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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-29 12:10:37 +0200 |
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committer | GitHub <noreply@github.com> | 2020-05-29 12:10:37 +0200 |
commit | 1620669f4e37c21fa45991a9bc37410014845419 (patch) | |
tree | cb9162147bba330ff007c12b349dba070b385a3a /modules/lightmapper_rd/lightmapper_rd.cpp | |
parent | 6aa399be59b886e1c8c371f4ceb09f41c86a0584 (diff) | |
parent | 69d5de632e04d48a247d50c1dc2c09322129c73a (diff) | |
download | redot-engine-1620669f4e37c21fa45991a9bc37410014845419.tar.gz |
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
Diffstat (limited to 'modules/lightmapper_rd/lightmapper_rd.cpp')
-rw-r--r-- | modules/lightmapper_rd/lightmapper_rd.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp index b55c73e9bc..4de523baa0 100644 --- a/modules/lightmapper_rd/lightmapper_rd.cpp +++ b/modules/lightmapper_rd/lightmapper_rd.cpp @@ -29,7 +29,7 @@ /*************************************************************************/ #include "lightmapper_rd.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" #include "core/project_settings.h" #include "lm_blendseams.glsl.gen.h" #include "lm_compute.glsl.gen.h" @@ -137,7 +137,7 @@ void LightmapperRD::_plot_triangle_into_triangle_index_list(int p_size, const Ve { Vector3 qsize = aabb.size * 0.5; //quarter size, for fast aabb test - if (!Geometry::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) { + if (!Geometry3D::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) { //does not fit in child, go on continue; } @@ -198,7 +198,7 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_ int slices = 0; while (source_sizes.size() > 0) { - Vector<Vector3i> offsets = Geometry::partial_pack_rects(source_sizes, atlas_size); + Vector<Vector3i> offsets = Geometry2D::partial_pack_rects(source_sizes, atlas_size); Vector<int> new_indices; Vector<Vector2i> new_sources; for (int i = 0; i < offsets.size(); i++) { @@ -488,9 +488,9 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i } //generate SDF for raytracing - Vector<uint32_t> euclidean_pos = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false); - Vector<uint32_t> euclidean_neg = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true); - Vector<int8_t> sdf8 = Geometry::generate_sdf8(euclidean_pos, euclidean_neg); + Vector<uint32_t> euclidean_pos = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false); + Vector<uint32_t> euclidean_neg = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true); + Vector<int8_t> sdf8 = Geometry3D::generate_sdf8(euclidean_pos, euclidean_neg); /*****************************/ /*** CREATE GPU STRUCTURES ***/ |