                                if (queryLeafIndex < fallbackResults.Elements[resultIndex])
                                {
                                    results.Add(new Overlap {
                                        A = queryLeafIndex, B = fallbackResults.Elements[resultIndex]
                                    });
                                }
                            }
                            fallbackResults.Count = 0;
                        }
                    }
                    if (target.LastLeavesCount < Vector <int> .Count)
                    {
                        var leafGroupIndex = target.LeafGroups.Count - 1;
                        for (int leafInGroupIndex = 0; leafInGroupIndex < target.LastLeavesCount; ++leafInGroupIndex)
                        {
                            BoundingBoxWide leafWide;
                            BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide);
                            TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults);
                            for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex)
                            {
                                var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex];
                                if (queryLeafIndex < fallbackResults.Elements[resultIndex])
                                {
                                    results.Add(new Overlap {
                                        A = queryLeafIndex, B = fallbackResults.Elements[resultIndex]
                                    });
                                }
                            }
                            fallbackResults.Count = 0;
                        }
                    }
                }
                else
                {
                    var node = Levels[target.LevelIndex].Nodes[target.NodeIndex];



                    //Test each node child against all of the leaves for this node.
                    for (int nodeChildIndex = 0; nodeChildIndex < Vector <int> .Count; ++nodeChildIndex)
                    {
                        if (node.Children[nodeChildIndex] == -1)
                        {
                            continue;
                        }

                        BoundingBoxWide nodeChildWide;
                        BoundingBoxWide.GetBoundingBox(ref node.BoundingBoxes, nodeChildIndex, out nodeChildWide);

                        if (node.Children[nodeChildIndex] >= 0)
                        {
                            //Internal node. Can spawn more targets.
                            StreamingTarget newTarget = new StreamingTarget
                            {
                                LevelIndex = target.LevelIndex + 1,
                                NodeIndex  = node.Children[nodeChildIndex],
                                LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(target.LeafGroups.Count))
                            };
                            newTarget.LeafGroups.Add(new StreamingLeafGroup());


                            for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex)
                            {
                                Vector <int> intersectionMask;
                                BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask);

                                int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count;

                                for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup)
                                {
                                    if (intersectionMask[leafIndexInGroup] < 0)
                                    {
                                        newTarget.Add(ref target, leafGroupIndex, leafIndexInGroup, singleMasks);
                                    }
                                }
                            }
                            targets.Enqueue(ref newTarget);
                        }
                        else
                        {
                            //Leaf node.

                            var nodeLeafIndex = Encode(node.Children[nodeChildIndex]);

                            for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex)
                            {
                                Vector <int> intersectionMask;
                                BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask);

                                int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count;

                                for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup)
                                {
                                    if (intersectionMask[leafIndexInGroup] < 0)
                                    {
                                        var leafIndex = target.LeafGroups[leafGroupIndex].Leaves[leafIndexInGroup];
                                        if (leafIndex < nodeLeafIndex) //The other leaf will also find a collision!
                                        {
                                            results.Add(new Overlap {
                                                A = leafIndex, B = nodeLeafIndex
                                            });
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                target.LeafGroups.Count = 0; //Don't bother forcing a clear on these. TODO: buffer safety check disable
                target.LeafGroups.Dispose();
            }
            targets.Dispose();
            fallbackResults.Dispose();

            //Console.WriteLine("Streaming Query based results:");
            //for (int i = 0; i < results.Count; ++i)
            //{
            //    Console.WriteLine($"{results[i].A}, {results[i].B}");
            //}
        }