diff options
author | Andrii Doroshenko (Xrayez) <xrayez@gmail.com> | 2020-05-25 20:20:45 +0300 |
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committer | Andrii Doroshenko (Xrayez) <xrayez@gmail.com> | 2020-05-27 14:28:34 +0300 |
commit | 69d5de632e04d48a247d50c1dc2c09322129c73a (patch) | |
tree | 4b61660efa246c19beac2e0d32d40da3bad10bfc /scene | |
parent | 2709ddb163799d33b632eeeea0cdf3cd75ad16b6 (diff) |
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
Extra `_2d` suffixes are removed from 2D methods accoringly.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/collision_polygon_2d.cpp | 5 | ||||
-rw-r--r-- | scene/2d/light_occluder_2d.cpp | 5 | ||||
-rw-r--r-- | scene/2d/line_2d.cpp | 3 | ||||
-rw-r--r-- | scene/2d/navigation_agent_2d.cpp | 3 | ||||
-rw-r--r-- | scene/2d/navigation_region_2d.cpp | 5 | ||||
-rw-r--r-- | scene/2d/path_2d.cpp | 3 | ||||
-rw-r--r-- | scene/2d/polygon_2d.cpp | 8 | ||||
-rw-r--r-- | scene/3d/baked_lightmap.cpp | 2 | ||||
-rw-r--r-- | scene/3d/collision_polygon_3d.cpp | 3 | ||||
-rw-r--r-- | scene/3d/navigation_agent_3d.cpp | 2 | ||||
-rw-r--r-- | scene/3d/voxelizer.cpp | 10 | ||||
-rw-r--r-- | scene/animation/animation_blend_space_2d.cpp | 10 | ||||
-rw-r--r-- | scene/gui/control.cpp | 5 | ||||
-rw-r--r-- | scene/resources/animation.cpp | 6 | ||||
-rw-r--r-- | scene/resources/capsule_shape_2d.cpp | 3 | ||||
-rw-r--r-- | scene/resources/concave_polygon_shape_2d.cpp | 3 | ||||
-rw-r--r-- | scene/resources/convex_polygon_shape_2d.cpp | 8 | ||||
-rw-r--r-- | scene/resources/convex_polygon_shape_3d.cpp | 2 | ||||
-rw-r--r-- | scene/resources/line_shape_2d.cpp | 3 | ||||
-rw-r--r-- | scene/resources/polygon_path_finder.cpp | 20 | ||||
-rw-r--r-- | scene/resources/segment_shape_2d.cpp | 3 | ||||
-rw-r--r-- | scene/resources/tile_set.cpp | 4 |
22 files changed, 65 insertions, 51 deletions
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index 4919ef8304..d23398713a 100644 --- a/scene/2d/collision_polygon_2d.cpp +++ b/scene/2d/collision_polygon_2d.cpp @@ -32,6 +32,7 @@ #include "collision_object_2d.h" #include "core/engine.h" +#include "core/math/geometry_2d.h" #include "scene/resources/concave_polygon_shape_2d.h" #include "scene/resources/convex_polygon_shape_2d.h" @@ -75,7 +76,7 @@ void CollisionPolygon2D::_build_polygon() { } Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() { - Vector<Vector<Vector2>> decomp = Geometry::decompose_polygon_in_convex(polygon); + Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon); return decomp; } @@ -224,7 +225,7 @@ bool CollisionPolygon2D::_edit_use_rect() const { } bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - return Geometry::is_point_in_polygon(p_point, Variant(polygon)); + return Geometry2D::is_point_in_polygon(p_point, Variant(polygon)); } #endif diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp index 0f4880f69a..023cfa6d03 100644 --- a/scene/2d/light_occluder_2d.cpp +++ b/scene/2d/light_occluder_2d.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "light_occluder_2d.h" +#include "core/math/geometry_2d.h" #include "core/engine.h" @@ -68,12 +69,12 @@ Rect2 OccluderPolygon2D::_edit_get_rect() const { bool OccluderPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { if (closed) { - return Geometry::is_point_in_polygon(p_point, Variant(polygon)); + return Geometry2D::is_point_in_polygon(p_point, Variant(polygon)); } else { const real_t d = LINE_GRAB_WIDTH / 2 + p_tolerance; const Vector2 *points = polygon.ptr(); for (int i = 0; i < polygon.size() - 1; i++) { - Vector2 p = Geometry::get_closest_point_to_segment_2d(p_point, &points[i]); + Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, &points[i]); if (p.distance_to(p_point) <= d) { return true; } diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp index 28183403f2..b120b115b0 100644 --- a/scene/2d/line_2d.cpp +++ b/scene/2d/line_2d.cpp @@ -31,6 +31,7 @@ #include "line_2d.h" #include "core/core_string_names.h" +#include "core/math/geometry_2d.h" #include "line_builder.h" // Needed so we can bind functions @@ -72,7 +73,7 @@ bool Line2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toleranc const real_t d = _width / 2 + p_tolerance; const Vector2 *points = _points.ptr(); for (int i = 0; i < _points.size() - 