From 69d5de632e04d48a247d50c1dc2c09322129c73a Mon Sep 17 00:00:00 2001 From: "Andrii Doroshenko (Xrayez)" Date: Mon, 25 May 2020 20:20:45 +0300 Subject: [PATCH] Split `Geometry` singleton into `Geometry2D` and `Geometry3D` Extra `_2d` suffixes are removed from 2D methods accoringly. --- core/bind/core_bind.cpp | 380 +++++++++-------- core/bind/core_bind.h | 88 ++-- core/math/a_star.cpp | 4 +- core/math/face3.cpp | 6 +- core/math/geometry_2d.cpp | 384 +++++++++++++++++ core/math/geometry_2d.h | 398 ++++++++++++++++++ core/math/{geometry.cpp => geometry_3d.cpp} | 388 +---------------- core/math/{geometry.h => geometry_3d.h} | 374 +--------------- core/math/octree.h | 4 +- core/math/quick_hull.cpp | 18 +- core/math/quick_hull.h | 6 +- core/register_core_types.cpp | 18 +- doc/classes/@GlobalScope.xml | 7 +- doc/classes/ConvexPolygonShape2D.xml | 2 +- doc/classes/{Geometry.xml => Geometry2D.xml} | 232 +--------- doc/classes/Geometry3D.xml | 194 +++++++++ .../resource_importer_texture_atlas.cpp | 3 +- editor/node_3d_editor_gizmos.cpp | 43 +- editor/plugins/abstract_polygon_2d_editor.cpp | 3 +- .../animation_blend_space_2d_editor.cpp | 4 +- .../animation_state_machine_editor.cpp | 4 +- editor/plugins/canvas_item_editor_plugin.cpp | 3 +- .../collision_polygon_3d_editor_plugin.cpp | 3 +- editor/plugins/node_3d_editor_plugin.cpp | 4 +- editor/plugins/path_3d_editor_plugin.cpp | 6 +- editor/plugins/polygon_2d_editor_plugin.cpp | 3 +- editor/plugins/sprite_2d_editor_plugin.cpp | 3 +- main/tests/test_math.cpp | 3 +- main/tests/test_physics_3d.cpp | 16 +- main/tests/test_render.cpp | 6 +- modules/bullet/shape_bullet.h | 2 +- modules/csg/csg.cpp | 14 +- modules/csg/csg_gizmos.cpp | 8 +- modules/csg/csg_shape.cpp | 3 +- modules/gdnavigation/nav_map.cpp | 4 +- .../navigation_mesh_generator.cpp | 4 +- modules/gridmap/grid_map_editor_plugin.cpp | 1 - modules/lightmapper_rd/lightmapper_rd.cpp | 12 +- scene/2d/collision_polygon_2d.cpp | 5 +- scene/2d/light_occluder_2d.cpp | 5 +- scene/2d/line_2d.cpp | 3 +- scene/2d/navigation_agent_2d.cpp | 3 +- scene/2d/navigation_region_2d.cpp | 5 +- scene/2d/path_2d.cpp | 3 +- scene/2d/polygon_2d.cpp | 8 +- scene/3d/baked_lightmap.cpp | 2 +- scene/3d/collision_polygon_3d.cpp | 3 +- scene/3d/navigation_agent_3d.cpp | 2 +- scene/3d/voxelizer.cpp | 10 +- scene/animation/animation_blend_space_2d.cpp | 10 +- scene/gui/control.cpp | 5 +- scene/resources/animation.cpp | 6 +- scene/resources/capsule_shape_2d.cpp | 3 +- scene/resources/concave_polygon_shape_2d.cpp | 3 +- scene/resources/convex_polygon_shape_2d.cpp | 8 +- scene/resources/convex_polygon_shape_3d.cpp | 2 +- scene/resources/line_shape_2d.cpp | 3 +- scene/resources/polygon_path_finder.cpp | 20 +- scene/resources/segment_shape_2d.cpp | 3 +- scene/resources/tile_set.cpp | 4 +- .../physics_2d/collision_solver_2d_sat.cpp | 4 +- servers/physics_2d/shape_2d_sw.cpp | 8 +- .../physics_3d/collision_solver_3d_sat.cpp | 42 +- servers/physics_3d/shape_3d_sw.cpp | 34 +- servers/physics_3d/shape_3d_sw.h | 6 +- .../rasterizer_rd/rasterizer_storage_rd.cpp | 2 +- servers/rendering/rendering_server_canvas.cpp | 4 +- servers/rendering/rendering_server_scene.h | 1 - servers/rendering_server.cpp | 6 +- servers/rendering_server.h | 4 +- 70 files changed, 1503 insertions(+), 1379 deletions(-) create mode 100644 core/math/geometry_2d.cpp create mode 100644 core/math/geometry_2d.h rename core/math/{geometry.cpp => geometry_3d.cpp} (69%) rename core/math/{geometry.h => geometry_3d.h} (69%) rename doc/classes/{Geometry.xml => Geometry2D.xml} (59%) create mode 100644 doc/classes/Geometry3D.xml diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp index 10f44d357b2..e81351a3a68 100644 --- a/core/bind/core_bind.cpp +++ b/core/bind/core_bind.cpp @@ -35,7 +35,8 @@ #include "core/io/file_access_encrypted.h" #include "core/io/json.h" #include "core/io/marshalls.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" +#include "core/math/geometry_3d.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "core/project_settings.h" @@ -828,55 +829,43 @@ void _OS::_bind_methods() { BIND_ENUM_CONSTANT(SYSTEM_DIR_RINGTONES); } -////// _Geometry ////// +////// _Geometry2D ////// -_Geometry *_Geometry::singleton = nullptr; +_Geometry2D *_Geometry2D::singleton = nullptr; -_Geometry *_Geometry::get_singleton() { +_Geometry2D *_Geometry2D::get_singleton() { return singleton; } -Vector _Geometry::build_box_planes(const Vector3 &p_extents) { - return Geometry::build_box_planes(p_extents); +bool _Geometry2D::is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) { + return Geometry2D::is_point_in_circle(p_point, p_circle_pos, p_circle_radius); } -Vector _Geometry::build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis) { - return Geometry::build_cylinder_planes(p_radius, p_height, p_sides, p_axis); +real_t _Geometry2D::segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) { + return Geometry2D::segment_intersects_circle(p_from, p_to, p_circle_pos, p_circle_radius); } -Vector _Geometry::build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis) { - return Geometry::build_capsule_planes(p_radius, p_height, p_sides, p_lats, p_axis); -} - -bool _Geometry::is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) { - return Geometry::is_point_in_circle(p_point, p_circle_pos, p_circle_radius); -} - -real_t _Geometry::segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) { - return Geometry::segment_intersects_circle(p_from, p_to, p_circle_pos, p_circle_radius); -} - -Variant _Geometry::segment_intersects_segment_2d(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b) { +Variant _Geometry2D::segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b) { Vector2 result; - if (Geometry::segment_intersects_segment_2d(p_from_a, p_to_a, p_from_b, p_to_b, &result)) { + if (Geometry2D::segment_intersects_segment(p_from_a, p_to_a, p_from_b, p_to_b, &result)) { return result; } else { return Variant(); } } -Variant _Geometry::line_intersects_line_2d(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b) { +Variant _Geometry2D::line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b) { Vector2 result; - if (Geometry::line_intersects_line_2d(p_from_a, p_dir_a, p_from_b, p_dir_b, result)) { + if (Geometry2D::line_intersects_line(p_from_a, p_dir_a, p_from_b, p_dir_b, result)) { return result; } else { return Variant(); } } -Vector _Geometry::get_closest_points_between_segments_2d(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2) { +Vector _Geometry2D::get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2) { Vector2 r1, r2; - Geometry::get_closest_points_between_segments(p1, q1, p2, q2, r1, r2); + Geometry2D::get_closest_points_between_segments(p1, q1, p2, q2, r1, r2); Vector r; r.resize(2); r.set(0, r1); @@ -884,123 +873,42 @@ Vector _Geometry::get_closest_points_between_segments_2d(const Vector2 return r; } -Vector _Geometry::get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2) { - Vector3 r1, r2; - Geometry::get_closest_points_between_segments(p1, p2, q1, q2, r1, r2); - Vector r; - r.resize(2); - r.set(0, r1); - r.set(1, r2); - return r; -} - -Vector2 _Geometry::get_closest_point_to_segment_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) { +Vector2 _Geometry2D::get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) { Vector2 s[2] = { p_a, p_b }; - return Geometry::get_closest_point_to_segment_2d(p_point, s); + return Geometry2D::get_closest_point_to_segment(p_point, s); } -Vector3 _Geometry::get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) { - Vector3 s[2] = { p_a, p_b }; - return Geometry::get_closest_point_to_segment(p_point, s); -} - -Vector2 _Geometry::get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) { +Vector2 _Geometry2D::get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) { Vector2 s[2] = { p_a, p_b }; - return Geometry::get_closest_point_to_segment_uncapped_2d(p_point, s); + return