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-rw-r--r--modules/csg/csg.cpp14
-rw-r--r--modules/csg/csg_gizmos.cpp8
-rw-r--r--modules/csg/csg_shape.cpp3
3 files changed, 13 insertions, 12 deletions
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp
index df798623f9..ded0b970dc 100644
--- a/modules/csg/csg.cpp
+++ b/modules/csg/csg.cpp
@@ -30,7 +30,7 @@
#include "csg.h"
-#include "core/math/geometry.h"
+#include "core/math/geometry_2d.h"
#include "core/math/math_funcs.h"
#include "core/sort_array.h"
@@ -964,7 +964,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_
face_points[face_edge_idx],
face_points[(face_edge_idx + 1) % 3]
};
- Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(point_2D, edge_points);
+ Vector2 closest_point = Geometry2D::get_closest_point_to_segment(point_2D, edge_points);
if ((closest_point - point_2D).length_squared() < vertex_snap2) {
int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
@@ -1028,7 +1028,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s
// First check if the ends of the segment are on the edge.
bool on_edge = false;
for (int edge_point_idx = 0; edge_point_idx < 2; ++edge_point_idx) {
- intersection_point = Geometry::get_closest_point_to_segment_2d(p_segment_points[edge_point_idx], edge_points);
+ intersection_point = Geometry2D::get_closest_point_to_segment(p_segment_points[edge_point_idx], edge_points);
if ((intersection_point - p_segment_points[edge_point_idx]).length_squared() < vertex_snap2) {
on_edge = true;
break;
@@ -1036,7 +1036,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s
}
// Else check if the segment intersects the edge.
- if (on_edge || Geometry::segment_intersects_segment_2d(p_segment_points[0], p_segment_points[1], edge_points[0], edge_points[1], &intersection_point)) {
+ if (on_edge || Geometry2D::segment_intersects_segment(p_segment_points[0], p_segment_points[1], edge_points[0], edge_points[1], &intersection_point)) {
// Check if intersection point is an edge point.
if ((intersection_point - edge_points[0]).length_squared() < vertex_snap2 ||
(intersection_point - edge_points[1]).length_squared() < vertex_snap2) {
@@ -1074,7 +1074,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s
}
// If opposite point is on the segemnt, add its index to segment indices too.
- Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(vertices[opposite_vertex_idx].point, p_segment_points);
+ Vector2 closest_point = Geometry2D::get_closest_point_to_segment(vertices[opposite_vertex_idx].point, p_segment_points);
if ((closest_point - vertices[opposite_vertex_idx].point).length_squared() < vertex_snap2) {
_add_vertex_idx_sorted(r_segment_indices, opposite_vertex_idx);
}
@@ -1141,7 +1141,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) {
uvs[(face_edge_idx + 1) % 3]
};
- Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(p_point, edge_points);
+ Vector2 closest_point = Geometry2D::get_closest_point_to_segment(p_point, edge_points);
if ((closest_point - p_point).length_squared() < vertex_snap2) {
on_edge = true;
@@ -1192,7 +1192,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) {
}
// If not on an edge, check if the point is inside the face.
- if (!on_edge && Geometry::is_point_in_triangle(p_point, face_vertices[0].point, face_vertices[1].point, face_vertices[2].point)) {
+ if (!on_edge && Geometry2D::is_point_in_triangle(p_point, face_vertices[0].point, face_vertices[1].point, face_vertices[2].point)) {
// Add the point as a new vertex.
Vertex2D new_vertex;
new_vertex.point = p_point;
diff --git a/modules/csg/csg_gizmos.cpp b/modules/csg/csg_gizmos.cpp
index 9fa7dc1340..cce72770f5 100644
--- a/modules/csg/csg_gizmos.cpp
+++ b/modules/csg/csg_gizmos.cpp
@@ -120,7 +120,7 @@ void CSGShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Ca
CSGSphere3D *s = Object::cast_to<CSGSphere3D>(cs);
Vector3 ra, rb;
- Geometry::get_closest_points_between_segments(Vector3(), Vector3(4096, 0, 0), sg[0], sg[1], ra, rb);
+ Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(4096, 0, 0), sg[0], sg[1], ra, rb);
float d = ra.x;
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap());
@@ -139,7 +139,7 @@ void CSGShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Ca
Vector3 axis;
axis[p_idx] = 1.0;
Vector3 ra, rb;
- Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
float d = ra[p_idx];
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap());
@@ -168,7 +168,7 @@ void CSGShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Ca
Vector3 axis;
axis[p_idx == 0 ? 0 : 1] = 1.0;
Vector3 ra, rb;
- Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
float d = axis.dot(ra);
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap());
@@ -191,7 +191,7 @@ void CSGShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Ca
Vector3 axis;
axis[0] = 1.0;
Vector3 ra, rb;
- Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
float d = axis.dot(ra);
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap());
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 7df65b04c4..cea006364f 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "csg_shape.h"
+#include "core/math/geometry_2d.h"
#include "scene/3d/path_3d.h"
void CSGShape3D::set_use_collision(bool p_enable) {
@@ -1728,7 +1729,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
final_polygon.invert();
}
- Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
+ Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
if (triangles.size() < 3) {
return nullptr;