1; i++) { - Vector2 p = Geometry::get_closest_point_to_segment_2d(p_point, &points[i]); + Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, &points[i]); if (p.distance_to(p_point) <= d) { return true; } diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp index cb2dbba0fe..e5cdade4a4 100644 --- a/scene/2d/navigation_agent_2d.cpp +++ b/scene/2d/navigation_agent_2d.cpp @@ -31,6 +31,7 @@ #include "navigation_agent_2d.h" #include "core/engine.h" +#include "core/math/geometry_2d.h" #include "scene/2d/navigation_2d.h" #include "servers/navigation_server_2d.h" @@ -304,7 +305,7 @@ void NavigationAgent2D::update_navigation() { Vector2 segment[2]; segment[0] = navigation_path[nav_path_index - 1]; segment[1] = navigation_path[nav_path_index]; - Vector2 p = Geometry::get_closest_point_to_segment_2d(o, segment); + Vector2 p = Geometry2D::get_closest_point_to_segment(o, segment); if (o.distance_to(p) >= path_max_distance) { // To faraway, reload path reload_path = true; diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp index 72bde17428..671bda558d 100644 --- a/scene/2d/navigation_region_2d.cpp +++ b/scene/2d/navigation_region_2d.cpp @@ -32,6 +32,7 @@ #include "core/core_string_names.h" #include "core/engine.h" +#include "core/math/geometry_2d.h" #include "core/os/mutex.h" #include "navigation_2d.h" #include "servers/navigation_server_2d.h" @@ -73,7 +74,7 @@ bool NavigationPolygon::_edit_is_selected_on_click(const Point2 &p_point, double if (outline_size < 3) { continue; } - if (Geometry::is_point_in_polygon(p_point, Variant(outline))) { + if (Geometry2D::is_point_in_polygon(p_point, Variant(outline))) { return true; } } @@ -269,7 +270,7 @@ void NavigationPolygon::make_polygons_from_outlines() { const Vector2 *r2 = ol2.ptr(); for (int l = 0; l < olsize2; l++) { - if (Geometry::segment_intersects_segment_2d(r[0], outside_point, r2[l], r2[(l + 1) % olsize2], nullptr)) { + if (Geometry2D::segment_intersects_segment(r[0], outside_point, r2[l], r2[(l + 1) % olsize2], nullptr)) { interscount++; } } diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp index 046e4dbd41..00e9af3bb7 100644 --- a/scene/2d/path_2d.cpp +++ b/scene/2d/path_2d.cpp @@ -31,6 +31,7 @@ #include "path_2d.h" #include "core/engine.h" +#include "core/math/geometry_2d.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED @@ -73,7 +74,7 @@ bool Path2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toleranc real_t frac = j / 8.0; s[1] = curve->interpolate(i, frac); - Vector2 p = Geometry::get_closest_point_to_segment_2d(p_point, s); + Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, s); if (p.distance_to(p_point) <= p_tolerance) { return true; } diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index 62c66dbb29..13b62816a4 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -30,7 +30,7 @@ #include "polygon_2d.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" #include "skeleton_2d.h" #ifdef TOOLS_ENABLED @@ -86,7 +86,7 @@ bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toler if (internal_vertices > 0) { polygon2d.resize(polygon2d.size() - internal_vertices); } - return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d); + return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d); } #endif @@ -300,7 +300,7 @@ void Polygon2D::_notification(int p_what) { } if (invert || polygons.size() == 0) { - Vector<int> indices = Geometry::triangulate_polygon(points); + Vector<int> indices = Geometry2D::triangulate_polygon(points); if (indices.size()) { RS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, normal_map.is_valid() ? normal_map->get_rid() : RID(), specular_map.is_valid() ? specular_map->get_rid() : RID(), Color(specular_color.r, specular_color.g, specular_color.b, shininess)); } @@ -323,7 +323,7 @@ void Polygon2D::_notification(int p_what) { ERR_CONTINUE(idx < 0 || idx >= points.size()); tmp_points.write[j] = points[r[j]]; } - Vector<int> indices = Geometry::triangulate_polygon(tmp_points); + Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points); int ic2 = indices.size(); const int *r2 = indices.ptr(); diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp index e2f1b3807d..a41eaf9da0 100644 --- a/scene/3d/baked_lightmap.cpp +++ b/scene/3d/baked_lightmap.cpp @@ -559,7 +559,7 @@ void BakedLightmap::_plot_triangle_into_octree(GenProbesOctree *p_cell, float p_ subcell.position = Vector3(pos) * p_cell_size; subcell.size = Vector3(half_size, half_size, half_size) * p_cell_size; - if (!Geometry::triangle_box_overlap(subcell.position + subcell.size * 0.5, subcell.size * 0.5, p_triangle)) { + if (!Geometry3D::triangle_box_overlap(subcell.position + subcell.size * 0.5, subcell.size * 0.5, p_triangle)) { continue; } diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp index bad4a1fddd..e2d11c740a 100644 --- a/scene/3d/collision_polygon_3d.cpp +++ b/scene/3d/collision_polygon_3d.cpp @@ -31,6 +31,7 @@ #include "collision_polygon_3d.h" #include "collision_object_3d.h" +#include "core/math/geometry_2d.h" #include "scene/resources/concave_polygon_shape_3d.h" #include "scene/resources/convex_polygon_shape_3d.h" @@ -45,7 +46,7 @@ void CollisionPolygon3D::_build_polygon() { return; } - Vector<Vector<Vector2>> decomp = Geometry::decompose_polygon_in_convex(polygon); + Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon); if (decomp.size() == 0) { return; } diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp index f8d44506b6..e179261002 100644 --- a/scene/3d/navigation_agent_3d.cpp +++ b/scene/3d/navigation_agent_3d.cpp @@ -323,7 +323,7 @@ void NavigationAgent3D::update_navigation() { segment[1] = navigation_path[nav_path_index]; segment[0].y -= navigation_height_offset; segment[1].y -= navigation_height_offset; - Vector3 p = Geometry::get_closest_point_to_segment(o, segment); + Vector3 p = Geometry3D::get_closest_point_to_segment(o, segment); if (o.distance_to(p) >= path_max_distance) { // To faraway, reload path reload_path = true; diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp index 9fc3feb49a..de5496ee35 100644 --- a/scene/3d/voxelizer.cpp +++ b/scene/3d/voxelizer.cpp @@ -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 diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp index 003a4fad90..5a42e2af7a 100644 --- a/scene/animation/animation_blend_space_2d.cpp +++ b/scene/animation/animation_blend_space_2d.cpp @@ -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; diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index 96aaec6ae9..97daeceda9 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -30,6 +30,7 @@ #include "control.h" +#include "core/math/geometry_2d.h" #include "core/message_queue.h" #include "core/os/keyboard.h" #include "core/os/os.h" @@ -2293,8 +2294,8 @@ void Control::_window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, con Vector2 fb = points[(j + 1) % 4]; Vector2 pa, pb; - float d = Geometry::get_closest_points_between_segments(la, lb, fa, fb, pa, pb); - //float d = Geometry::get_closest_distance_between_segments(Vector3(la.x,la.y,0),Vector3(lb.x,lb.y,0),Vector3(fa.x,fa.y,0),Vector3(fb.x,fb.y,0)); + float d = Geometry2D::get_closest_points_between_segments(la, lb, fa, fb, pa, pb); + //float d = Geometry2D::get_closest_distance_between_segments(Vector3(la.x,la.y,0),Vector3(lb.x,lb.y,0),Vector3(fa.x,fa.y,0),Vector3(fb.x,fb.y,0)); if (d < r_closest_dist) { r_closest_dist = d; *r_closest = c; diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index c9fc68233d..014b773298 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -31,7 +31,7 @@ #include "animation.h" #include "scene/scene_string_names.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #define ANIM_MIN_LENGTH 0.001 @@ -2730,7 +2730,7 @@ bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, cons } Vector3 s[2] = { v0, v2 }; - real_t d = Geometry::get_closest_point_to_segment(v1, s).distance_to(v1); + real_t d = Geometry3D::get_closest_point_to_segment(v1, s).distance_to(v1); if (d > pd.length() * p_alowed_linear_err) { return false; //beyond allowed error for colinearity @@ -2820,7 +2820,7 @@ bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, cons } Vector3 s[2] = { v0, v2 }; - real_t d = Geometry::get_closest_point_to_segment(v1, s).distance_to(v1); + real_t d = Geometry3D::get_closest_point_to_segment(v1, s).distance_to(v1); if (d > pd.length() * p_alowed_linear_err) { return false; //beyond allowed error for colinearity diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp index 0e784e04ff..e519970f38 100644 --- a/scene/resources/capsule_shape_2d.cpp +++ b/scene/resources/capsule_shape_2d.cpp @@ -30,6 +30,7 @@ #include "capsule_shape_2d.h" +#include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" @@ -48,7 +49,7 @@ Vector<Vector2> CapsuleShape2D::_get_points() const { } bool CapsuleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - return Geometry::is_point_in_polygon(p_point, _get_points()); + return Geometry2D::is_point_in_polygon(p_point, _get_points()); } void CapsuleShape2D::_update_shape() { diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp index 2154633111..eecf8afa8f 100644 --- a/scene/resources/concave_polygon_shape_2d.cpp +++ b/scene/resources/concave_polygon_shape_2d.cpp @@ -30,6 +30,7 @@ #include "concave_polygon_shape_2d.h" +#include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" @@ -42,7 +43,7 @@ bool ConcavePolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, do const Vector2 *r = s.ptr(); for (int i = 0; i < len; i += 2) { - Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, &r[i]); + Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, &r[i]); if (p_point.distance_to(closest) < p_tolerance) { return true; } diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp index 7df7c3ac72..2b7531c630 100644 --- a/scene/resources/convex_polygon_shape_2d.cpp +++ b/scene/resources/convex_polygon_shape_2d.cpp @@ -30,17 +30,17 @@ #include "convex_polygon_shape_2d.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" bool ConvexPolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - return Geometry::is_point_in_polygon(p_point, points); + return Geometry2D::is_point_in_polygon(p_point, points); } void ConvexPolygonShape2D::_update_shape() { Vector<Vector2> final_points = points; - if (Geometry::is_polygon_clockwise(final_points)) { //needs to be counter clockwise + if (Geometry2D::is_polygon_clockwise(final_points)) { //needs to be counter clockwise final_points.invert(); } PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), final_points); @@ -48,7 +48,7 @@ void ConvexPolygonShape2D::_update_shape() { } void ConvexPolygonShape2D::set_point_cloud(const Vector<Vector2> &p_points) { - Vector<Point2> hull = Geometry::convex_hull_2d(p_points); + Vector<Point2> hull = Geometry2D::convex_hull(p_points); ERR_FAIL_COND(hull.size() < 3); set_points(hull); } diff --git a/scene/resources/convex_polygon_shape_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp index e52df73663..affeb05a8f 100644 --- a/scene/resources/convex_polygon_shape_3d.cpp +++ b/scene/resources/convex_polygon_shape_3d.cpp @@ -37,7 +37,7 @@ Vector<Vector3> ConvexPolygonShape3D::get_debug_mesh_lines() { if (points.size() > 3) { Vector<Vector3> varr = Variant(points); - Geometry::MeshData md; + Geometry3D::MeshData md; Error err = QuickHull::build(varr, md); if (err == OK) { Vector<Vector3> lines; diff --git a/scene/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp index 802ccaaee6..58653c5f4a 100644 --- a/scene/resources/line_shape_2d.cpp +++ b/scene/resources/line_shape_2d.cpp @@ -30,6 +30,7 @@ #include "line_shape_2d.h" +#include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" @@ -38,7 +39,7 @@ bool LineShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tol Vector2 l[2][2] = { { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 }, { point, point + get_normal() * 30 } }; for (int i = 0; i < 2; i++) { - Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, l[i]); + Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]); if (p_point.distance_to(closest) < p_tolerance) { return true; } diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp index 0546c92948..df98d4cfd4 100644 --- a/scene/resources/polygon_path_finder.cpp +++ b/scene/resources/polygon_path_finder.cpp @@ -29,7 +29,7 @@ /*************************************************************************/ #include "polygon_path_finder.