Geometry2D::get_closest_point_to_segment_uncapped(p_point, s); } -Vector3 _Geometry::get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) { - Vector3 s[2] = { p_a, p_b }; - return Geometry::get_closest_point_to_segment_uncapped(p_point, s); +bool _Geometry2D::point_is_inside_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) const { + return Geometry2D::is_point_in_triangle(s, a, b, c); } -Variant _Geometry::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { - Vector3 res; - if (Geometry::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) { - return res; - } else { - return Variant(); - } +bool _Geometry2D::is_polygon_clockwise(const Vector &p_polygon) { + return Geometry2D::is_polygon_clockwise(p_polygon); } -Variant _Geometry::segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { - Vector3 res; - if (Geometry::segment_intersects_triangle(p_from, p_to, p_v0, p_v1, p_v2, &res)) { - return res; - } else { - return Variant(); - } +bool _Geometry2D::is_point_in_polygon(const Point2 &p_point, const Vector &p_polygon) { + return Geometry2D::is_point_in_polygon(p_point, p_polygon); } -bool _Geometry::point_is_inside_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) const { - return Geometry::is_point_in_triangle(s, a, b, c); +Vector _Geometry2D::triangulate_polygon(const Vector &p_polygon) { + return Geometry2D::triangulate_polygon(p_polygon); } -Vector _Geometry::segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius) { - Vector r; - Vector3 res, norm; - if (!Geometry::segment_intersects_sphere(p_from, p_to, p_sphere_pos, p_sphere_radius, &res, &norm)) { - return r; - } - - r.resize(2); - r.set(0, res); - r.set(1, norm); - return r; +Vector _Geometry2D::triangulate_delaunay(const Vector &p_points) { + return Geometry2D::triangulate_delaunay(p_points); } -Vector _Geometry::segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius) { - Vector r; - Vector3 res, norm; - if (!Geometry::segment_intersects_cylinder(p_from, p_to, p_height, p_radius, &res, &norm)) { - return r; - } - - r.resize(2); - r.set(0, res); - r.set(1, norm); - return r; +Vector _Geometry2D::convex_hull(const Vector &p_points) { + return Geometry2D::convex_hull(p_points); } -Vector _Geometry::segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector &p_planes) { - Vector r; - Vector3 res, norm; - if (!Geometry::segment_intersects_convex(p_from, p_to, p_planes.ptr(), p_planes.size(), &res, &norm)) { - return r; - } - - r.resize(2); - r.set(0, res); - r.set(1, norm); - return r; -} - -bool _Geometry::is_polygon_clockwise(const Vector &p_polygon) { - return Geometry::is_polygon_clockwise(p_polygon); -} - -bool _Geometry::is_point_in_polygon(const Point2 &p_point, const Vector &p_polygon) { - return Geometry::is_point_in_polygon(p_point, p_polygon); -} - -Vector _Geometry::triangulate_polygon(const Vector &p_polygon) { - return Geometry::triangulate_polygon(p_polygon); -} - -Vector _Geometry::triangulate_delaunay_2d(const Vector &p_points) { - return Geometry::triangulate_delaunay_2d(p_points); -} - -Vector _Geometry::convex_hull_2d(const Vector &p_points) { - return Geometry::convex_hull_2d(p_points); -} - -Vector _Geometry::clip_polygon(const Vector &p_points, const Plane &p_plane) { - return Geometry::clip_polygon(p_points, p_plane); -} - -Array _Geometry::merge_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - Vector> polys = Geometry::merge_polygons_2d(p_polygon_a, p_polygon_b); +Array _Geometry2D::merge_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + Vector> polys = Geometry2D::merge_polygons(p_polygon_a, p_polygon_b); Array ret; @@ -1010,8 +918,8 @@ Array _Geometry::merge_polygons_2d(const Vector &p_polygon_a, const Vec return ret; } -Array _Geometry::clip_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - Vector> polys = Geometry::clip_polygons_2d(p_polygon_a, p_polygon_b); +Array _Geometry2D::clip_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + Vector> polys = Geometry2D::clip_polygons(p_polygon_a, p_polygon_b); Array ret; @@ -1021,8 +929,8 @@ Array _Geometry::clip_polygons_2d(const Vector &p_polygon_a, const Vect return ret; } -Array _Geometry::intersect_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - Vector> polys = Geometry::intersect_polygons_2d(p_polygon_a, p_polygon_b); +Array _Geometry2D::intersect_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + Vector> polys = Geometry2D::intersect_polygons(p_polygon_a, p_polygon_b); Array ret; @@ -1032,8 +940,8 @@ Array _Geometry::intersect_polygons_2d(const Vector &p_polygon_a, const return ret; } -Array _Geometry::exclude_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - Vector> polys = Geometry::exclude_polygons_2d(p_polygon_a, p_polygon_b); +Array _Geometry2D::exclude_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + Vector> polys = Geometry2D::exclude_polygons(p_polygon_a, p_polygon_b); Array ret; @@ -1043,8 +951,8 @@ Array _Geometry::exclude_polygons_2d(const Vector &p_polygon_a, const V return ret; } -Array _Geometry::clip_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon) { - Vector> polys = Geometry::clip_polyline_with_polygon_2d(p_polyline, p_polygon); +Array _Geometry2D::clip_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon) { + Vector> polys = Geometry2D::clip_polyline_with_polygon(p_polyline, p_polygon); Array ret; @@ -1054,8 +962,8 @@ Array _Geometry::clip_polyline_with_polygon_2d(const Vector &p_polyline return ret; } -Array _Geometry::intersect_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon) { - Vector> polys = Geometry::intersect_polyline_with_polygon_2d(p_polyline, p_polygon); +Array _Geometry2D::intersect_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon) { + Vector> polys = Geometry2D::intersect_polyline_with_polygon(p_polyline, p_polygon); Array ret; @@ -1065,8 +973,8 @@ Array _Geometry::intersect_polyline_with_polygon_2d(const Vector &p_pol return ret; } -Array _Geometry::offset_polygon_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type) { - Vector> polys = Geometry::offset_polygon_2d(p_polygon, p_delta, Geometry::PolyJoinType(p_join_type)); +Array _Geometry2D::offset_polygon(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type) { + Vector> polys = Geometry2D::offset_polygon(p_polygon, p_delta, Geometry2D::PolyJoinType(p_join_type)); Array ret; @@ -1076,8 +984,8 @@ Array _Geometry::offset_polygon_2d(const Vector &p_polygon, real_t p_de return ret; } -Array _Geometry::offset_polyline_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { - Vector> polys = Geometry::offset_polyline_2d(p_polygon, p_delta, Geometry::PolyJoinType(p_join_type), Geometry::PolyEndType(p_end_type)); +Array _Geometry2D::offset_polyline(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { + Vector> polys = Geometry2D::offset_polyline(p_polygon, p_delta, Geometry2D::PolyJoinType(p_join_type), Geometry2D::PolyEndType(p_end_type)); Array ret; @@ -1087,7 +995,7 @@ Array _Geometry::offset_polyline_2d(const Vector &p_polygon, real_t p_d return ret; } -Dictionary _Geometry::make_atlas(const Vector &p_rects) { +Dictionary _Geometry2D::make_atlas(const Vector &p_rects) { Dictionary ret; Vector rects; @@ -1098,7 +1006,7 @@ Dictionary _Geometry::make_atlas(const Vector &p_rects) { Vector result; Size2i size; - Geometry::make_atlas(rects, result, size); + Geometry2D::make_atlas(rects, result, size); Size2 r_size = size; Vector r_result; @@ -1112,56 +1020,37 @@ Dictionary _Geometry::make_atlas(const Vector &p_rects) { return ret; } -int _Geometry::get_uv84_normal_bit(const Vector3 &p_vector) { - return Geometry::get_uv84_normal_bit(p_vector); -} +void _Geometry2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("is_point_in_circle", "point", "circle_position", "circle_radius"), &_Geometry2D::is_point_in_circle); + ClassDB::bind_method(D_METHOD("segment_intersects_segment", "from_a", "to_a", "from_b", "to_b"), &_Geometry2D::segment_intersects_segment); + ClassDB::bind_method(D_METHOD("line_intersects_line", "from_a", "dir_a", "from_b", "dir_b"), &_Geometry2D::line_intersects_line); -void _Geometry::_bind_methods() { - ClassDB::bind_method(D_METHOD("build_box_planes", "extents"), &_Geometry::build_box_planes); - ClassDB::bind_method(D_METHOD("build_cylinder_planes", "radius", "height", "sides", "axis"), &_Geometry::build_cylinder_planes, DEFVAL(Vector3::AXIS_Z)); - ClassDB::bind_method(D_METHOD("build_capsule_planes", "radius", "height", "sides", "lats", "axis"), &_Geometry::build_capsule_planes, DEFVAL(Vector3::AXIS_Z)); - ClassDB::bind_method(D_METHOD("is_point_in_circle", "point", "circle_position", "circle_radius"), &_Geometry::is_point_in_circle); - ClassDB::bind_method(D_METHOD("segment_intersects_circle", "segment_from", "segment_to", "circle_position", "circle_radius"), &_Geometry::segment_intersects_circle); - ClassDB::bind_method(D_METHOD("segment_intersects_segment_2d", "from_a", "to_a", "from_b", "to_b"), &_Geometry::segment_intersects_segment_2d); - ClassDB::bind_method(D_METHOD("line_intersects_line_2d", "from_a", "dir_a", "from_b", "dir_b"), &_Geometry::line_intersects_line_2d); + ClassDB::bind_method(D_METHOD("get_closest_points_between_segments", "p1", "q1", "p2", "q2"), &_Geometry2D::get_closest_points_between_segments); - ClassDB::bind_method(D_METHOD("get_closest_points_between_segments_2d", "p1", "q1", "p2", "q2"), &_Geometry::get_closest_points_between_segments_2d); - ClassDB::bind_method(D_METHOD("get_closest_points_between_segments", "p1", "p2", "q1", "q2"), &_Geometry::get_closest_points_between_segments); + ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "point", "s1", "s2"), &_Geometry2D::get_closest_point_to_segment); - ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_2d", "point", "s1", "s2"), &_Geometry::get_closest_point_to_segment_2d); - ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "point", "s1", "s2"), &_Geometry::get_closest_point_to_segment); + ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &_Geometry2D::get_closest_point_to_segment_uncapped); - ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped_2d", "point", "s1", "s2"), &_Geometry::get_closest_point_to_segment_uncapped_2d); - ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &_Geometry::get_closest_point_to_segment_uncapped); + ClassDB::bind_method(D_METHOD("point_is_inside_triangle", "point", "a", "b", "c"), &_Geometry2D::point_is_inside_triangle); - ClassDB::bind_method(D_METHOD("get_uv84_normal_bit", "normal"), &_Geometry::get_uv84_normal_bit); + ClassDB::bind_method(D_METHOD("is_polygon_clockwise", "polygon"), &_Geometry2D::is_polygon_clockwise); + ClassDB::bind_method(D_METHOD("is_point_in_polygon", "point", "polygon"), &_Geometry2D::is_point_in_polygon); + ClassDB::bind_method(D_METHOD("triangulate_polygon", "polygon"), &_Geometry2D::triangulate_polygon); + ClassDB::bind_method(D_METHOD("triangulate_delaunay", "points"), &_Geometry2D::triangulate_delaunay); + ClassDB::bind_method(D_METHOD("convex_hull", "points"), &_Geometry2D::convex_hull); - ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &_Geometry::ray_intersects_triangle); - ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &_Geometry::segment_intersects_triangle); - ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &_Geometry::segment_intersects_sphere); - ClassDB::bind_method(D_METHOD("segment_intersects_cylinder", "from", "to", "height", "radius"), &_Geometry::segment_intersects_cylinder); - ClassDB::bind_method(D_METHOD("segment_intersects_convex", "from", "to", "planes"), &_Geometry::segment_intersects_convex); - ClassDB::bind_method(D_METHOD("point_is_inside_triangle", "point", "a", "b", "c"), &_Geometry::point_is_inside_triangle); + ClassDB::bind_method(D_METHOD("merge_polygons", "polygon_a", "polygon_b"), &_Geometry2D::merge_polygons); + ClassDB::bind_method(D_METHOD("clip_polygons", "polygon_a", "polygon_b"), &_Geometry2D::clip_polygons); + ClassDB::bind_method(D_METHOD("intersect_polygons", "polygon_a", "polygon_b"), &_Geometry2D::intersect_polygons); + ClassDB::bind_method(D_METHOD("exclude_polygons", "polygon_a", "polygon_b"), &_Geometry2D::exclude_polygons); - ClassDB::bind_method(D_METHOD("is_polygon_clockwise", "polygon"), &_Geometry::is_polygon_clockwise); - ClassDB::bind_method(D_METHOD("is_point_in_polygon", "point", "polygon"), &_Geometry::is_point_in_polygon); - ClassDB::bind_method(D_METHOD("triangulate_polygon", "polygon"), &_Geometry::triangulate_polygon); - ClassDB::bind_method(D_METHOD("triangulate_delaunay_2d", "points"), &_Geometry::triangulate_delaunay_2d); - ClassDB::bind_method(D_METHOD("convex_hull_2d", "points"), &_Geometry::convex_hull_2d); - ClassDB::bind_method(D_METHOD("clip_polygon", "points", "plane"), &_Geometry::clip_polygon); + ClassDB::bind_method(D_METHOD("clip_polyline_with_polygon", "polyline", "polygon"), &_Geometry2D::clip_polyline_with_polygon); + ClassDB::bind_method(D_METHOD("intersect_polyline_with_polygon", "polyline", "polygon"), &_Geometry2D::intersect_polyline_with_polygon); - ClassDB::bind_method(D_METHOD("merge_polygons_2d", "polygon_a", "polygon_b"), &_Geometry::merge_polygons_2d); - ClassDB::bind_method(D_METHOD("clip_polygons_2d", "polygon_a", "polygon_b"), &_Geometry::clip_polygons_2d); - ClassDB::bind_method(D_METHOD("intersect_polygons_2d", "polygon_a", "polygon_b"), &_Geometry::intersect_polygons_2d); - ClassDB::bind_method(D_METHOD("exclude_polygons_2d", "polygon_a", "polygon_b"), &_Geometry::exclude_polygons_2d); + ClassDB::bind_method(D_METHOD("offset_polygon", "polygon", "delta", "join_type"), &_Geometry2D::offset_polygon, DEFVAL(JOIN_SQUARE)); + ClassDB::bind_method(D_METHOD("offset_polyline", "polyline", "delta", "join_type", "end_type"), &_Geometry2D::offset_polyline, DEFVAL(JOIN_SQUARE), DEFVAL(END_SQUARE)); - ClassDB::bind_method(D_METHOD("clip_polyline_with_polygon_2d", "polyline", "polygon"), &_Geometry::clip_polyline_with_polygon_2d); - ClassDB::bind_method(D_METHOD("intersect_polyline_with_polygon_2d", "polyline", "polygon"), &_Geometry::intersect_polyline_with_polygon_2d); - - ClassDB::bind_method(D_METHOD("offset_polygon_2d", "polygon", "delta", "join_type"), &_Geometry::offset_polygon_2d, DEFVAL(JOIN_SQUARE)); - ClassDB::bind_method(D_METHOD("offset_polyline_2d", "polyline", "delta", "join_type", "end_type"), &_Geometry::offset_polyline_2d, DEFVAL(JOIN_SQUARE), DEFVAL(END_SQUARE)); - - ClassDB::bind_method(D_METHOD("make_atlas", "sizes"), &_Geometry::make_atlas); + ClassDB::bind_method(D_METHOD("make_atlas", "sizes"), &_Geometry2D::make_atlas); BIND_ENUM_CONSTANT(OPERATION_UNION); BIND_ENUM_CONSTANT(OPERATION_DIFFERENCE); @@ -1179,6 +1068,133 @@ void _Geometry::_bind_methods() { BIND_ENUM_CONSTANT(END_ROUND); } +////// _Geometry3D ////// + +_Geometry3D *_Geometry3D::singleton = nullptr; + +_Geometry3D *_Geometry3D::get_singleton() { + return singleton; +} + +Vector _Geometry3D::build_box_planes(const Vector3 &p_extents) { + return Geometry3D::build_box_planes(p_extents); +} + +Vector _Geometry3D::build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis) { + return Geometry3D::build_cylinder_planes(p_radius, p_height, p_sides, p_axis); +} + +Vector _Geometry3D::build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis) { + return Geometry3D::build_capsule_planes(p_radius, p_height, p_sides, p_lats, p_axis); +} + +Vector _Geometry3D::get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2) { + Vector3 r1, r2; + Geometry3D::get_closest_points_between_segments(p1, p2, q1, q2, r1, r2); + Vector r; + r.resize(2); + r.set(0, r1); + r.set(1, r2); + return r; +} + +Vector3 _Geometry3D::get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) { + Vector3 s[2] = { p_a, p_b }; + return Geometry3D::get_closest_point_to_segment(p_point, s); +} + +Vector3 _Geometry3D::get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) { + Vector3 s[2] = { p_a, p_b }; + return Geometry3D::get_closest_point_to_segment_uncapped(p_point, s); +} + +Variant _Geometry3D::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { + Vector3 res; + if (Geometry3D::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) { + return res; + } else { + return Variant(); + } +} + +Variant _Geometry3D::segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { + Vector3 res; + if (Geometry3D::segment_intersects_triangle(p_from, p_to, p_v0, p_v1, p_v2, &res)) { + return res; + } else { + return Variant(); + } +} + +Vector _Geometry3D::segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius) { + Vector r; + Vector3 res, norm; + if (!Geometry3D::segment_intersects_sphere(p_from, p_to, p_sphere_pos, p_sphere_radius, &res, &norm)) { + return r; + } + + r.resize(2); + r.set(0, res); + r.set(1, norm); + return r; +} + +Vector _Geometry3D::segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius) { + Vector r; + Vector3 res, norm; + if (!Geometry3D::segment_intersects_cylinder(p_from, p_to, p_height, p_radius, &res, &norm)) { + return r; + } + + r.resize(2); + r.set(0, res); + r.set(1, norm); + return r; +} + +Vector _Geometry3D::segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector &p_planes) { + Vector r; + Vector3 res, norm; + if (!Geometry3D::segment_intersects_convex(p_from, p_to, p_planes.ptr(), p_planes.size(), &res, &norm)) { + return r; + } + + r.resize(2); + r.set(0, res); + r.set(1, norm); + return r; +} + +Vector _Geometry3D::clip_polygon(const Vector &p_points, const Plane &p_plane) { + return Geometry3D::clip_polygon(p_points, p_plane); +} + +int _Geometry3D::get_uv84_normal_bit(const Vector3 &p_vector) { + return Geometry3D::get_uv84_normal_bit(p_vector); +} + +void _Geometry3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("build_box_planes", "extents"), &_Geometry3D::build_box_planes); + ClassDB::bind_method(D_METHOD("build_cylinder_planes", "radius", "height", "sides", "axis"), &_Geometry3D::build_cylinder_planes, DEFVAL(Vector3::AXIS_Z)); + ClassDB::bind_method(D_METHOD("build_capsule_planes", "radius", "height", "sides", "lats", "axis"), &_Geometry3D::build_capsule_planes, DEFVAL(Vector3::AXIS_Z)); + + ClassDB::bind_method(D_METHOD("get_closest_points_between_segments", "p1", "p2", "q1", "q2"), &_Geometry3D::get_closest_points_between_segments); + + ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "point", "s1", "s2"), &_Geometry3D::get_closest_point_to_segment); + + ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &_Geometry3D::get_closest_point_to_segment_uncapped); + + ClassDB::bind_method(D_METHOD("get_uv84_normal_bit", "normal"), &_Geometry3D::get_uv84_normal_bit); + + ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &_Geometry3D::ray_intersects_triangle); + ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &_Geometry3D::segment_intersects_triangle); + ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &_Geometry3D::segment_intersects_sphere); + ClassDB::bind_method(D_METHOD("segment_intersects_cylinder", "from", "to", "height", "radius"), &_Geometry3D::segment_intersects_cylinder); + ClassDB::bind_method(D_METHOD("segment_intersects_convex", "from", "to", "planes"), &_Geometry3D::segment_intersects_convex); + + ClassDB::bind_method(D_METHOD("clip_polygon", "points", "plane"), &_Geometry3D::clip_polygon); +} + ////// _File ////// Error _File::open_encrypted(const String &p_path, ModeFlags p_mode_flags, const Vector &p_key) { diff --git a/core/bind/core_bind.h b/core/bind/core_bind.h index e5bd70262d9..26d0f7b8af3 100644 --- a/core/bind/core_bind.h +++ b/core/bind/core_bind.h @@ -258,44 +258,31 @@ VARIANT_ENUM_CAST(_OS::Weekday); VARIANT_ENUM_CAST(_OS::Month); VARIANT_ENUM_CAST(_OS::SystemDir); -class _Geometry : public Object { - GDCLASS(_Geometry, Object); +class _Geometry2D : public Object { + GDCLASS(_Geometry2D, Object); - static _Geometry *singleton; + static _Geometry2D *singleton; protected: static void _bind_methods(); public: - static _Geometry *get_singleton(); - Vector build_box_planes(const Vector3 &p_extents); - Vector build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z); - Vector build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z); - Variant segment_intersects_segment_2d(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b); - Variant line_intersects_line_2d(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b); - Vector get_closest_points_between_segments_2d(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2); - Vector get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2); - Vector2 get_closest_point_to_segment_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b); - Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); - Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b); - Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); - Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); - Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); + static _Geometry2D *get_singleton(); + Variant segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b); + Variant line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b); + Vector get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2); + Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b); + Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b); bool point_is_inside_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) const; - Vector segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius); - Vector segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius); - Vector segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector &p_planes); bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius); real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius); - int get_uv84_normal_bit(const Vector3 &p_vector); bool is_polygon_clockwise(const Vector &p_polygon); bool is_point_in_polygon(const Point2 &p_point, const Vector &p_polygon); Vector triangulate_polygon(const Vector &p_polygon); - Vector triangulate_delaunay_2d(const Vector &p_points); - Vector convex_hull_2d(const Vector &p_points); - Vector clip_polygon(const Vector &p_points, const Plane &p_plane); + Vector triangulate_delaunay(const Vector &p_points); + Vector convex_hull(const Vector &p_points); enum PolyBooleanOperation { OPERATION_UNION, @@ -304,14 +291,14 @@ public: OPERATION_XOR }; // 2D polygon boolean operations. - Array merge_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b); // Union (add). - Array clip_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b); // Difference (subtract). - Array intersect_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b); // Common area (multiply). - Array exclude_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b); // All but common area (xor). + Array merge_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b); // Union (add). + Array clip_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b); // Difference (subtract). + Array intersect_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b); // Common area (multiply). + Array exclude_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b); // All but common area (xor). // 2D polyline vs polygon operations. - Array clip_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon); // Cut. - Array intersect_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon); // Chop. + Array clip_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon); // Cut. + Array intersect_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon); // Chop. // 2D offset polygons/polylines. enum PolyJoinType { @@ -326,17 +313,46 @@ public: END_SQUARE, END_ROUND }; - Array offset_polygon_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type = JOIN_SQUARE); - Array