Split Geometry singleton into Geometry2D and Geometry3D

Extra `_2d` suffixes are removed from 2D methods accoringly.
This commit is contained in:
Andrii Doroshenko (Xrayez)
2020-05-25 20:20:45 +03:00
parent 2709ddb163
commit 69d5de632e
70 changed files with 1503 additions and 1379 deletions

View File

@ -29,7 +29,7 @@
/*************************************************************************/
#include "lightmapper_rd.h"
#include "core/math/geometry.h"
#include "core/math/geometry_2d.h"
#include "core/project_settings.h"
#include "lm_blendseams.glsl.gen.h"
#include "lm_compute.glsl.gen.h"
@ -137,7 +137,7 @@ void LightmapperRD::_plot_triangle_into_triangle_index_list(int p_size, const Ve
{
Vector3 qsize = aabb.size * 0.5; //quarter size, for fast aabb test
if (!Geometry::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) {
if (!Geometry3D::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) {
//does not fit in child, go on
continue;
}
@ -198,7 +198,7 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
int slices = 0;
while (source_sizes.size() > 0) {
Vector<Vector3i> offsets = Geometry::partial_pack_rects(source_sizes, atlas_size);
Vector<Vector3i> offsets = Geometry2D::partial_pack_rects(source_sizes, atlas_size);
Vector<int> new_indices;
Vector<Vector2i> new_sources;
for (int i = 0; i < offsets.size(); i++) {
@ -488,9 +488,9 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
}
//generate SDF for raytracing
Vector<uint32_t> euclidean_pos = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false);
Vector<uint32_t> euclidean_neg = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true);
Vector<int8_t> sdf8 = Geometry::generate_sdf8(euclidean_pos, euclidean_neg);
Vector<uint32_t> euclidean_pos = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false);
Vector<uint32_t> euclidean_neg = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true);
Vector<int8_t> sdf8 = Geometry3D::generate_sdf8(euclidean_pos, euclidean_neg);
/*****************************/
/*** CREATE GPU STRUCTURES ***/