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" bool PolygonPathFinder::_is_point_inside(const Vector2 &p_point) const { int crosses = 0; @@ -40,7 +40,7 @@ bool PolygonPathFinder::_is_point_inside(const Vector2 &p_point) const { Vector2 a = points[e.points[0]].pos; Vector2 b = points[e.points[1]].pos; - if (Geometry::segment_intersects_segment_2d(a, b, p_point, outside_point, nullptr)) { + if (Geometry2D::segment_intersects_segment(a, b, p_point, outside_point, nullptr)) { crosses++; } } @@ -114,7 +114,7 @@ void PolygonPathFinder::setup(const Vector<Vector2> &p_points, const Vector<int> Vector2 a = points[e.points[0]].pos; Vector2 b = points[e.points[1]].pos; - if (Geometry::segment_intersects_segment_2d(a, b, from, to, nullptr)) { + if (Geometry2D::segment_intersects_segment(a, b, from, to, nullptr)) { valid = false; break; } @@ -147,7 +147,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector points[e.points[1]].pos }; - Vector2 closest = Geometry::get_closest_point_to_segment_2d(from, seg); + Vector2 closest = Geometry2D::get_closest_point_to_segment(from, seg); float d = from.distance_squared_to(closest); if (d < closest_dist) { @@ -171,7 +171,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector points[e.points[1]].pos }; - Vector2 closest = Geometry::get_closest_point_to_segment_2d(to, seg); + Vector2 closest = Geometry2D::get_closest_point_to_segment(to, seg); float d = to.distance_squared_to(closest); if (d < closest_dist) { @@ -200,7 +200,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector Vector2 a = points[e.points[0]].pos; Vector2 b = points[e.points[1]].pos; - if (Geometry::segment_intersects_segment_2d(a, b, from, to, nullptr)) { + if (Geometry2D::segment_intersects_segment(a, b, from, to, nullptr)) { can_see_eachother = false; break; } @@ -255,7 +255,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector e.points[1] != ignore_from_edge.points[1] && e.points[0] != ignore_from_edge.points[0] && e.points[1] != ignore_from_edge.points[0]) { - if (Geometry::segment_intersects_segment_2d(a, b, from, points[i].pos, nullptr)) { + if (Geometry2D::segment_intersects_segment(a, b, from, points[i].pos, nullptr)) { valid_a = false; } } @@ -266,7 +266,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector e.points[1] != ignore_to_edge.points[1] && e.points[0] != ignore_to_edge.points[0] && e.points[1] != ignore_to_edge.points[0]) { - if (Geometry::segment_intersects_segment_2d(a, b, to, points[i].pos, nullptr)) { + if (Geometry2D::segment_intersects_segment(a, b, to, points[i].pos, nullptr)) { valid_b = false; } } @@ -499,7 +499,7 @@ Vector2 PolygonPathFinder::get_closest_point(const Vector2 &p_point) const { points[e.points[1]].pos }; - Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, seg); + Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, seg); float d = p_point.distance_squared_to(closest); if (d < closest_dist) { @@ -521,7 +521,7 @@ Vector<Vector2> PolygonPathFinder::get_intersections(const Vector2 &p_from, cons Vector2 b = points[E->get().points[1]].pos; Vector2 res; - if (Geometry::segment_intersects_segment_2d(a, b, p_from, p_to, &res)) { + if (Geometry2D::segment_intersects_segment(a, b, p_from, p_to, &res)) { inters.push_back(res); } } diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp index 7b409eebbb..e13c4c67c4 100644 --- a/scene/resources/segment_shape_2d.cpp +++ b/scene/resources/segment_shape_2d.cpp @@ -30,12 +30,13 @@ #include "segment_shape_2d.h" +#include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" bool SegmentShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { Vector2 l[2] = { a, b }; - Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, l); + Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l); return p_point.distance_to(closest) < p_tolerance; } diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp index c17b6f8817..6992360df7 100644 --- a/scene/resources/tile_set.cpp +++ b/scene/resources/tile_set.cpp @@ -29,8 +29,10 @@ /*************************************************************************/ #include "tile_set.h" + #include "core/array.h" #include "core/engine.h" +#include "core/math/geometry_2d.h" bool TileSet::_set(const StringName &p_name, const Variant &p_value) { String n = p_name; @@ -1033,7 +1035,7 @@ void TileSet::_decompose_convex_shape(Ref<Shape2D> p_shape) { if (!convex.is_valid()) { return; } - Vector<Vector<Vector2>> decomp = Geometry::decompose_polygon_in_convex(convex->get_points()); + Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(convex->get_points()); if (decomp.size() > 1) { Array sub_shapes; for (int i = 0; i < decomp.size(); i++) { |