offset_polyline_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type = JOIN_SQUARE, PolyEndType p_end_type = END_SQUARE); + Array offset_polygon(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type = JOIN_SQUARE); + Array offset_polyline(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type = JOIN_SQUARE, PolyEndType p_end_type = END_SQUARE); Dictionary make_atlas(const Vector &p_rects); - _Geometry() { singleton = this; } + _Geometry2D() { singleton = this; } }; -VARIANT_ENUM_CAST(_Geometry::PolyBooleanOperation); -VARIANT_ENUM_CAST(_Geometry::PolyJoinType); -VARIANT_ENUM_CAST(_Geometry::PolyEndType); +VARIANT_ENUM_CAST(_Geometry2D::PolyBooleanOperation); +VARIANT_ENUM_CAST(_Geometry2D::PolyJoinType); +VARIANT_ENUM_CAST(_Geometry2D::PolyEndType); + +class _Geometry3D : public Object { + GDCLASS(_Geometry3D, Object); + + static _Geometry3D *singleton; + +protected: + static void _bind_methods(); + +public: + static _Geometry3D *get_singleton(); + Vector build_box_planes(const Vector3 &p_extents); + Vector build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z); + Vector build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z); + Vector get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2); + Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); + Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); + Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); + Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); + + Vector segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius); + Vector segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius); + Vector segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector &p_planes); + int get_uv84_normal_bit(const Vector3 &p_vector); + + Vector clip_polygon(const Vector &p_points, const Plane &p_plane); + + _Geometry3D() { singleton = this; } +}; class _File : public Reference { GDCLASS(_File, Reference); diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index 45c4a207c3e..580a7cf7bb8 100644 --- a/core/math/a_star.cpp +++ b/core/math/a_star.cpp @@ -30,7 +30,7 @@ #include "a_star.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/script_language.h" #include "scene/scene_string_names.h" @@ -309,7 +309,7 @@ Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const { to_point->pos, }; - Vector3 p = Geometry::get_closest_point_to_segment(p_point, segment); + Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, segment); real_t d = p_point.distance_squared_to(p); if (!found || d < closest_dist) { closest_point = p; diff --git a/core/math/face3.cpp b/core/math/face3.cpp index 6d76e116beb..db2bfaa58bc 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -30,7 +30,7 @@ #include "face3.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_over[3]) const { ERR_FAIL_COND_V(is_degenerate(), 0); @@ -108,11 +108,11 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_ } bool Face3::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const { - return Geometry::ray_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection); + return Geometry3D::ray_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection); } bool Face3::intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const { - return Geometry::segment_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection); + return Geometry3D::segment_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection); } bool Face3::is_degenerate() const { diff --git a/core/math/geometry_2d.cpp b/core/math/geometry_2d.cpp new file mode 100644 index 00000000000..7d8fde8bccb --- /dev/null +++ b/core/math/geometry_2d.cpp @@ -0,0 +1,384 @@ +/*************************************************************************/ +/* geometry.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "geometry_2d.h" + +#include "thirdparty/misc/clipper.hpp" +#include "thirdparty/misc/triangulator.h" +#define STB_RECT_PACK_IMPLEMENTATION +#include "thirdparty/misc/stb_rect_pack.h" + +#define SCALE_FACTOR 100000.0 // Based on CMP_EPSILON. + +Vector> Geometry2D::decompose_polygon_in_convex(Vector polygon) { + Vector> decomp; + List in_poly, out_poly; + + TriangulatorPoly inp; + inp.Init(polygon.size()); + for (int i = 0; i < polygon.size(); i++) { + inp.GetPoint(i) = polygon[i]; + } + inp.SetOrientation(TRIANGULATOR_CCW); + in_poly.push_back(inp); + TriangulatorPartition tpart; + if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed. + ERR_PRINT("Convex decomposing failed!"); + return decomp; + } + + decomp.resize(out_poly.size()); + int idx = 0; + for (List::Element *I = out_poly.front(); I; I = I->next()) { + TriangulatorPoly &tp = I->get(); + + decomp.write[idx].resize(tp.GetNumPoints()); + + for (int64_t i = 0; i < tp.GetNumPoints(); i++) { + decomp.write[idx].write[i] = tp.GetPoint(i); + } + + idx++; + } + + return decomp; +} + +struct _AtlasWorkRect { + Size2i s; + Point2i p; + int idx; + _FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; }; +}; + +struct _AtlasWorkRectResult { + Vector<_AtlasWorkRect> result; + int max_w; + int max_h; +}; + +void Geometry2D::make_atlas(const Vector &p_rects, Vector &r_result, Size2i &r_size) { + // Super simple, almost brute force scanline stacking fitter. + // It's pretty basic for now, but it tries to make sure that the aspect ratio of the + // resulting atlas is somehow square. This is necessary because video cards have limits. + // On texture size (usually 2048 or 4096), so the more square a texture, the more chances. + // It will work in every hardware. + // For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a + // 256x8192 atlas (won't work anywhere). + + ERR_FAIL_COND(p_rects.size() == 0); + + Vector<_AtlasWorkRect> wrects; + wrects.resize(p_rects.size()); + for (int i = 0; i < p_rects.size(); i++) { + wrects.write[i].s = p_rects[i]; + wrects.write[i].idx = i; + } + wrects.sort(); + int widest = wrects[0].s.width; + + Vector<_AtlasWorkRectResult> results; + + for (int i = 0; i <= 12; i++) { + int w = 1 << i; + int max_h = 0; + int max_w = 0; + if (w < widest) { + continue; + } + + Vector hmax; + hmax.resize(w); + for (int j = 0; j < w; j++) { + hmax.write[j] = 0; + } + + // Place them. + int ofs = 0; + int limit_h = 0; + for (int j = 0; j < wrects.size(); j++) { + if (ofs + wrects[j].s.width > w) { + ofs = 0; + } + + int from_y = 0; + for (int k = 0; k < wrects[j].s.width; k++) { + if (hmax[ofs + k] > from_y) { + from_y = hmax[ofs + k]; + } + } + + wrects.write[j].p.x = ofs; + wrects.write[j].p.y = from_y; + int end_h = from_y + wrects[j].s.height; + int end_w = ofs + wrects[j].s.width; + if (ofs == 0) { + limit_h = end_h; + } + + for (int k = 0; k < wrects[j].s.width; k++) { + hmax.write[ofs + k] = end_h; + } + + if (end_h > max_h) { + max_h = end_h; + } + + if (end_w > max_w) { + max_w = end_w; + } + + if (ofs == 0 || end_h > limit_h) { // While h limit not reached, keep stacking. + ofs += wrects[j].s.width; + } + } + + _AtlasWorkRectResult result; + result.result = wrects; + result.max_h = max_h; + result.max_w = max_w; + results.push_back(result); + } + + // Find the result with the best aspect ratio. + + int best = -1; + real_t best_aspect = 1e20; + + for (int i = 0; i < results.size(); i++) { + real_t h = next_power_of_2(results[i].max_h); + real_t w = next_power_of_2(results[i].max_w); + real_t aspect = h > w ? h / w : w / h; + if (aspect < best_aspect) { + best = i; + best_aspect = aspect; + } + } + + r_result.resize(p_rects.size()); + + for (int i = 0; i < p_rects.size(); i++) { + r_result.write[results[best].result[i].idx] = results[best].result[i].p; + } + + r_size = Size2(results[best].max_w, results[best].max_h); +} + +Vector> Geometry2D::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector &p_polypath_a, const Vector &p_polypath_b, bool is_a_open) { + using namespace ClipperLib; + + ClipType op = ctUnion; + + switch (p_op) { + case OPERATION_UNION: + op = ctUnion; + break; + case