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

@ -30,7 +30,7 @@
#include "animation_blend_space_2d.h"
#include "core/math/delaunay_2d.h"
#include "core/math/geometry_2d.h"
void AnimationNodeBlendSpace2D::get_parameter_list(List<PropertyInfo> *r_list) const {
r_list->push_back(PropertyInfo(Variant::VECTOR2, blend_position));
@ -366,7 +366,7 @@ Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
if (Geometry2D::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
return p_point;
}
@ -375,7 +375,7 @@ Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
points[j],
points[(j + 1) % 3]
};
Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s);
Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, s);
if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) {
best_point = closest;
first = false;
@ -455,7 +455,7 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
if (Geometry2D::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
blend_triangle = i;
_blend_triangle(blend_pos, points, blend_weights);
break;
@ -466,7 +466,7 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
points[j],
points[(j + 1) % 3]
};
Vector2 closest2 = Geometry::get_closest_point_to_segment_2d(blend_pos, s);
Vector2 closest2 = Geometry2D::get_closest_point_to_segment(blend_pos, s);
if (first || closest2.distance_to(blend_pos) < best_point.distance_to(blend_pos)) {
best_point = closest2;
blend_triangle = i;