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 "voxelizer.h"
#include "core/math/geometry.h"
#include "core/math/geometry_3d.h"
#include "core/os/os.h"
#include "core/os/threaded_array_processor.h"
@ -124,7 +124,7 @@ void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, co
Vector3 half = (to - from) * 0.5;
//is in this cell?
if (!Geometry::triangle_box_overlap(from + half, half, p_vtx)) {
if (!Geometry3D::triangle_box_overlap(from + half, half, p_vtx)) {
continue; //face does not span this cell
}
@ -267,7 +267,7 @@ void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, co
//test_aabb.grow_by(test_aabb.get_longest_axis_size()*0.05); //grow a bit to avoid numerical error in real-time
Vector3 qsize = test_aabb.size * 0.5; //quarter size, for fast aabb test
if (!Geometry::triangle_box_overlap(test_aabb.position + qsize, qsize, p_vtx)) {
if (!Geometry3D::triangle_box_overlap(test_aabb.position + qsize, qsize, p_vtx)) {
//if (!Face3(p_vtx[0],p_vtx[1],p_vtx[2]).intersects_aabb2(aabb)) {
//does not fit in child, go on
continue;
@ -439,7 +439,7 @@ void Voxelizer::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vec
}
//test against original bounds
if (!Geometry::triangle_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs)) {
if (!Geometry3D::triangle_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs)) {
continue;
}
//plot
@ -471,7 +471,7 @@ void Voxelizer::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vec
}
//test against original bounds
if (!Geometry::triangle_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs)) {
if (!Geometry3D::triangle_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs)) {
continue;
}
//plot face