OPERATION_DIFFERENCE: + op = ctDifference; + break; + case OPERATION_INTERSECTION: + op = ctIntersection; + break; + case OPERATION_XOR: + op = ctXor; + break; + } + Path path_a, path_b; + + // Need to scale points (Clipper's requirement for robust computation). + for (int i = 0; i != p_polypath_a.size(); ++i) { + path_a << IntPoint(p_polypath_a[i].x * SCALE_FACTOR, p_polypath_a[i].y * SCALE_FACTOR); + } + for (int i = 0; i != p_polypath_b.size(); ++i) { + path_b << IntPoint(p_polypath_b[i].x * SCALE_FACTOR, p_polypath_b[i].y * SCALE_FACTOR); + } + Clipper clp; + clp.AddPath(path_a, ptSubject, !is_a_open); // Forward compatible with Clipper 10.0.0. + clp.AddPath(path_b, ptClip, true); // Polylines cannot be set as clip. + + Paths paths; + + if (is_a_open) { + PolyTree tree; // Needed to populate polylines. + clp.Execute(op, tree); + OpenPathsFromPolyTree(tree, paths); + } else { + clp.Execute(op, paths); // Works on closed polygons only. + } + // Have to scale points down now. + Vector> polypaths; + + for (Paths::size_type i = 0; i < paths.size(); ++i) { + Vector polypath; + + const Path &scaled_path = paths[i]; + + for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { + polypath.push_back(Point2( + static_cast(scaled_path[j].X) / SCALE_FACTOR, + static_cast(scaled_path[j].Y) / SCALE_FACTOR)); + } + polypaths.push_back(polypath); + } + return polypaths; +} + +Vector> Geometry2D::_polypath_offset(const Vector &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { + using namespace ClipperLib; + + JoinType jt = jtSquare; + + switch (p_join_type) { + case JOIN_SQUARE: + jt = jtSquare; + break; + case JOIN_ROUND: + jt = jtRound; + break; + case JOIN_MITER: + jt = jtMiter; + break; + } + + EndType et = etClosedPolygon; + + switch (p_end_type) { + case END_POLYGON: + et = etClosedPolygon; + break; + case END_JOINED: + et = etClosedLine; + break; + case END_BUTT: + et = etOpenButt; + break; + case END_SQUARE: + et = etOpenSquare; + break; + case END_ROUND: + et = etOpenRound; + break; + } + ClipperOffset co(2.0, 0.25 * SCALE_FACTOR); // Defaults from ClipperOffset. + Path path; + + // Need to scale points (Clipper's requirement for robust computation). + for (int i = 0; i != p_polypath.size(); ++i) { + path << IntPoint(p_polypath[i].x * SCALE_FACTOR, p_polypath[i].y * SCALE_FACTOR); + } + co.AddPath(path, jt, et); + + Paths paths; + co.Execute(paths, p_delta * SCALE_FACTOR); // Inflate/deflate. + + // Have to scale points down now. + Vector> polypaths; + + for (Paths::size_type i = 0; i < paths.size(); ++i) { + Vector polypath; + + const Path &scaled_path = paths[i]; + + for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { + polypath.push_back(Point2( + static_cast(scaled_path[j].X) / SCALE_FACTOR, + static_cast(scaled_path[j].Y) / SCALE_FACTOR)); + } + polypaths.push_back(polypath); + } + return polypaths; +} + +Vector Geometry2D::pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size) { + Vector nodes; + nodes.resize(p_atlas_size.width); + + stbrp_context context; + stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width); + + Vector rects; + rects.resize(p_sizes.size()); + + for (int i = 0; i < p_sizes.size(); i++) { + rects.write[i].id = 0; + rects.write[i].w = p_sizes[i].width; + rects.write[i].h = p_sizes[i].height; + rects.write[i].x = 0; + rects.write[i].y = 0; + rects.write[i].was_packed = 0; + } + + int res = stbrp_pack_rects(&context, rects.ptrw(), rects.size()); + if (res == 0) { //pack failed + return Vector(); + } + + Vector ret; + ret.resize(p_sizes.size()); + + for (int i = 0; i < p_sizes.size(); i++) { + Point2i r(rects[i].x, rects[i].y); + ret.write[i] = r; + } + + return ret; +} + +Vector Geometry2D::partial_pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size) { + Vector nodes; + nodes.resize(p_atlas_size.width); + zeromem(nodes.ptrw(), sizeof(stbrp_node) * nodes.size()); + + stbrp_context context; + stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width); + + Vector rects; + rects.resize(p_sizes.size()); + + for (int i = 0; i < p_sizes.size(); i++) { + rects.write[i].id = i; + rects.write[i].w = p_sizes[i].width; + rects.write[i].h = p_sizes[i].height; + rects.write[i].x = 0; + rects.write[i].y = 0; + rects.write[i].was_packed = 0; + } + + stbrp_pack_rects(&context, rects.ptrw(), rects.size()); + + Vector ret; + ret.resize(p_sizes.size()); + + for (int i = 0; i < p_sizes.size(); i++) { + ret.write[rects[i].id] = Vector3i(rects[i].x, rects[i].y, rects[i].was_packed != 0 ? 1 : 0); + } + + return ret; +} diff --git a/core/math/geometry_2d.h b/core/math/geometry_2d.h new file mode 100644 index 00000000000..cfd7abfacba --- /dev/null +++ b/core/math/geometry_2d.h @@ -0,0 +1,398 @@ +/*************************************************************************/ +/* geometry_2d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GEOMETRY_2D_H +#define GEOMETRY_2D_H + +#include "core/math/delaunay_2d.h" +#include "core/math/rect2.h" +#include "core/math/triangulate.h" +#include "core/object.h" +#include "core/vector.h" + +class Geometry2D { + Geometry2D(); + +public: + static real_t get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2, Vector2 &c1, Vector2 &c2) { + Vector2 d1 = q1 - p1; // Direction vector of segment S1. + Vector2 d2 = q2 - p2; // Direction vector of segment S2. + Vector2 r = p1 - p2; + real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative. + real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative. + real_t f = d2.dot(r); + real_t s, t; + // Check if either or both segments degenerate into points. + if (a <= CMP_EPSILON && e <= CMP_EPSILON) { + // Both segments degenerate into points. + c1 = p1; + c2 = p2; + return Math::sqrt((c1 - c2).dot(c1 - c2)); + } + if (a <= CMP_EPSILON) { + // First segment degenerates into a point. + s = 0.0; + t = f / e; // s = 0 => t = (b*s + f) / e = f / e + t = CLAMP(t, 0.0, 1.0); + } else { + real_t c = d1.dot(r); + if (e <= CMP_EPSILON) { + // Second segment degenerates into a point. + t = 0.0; + s = CLAMP(-c / a, 0.0, 1.0); // t = 0 => s = (b*t - c) / a = -c / a + } else { + // The general nondegenerate case starts here. + real_t b = d1.dot(d2); + real_t denom = a * e - b * b; // Always nonnegative. + // If segments not parallel, compute closest point on L1 to L2 and + // clamp to segment S1. Else pick arbitrary s (here 0). + if (denom != 0.0) { + s = CLAMP((b * f - c * e) / denom, 0.0, 1.0); + } else { + s = 0.0; + } + // Compute point on L2 closest to S1(s) using + // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e + t = (b * s + f) / e; + + //If t in [0,1] done. Else clamp t, recompute s for the new value + // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a + // and clamp s to [0, 1]. + if (t < 0.0) { + t = 0.0; + s = CLAMP(-c / a, 0.0, 1.0); + } else if (t > 1.0) { + t = 1.0; + s = CLAMP((b - c) / a, 0.0, 1.0); + } + } + } + c1 = p1 + d1 * s; + c2 = p2 + d2 * t; + return Math::sqrt((c1 - c2).dot(c1 - c2)); + } + + static Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 *p_segment) { + Vector2 p = p_point - p_segment[0]; + Vector2 n = p_segment[1] - p_segment[0]; + real_t l2 = n.length_squared(); + if (l2 < 1e-20) { + return p_segment[0]; // Both points are the same, just give any. + } + + real_t d = n.dot(p) / l2; + + if (d <= 0.0) { + return p_segment[0]; // Before first point. + } else if (d >= 1.0) { + return p_segment[1]; // After first point. + } else { + return p_segment[0] + n * d; // Inside. + } + } + + static bool is_point_in_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) { + Vector2 an = a - s; + Vector2 bn = b - s; + Vector2 cn = c - s; + + bool orientation = an.cross(bn) > 0; + + if ((bn.cross(cn) > 0) != orientation) { + return false; + } + + return (cn.cross(an) > 0) == orientation; + } + + static Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 *p_segment) { + Vector2 p = p_point - p_segment[0]; + Vector2 n = p_segment[1] - p_segment[0]; + real_t l2 = n.length_squared(); + if (l2 < 1e-20) { + return p_segment[0]; // Both points are the same, just give any. + } + + real_t d = n.dot(p) / l2; + + return p_segment[0] + n * d; // Inside. + } + + static bool line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) { + // See http://paulbourke.net/geometry/pointlineplane/ + + const real_t denom = p_dir_b.y * p_dir_a.x - p_dir_b.x * p_dir_a.y; + if (Math::is_zero_approx(denom)) { // Parallel? + return false; + } + + const Vector2 v = p_from_a - p_from_b; + const real_t t = (p_dir_b.x * v.y - p_dir_b.y * v.x) / denom; + r_result = p_from_a + t * p_dir_a; + return true; + } + + static bool segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) { + Vector2 B = p_to_a - p_from_a; + Vector2 C = p_from_b - p_from_a; + Vector2 D = p_to_b - p_from_a; + + real_t ABlen = B.dot(B); + if (ABlen <= 0) { + return false; + } + Vector2 Bn = B / ABlen; + C = Vector2(C.x * Bn.x + C.y * Bn.y, C.y * Bn.x - C.x * Bn.y); + D = Vector2(D.x * Bn.x + D.y * Bn.y, D.y * Bn.x - D.x * Bn.y); + + if ((C.y < 0 && D.y < 0) || (C.y >= 0 && D.y >= 0)) { + return false; + } + + real_t ABpos = D.x + (C.x - D.x) * D.y / (D.y - C.y); + + // Fail if segment C-D crosses line A-B outside of segment A-B. + if (ABpos < 0 || ABpos > 1.0) { + return false; + } + + // (4) Apply the discovered position to line A-B in the original coordinate system. + if (r_result) { + *r_result = p_from_a + B * ABpos; + } + + return true; + } + + static inline bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) { + return p_point.distance_squared_to(p_circle_pos) <= p_circle_radius * p_circle_radius; + } + + static real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) { + Vector2 line_vec = p_to - p_from; + Vector2 vec_to_line = p_from - p_circle_pos; + + // Create a quadratic formula of the form ax^2 + bx + c = 0 + real_t a, b, c; + + a = line_vec.dot(line_vec); + b = 2 * vec_to_line.dot(line_vec); + c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius; + + // Solve for t. + real_t sqrtterm = b * b - 4 * a * c; + + // If the term we intend to square root is less than 0 then the answer won't be real, + // so it definitely won't be t in the range 0 to 1. + if (sqrtterm < 0) { + return -1; + } + + // If we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection) + // then the following can be skipped and we can just return the equivalent of res1. + sqrtterm = Math::sqrt(sqrtterm); + real_t res1 = (-b - sqrtterm) / (2 * a); + real_t res2 = (-b + sqrtterm) / (2 * a); + + if (res1 >= 0 && res1 <= 1) { + return res1; + } + if (res2 >= 0 && res2 <= 1) { + return res2; + } + return -1; + } + + enum PolyBooleanOperation { + OPERATION_UNION, + OPERATION_DIFFERENCE, + OPERATION_INTERSECTION, + OPERATION_XOR + }; + enum PolyJoinType { + JOIN_SQUARE, + JOIN_ROUND, + JOIN_MITER + }; + enum PolyEndType { + END_POLYGON, + END_JOINED, + END_BUTT, + END_SQUARE, + END_ROUND + }; + + static Vector> merge_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + return _polypaths_do_operation(OPERATION_UNION, p_polygon_a, p_polygon_b); + } + + static Vector> clip_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polygon_a, p_polygon_b); + } + + static Vector> intersect_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + return _polypaths_do_operation(OPERATION_INTERSECTION, p_polygon_a, p_polygon_b); + } + + static Vector> exclude_polygons(const Vector &p_polygon_a, const Vector &p_polygon_b) { + return _polypaths_do_operation(OPERATION_XOR, p_polygon_a, p_polygon_b); + } + + static Vector> clip_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon) { + return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polyline, p_polygon, true); + } + + static Vector> intersect_polyline_with_polygon(const Vector &p_polyline, const Vector &p_polygon) { + return _polypaths_do_operation(OPERATION_INTERSECTION, p_polyline, p_polygon, true); + } + + static Vector> offset_polygon(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type) { + return _polypath_offset(p_polygon, p_delta, p_join_type, END_POLYGON); + } + + static Vector> offset_polyline(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { + ERR_FAIL_COND_V_MSG(p_end_type == END_POLYGON, Vector>(), "Attempt to offset a polyline like a polygon (use offset_polygon instead)."); + + return _polypath_offset(p_polygon, p_delta, p_join_type, p_end_type); + } + + static Vector triangulate_delaunay(const Vector &p_points) { + Vector tr = Delaunay2D::triangulate(p_points); + Vector triangles; + + for (int i = 0; i < tr.size(); i++) { + triangles.push_back(tr[i].points[0]); + triangles.push_back(tr[i].points[1]); + triangles.push_back(tr[i].points[2]); + } + return triangles; + } + + static Vector triangulate_polygon(const Vector &p_polygon) { + Vector triangles; + if (!Triangulate::triangulate(p_polygon, triangles)) { + return Vector(); //fail + } + return triangles; + } + + static bool is_polygon_clockwise(const Vector &p_polygon) { + int c = p_polygon.size(); + if (c < 3) { + return false; + } + const Vector2 *p = p_polygon.ptr(); + real_t sum = 0; + for (int i = 0; i < c; i++) { + const Vector2 &v1 = p[i]; + const Vector2 &v2 = p[(i + 1) % c]; + sum += (v2.x - v1.x) * (v2.y + v1.y); + } + + return sum > 0.0f; + } + + // Alternate implementation that should be faster. + static bool is_point_in_polygon(const Vector2 &p_point, const Vector &p_polygon) { + int c = p_polygon.size(); + if (c < 3) { + return false; + } + const Vector2 *p = p_polygon.ptr(); + Vector2 further_away(-1e20, -1e20); + Vector2 further_away_opposite(1e20, 1e20); + + for (int i = 0; i < c; i++) { + further_away.x = MAX(p[i].x, further_away.x); + further_away.y = MAX(p[i].y, further_away.y); + further_away_opposite.x = MIN(p[i].x, further_away_opposite.x); + further_away_opposite.y = MIN(p[i].y, further_away_opposite.y); + } + + // Make point outside that won't intersect with points in segment from p_point. + further_away += (further_away - further_away_opposite) * Vector2(1.221313, 1.512312); + + int intersections = 0; + for (int i = 0; i < c; i++) { + const Vector2 &v1 = p[i]; + const Vector2 &v2 = p[(i + 1) % c]; + if (segment_intersects_segment(v1, v2, p_point, further_away, nullptr)) { + intersections++; + } + } + + return (intersections & 1); + } + + static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) { + return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x); + } + + // Returns a list of points on the convex hull in counter-clockwise order. + // Note: the last point in the returned list is the same as the first one. + static Vector convex_hull(Vector P) { + int n = P.size(), k = 0; + Vector H; + H.resize(2 * n); + + // Sort points lexicographically. + P.sort(); + + // Build lower hull. + for (int i = 0; i < n; ++i) { + while (k >= 2 && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) { + k--; + } + H.write[k++] = P[i]; + } + + // Build upper hull. + for (int i = n - 2, t = k + 1; i >= 0; i--) { + while (k >= t && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) { + k--; + } + H.write[k++] = P[i]; + } + + H.resize(k); + return H; + } + static Vector> decompose_polygon_in_convex(Vector polygon); + + static void make_atlas(const Vector &p_rects, Vector &r_result, Size2i &r_size); + static Vector pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size); + static Vector partial_pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size); + +private: + static Vector> _polypaths_do_operation(PolyBooleanOperation p_op, const Vector &p_polypath_a, const Vector &p_polypath_b, bool is_a_open = false); + static Vector> _polypath_offset(const Vector &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type); +}; + +#endif // GEOMETRY_2D_H diff --git a/core/math/geometry.cpp b/core/math/geometry_3d.cpp similarity index 69% rename from core/math/geometry.cpp