Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
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@ -29,7 +29,7 @@
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/*************************************************************************/
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#include "lightmapper_rd.h"
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#include "core/math/geometry.h"
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#include "core/math/geometry_2d.h"
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#include "core/project_settings.h"
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#include "lm_blendseams.glsl.gen.h"
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#include "lm_compute.glsl.gen.h"
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@ -137,7 +137,7 @@ void LightmapperRD::_plot_triangle_into_triangle_index_list(int p_size, const Ve
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{
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Vector3 qsize = aabb.size * 0.5; //quarter size, for fast aabb test
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if (!Geometry::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) {
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if (!Geometry3D::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) {
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//does not fit in child, go on
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continue;
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}
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@ -198,7 +198,7 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
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int slices = 0;
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while (source_sizes.size() > 0) {
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Vector<Vector3i> offsets = Geometry::partial_pack_rects(source_sizes, atlas_size);
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Vector<Vector3i> offsets = Geometry2D::partial_pack_rects(source_sizes, atlas_size);
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Vector<int> new_indices;
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Vector<Vector2i> new_sources;
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for (int i = 0; i < offsets.size(); i++) {
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@ -488,9 +488,9 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
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}
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//generate SDF for raytracing
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Vector<uint32_t> euclidean_pos = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false);
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Vector<uint32_t> euclidean_neg = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true);
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Vector<int8_t> sdf8 = Geometry::generate_sdf8(euclidean_pos, euclidean_neg);
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Vector<uint32_t> euclidean_pos = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false);
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Vector<uint32_t> euclidean_neg = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true);
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Vector<int8_t> sdf8 = Geometry3D::generate_sdf8(euclidean_pos, euclidean_neg);
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/*****************************/
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/*** CREATE GPU STRUCTURES ***/
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