rename to core/math/geometry_3d.cpp index a4e9169a6f8..3b30f4b1fe7 100644 --- a/core/math/geometry.cpp +++ b/core/math/geometry_3d.cpp @@ -28,32 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "geometry.h" +#include "geometry_3d.h" #include "core/print_string.h" #include "thirdparty/misc/clipper.hpp" #include "thirdparty/misc/triangulator.h" -#define STB_RECT_PACK_IMPLEMENTATION -#include "thirdparty/misc/stb_rect_pack.h" -#define SCALE_FACTOR 100000.0 // Based on CMP_EPSILON. - -// This implementation is very inefficient, commenting unless bugs happen. See the other one. -/* -bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector &p_polygon) { - Vector indices = Geometry::triangulate_polygon(p_polygon); - for (int j = 0; j + 3 <= indices.size(); j += 3) { - int i1 = indices[j], i2 = indices[j + 1], i3 = indices[j + 2]; - if (Geometry::is_point_in_triangle(p_point, p_polygon[i1], p_polygon[i2], p_polygon[i3])) { - return true; - } - } - return false; -} -*/ - -void Geometry::MeshData::optimize_vertices() { +void Geometry3D::MeshData::optimize_vertices() { Map vtx_remap; for (int i = 0; i < faces.size(); i++) { @@ -200,7 +182,7 @@ static bool _group_face(_FaceClassify *p_faces, int len, int p_index, int p_grou return true; } -Vector> Geometry::separate_objects(Vector p_array) { +Vector> Geometry3D::separate_objects(Vector p_array) { Vector> objects; int len = p_array.size(); @@ -510,7 +492,7 @@ static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, i } } -Vector Geometry::wrap_geometry(Vector p_array, real_t *p_error) { +Vector Geometry3D::wrap_geometry(Vector p_array, real_t *p_error) { #define _MIN_SIZE 1.0 #define _MAX_LENGTH 20 @@ -646,41 +628,7 @@ Vector Geometry::wrap_geometry(Vector p_array, real_t *p_error) { return wrapped_faces; } -Vector> Geometry::decompose_polygon_in_convex(Vector polygon) { - Vector> decomp; - List in_poly, out_poly; - - TriangulatorPoly inp; - inp.Init(polygon.size()); - for (int i = 0; i < polygon.size(); i++) { - inp.GetPoint(i) = polygon[i]; - } - inp.SetOrientation(TRIANGULATOR_CCW); - in_poly.push_back(inp); - TriangulatorPartition tpart; - if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed. - ERR_PRINT("Convex decomposing failed!"); - return decomp; - } - - decomp.resize(out_poly.size()); - int idx = 0; - for (List::Element *I = out_poly.front(); I; I = I->next()) { - TriangulatorPoly &tp = I->get(); - - decomp.write[idx].resize(tp.GetNumPoints()); - - for (int64_t i = 0; i < tp.GetNumPoints(); i++) { - decomp.write[idx].write[i] = tp.GetPoint(i); - } - - idx++; - } - - return decomp; -} - -Geometry::MeshData Geometry::build_convex_mesh(const Vector &p_planes) { +Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector &p_planes) { MeshData mesh; #define SUBPLANE_SIZE 1024.0 @@ -815,7 +763,7 @@ Geometry::MeshData Geometry::build_convex_mesh(const Vector &p_planes) { return mesh; } -Vector Geometry::build_box_planes(const Vector3 &p_extents) { +Vector Geometry3D::build_box_planes(const Vector3 &p_extents) { Vector planes; planes.push_back(Plane(Vector3(1, 0, 0), p_extents.x)); @@ -828,7 +776,7 @@ Vector Geometry::build_box_planes(const Vector3 &p_extents) { return planes; } -Vector Geometry::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) { +Vector Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) { Vector planes; for (int i = 0; i < p_sides; i++) { @@ -848,7 +796,7 @@ Vector Geometry::build_cylinder_planes(real_t p_radius, real_t p_height, return planes; } -Vector Geometry::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) { +Vector Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) { Vector planes; Vector3 axis; @@ -878,7 +826,7 @@ Vector Geometry::build_sphere_planes(real_t p_radius, int p_lats, int p_l return planes; } -Vector Geometry::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) { +Vector Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) { Vector planes; Vector3 axis; @@ -907,252 +855,7 @@ Vector Geometry::build_capsule_planes(real_t p_radius, real_t p_height, i return planes; } -struct _AtlasWorkRect { - Size2i s; - Point2i p; - int idx; - _FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; }; -}; - -struct _AtlasWorkRectResult { - Vector<_AtlasWorkRect> result; - int max_w; - int max_h; -}; - -void Geometry::make_atlas(const Vector &p_rects, Vector &r_result, Size2i &r_size) { - // Super simple, almost brute force scanline stacking fitter. - // It's pretty basic for now, but it tries to make sure that the aspect ratio of the - // resulting atlas is somehow square. This is necessary because video cards have limits. - // On texture size (usually 2048 or 4096), so the more square a texture, the more chances. - // It will work in every hardware. - // For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a - // 256x8192 atlas (won't work anywhere). - - ERR_FAIL_COND(p_rects.size() == 0); - - Vector<_AtlasWorkRect> wrects; - wrects.resize(p_rects.size()); - for (int i = 0; i < p_rects.size(); i++) { - wrects.write[i].s = p_rects[i]; - wrects.write[i].idx = i; - } - wrects.sort(); - int widest = wrects[0].s.width; - - Vector<_AtlasWorkRectResult> results; - - for (int i = 0; i <= 12; i++) { - int w = 1 << i; - int max_h = 0; - int max_w = 0; - if (w < widest) { - continue; - } - - Vector hmax; - hmax.resize(w); - for (int j = 0; j < w; j++) { - hmax.write[j] = 0; - } - - // Place them. - int ofs = 0; - int limit_h = 0; - for (int j = 0; j < wrects.size(); j++) { - if (ofs + wrects[j].s.width > w) { - ofs = 0; - } - - int from_y = 0; - for (int k = 0; k < wrects[j].s.width; k++) { - if (hmax[ofs + k] > from_y) { - from_y = hmax[ofs + k]; - } - } - - wrects.write[j].p.x = ofs; - wrects.write[j].p.y = from_y; - int end_h = from_y + wrects[j].s.height; - int end_w = ofs + wrects[j].s.width; - if (ofs == 0) { - limit_h = end_h; - } - - for (int k = 0; k < wrects[j].s.width; k++) { - hmax.write[ofs + k] = end_h; - } - - if (end_h > max_h) { - max_h = end_h; - } - - if (end_w > max_w) { - max_w = end_w; - } - - if (ofs == 0 || end_h > limit_h) { // While h limit not reached, keep stacking. - ofs += wrects[j].s.width; - } - } - - _AtlasWorkRectResult result; - result.result = wrects; - result.max_h = max_h; - result.max_w = max_w; - results.push_back(result); - } - - // Find the result with the best aspect ratio. - - int best = -1; - real_t best_aspect = 1e20; - - for (int i = 0; i < results.size(); i++) { - real_t h = next_power_of_2(results[i].max_h); - real_t w = next_power_of_2(results[i].max_w); - real_t aspect = h > w ? h / w : w / h; - if (aspect < best_aspect) { - best = i; - best_aspect = aspect; - } - } - - r_result.resize(p_rects.size()); - - for (int i = 0; i < p_rects.size(); i++) { - r_result.write[results[best].result[i].idx] = results[best].result[i].p; - } - - r_size = Size2(results[best].max_w, results[best].max_h); -} - -Vector> Geometry::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector &p_polypath_a, const Vector &p_polypath_b, bool is_a_open) { - using namespace ClipperLib; - - ClipType op = ctUnion; - - switch (p_op) { - case OPERATION_UNION: - op = ctUnion; - break; - case OPERATION_DIFFERENCE: - op = ctDifference; - break; - case OPERATION_INTERSECTION: - op = ctIntersection; - break; - case OPERATION_XOR: - op = ctXor; - break; - } - Path path_a, path_b; - - // Need to scale points (Clipper's requirement for robust computation). - for (int i = 0; i != p_polypath_a.size(); ++i) { - path_a << IntPoint(p_polypath_a[i].x * SCALE_FACTOR, p_polypath_a[i].y * SCALE_FACTOR); - } - for (int i = 0; i != p_polypath_b.size(); ++i) { - path_b << IntPoint(p_polypath_b[i].x * SCALE_FACTOR, p_polypath_b[i].y * SCALE_FACTOR); - } - Clipper clp; - clp.AddPath(path_a, ptSubject, !is_a_open); // Forward compatible with Clipper 10.0.0. - clp.AddPath(path_b, ptClip, true); // Polylines cannot be set as clip. - - Paths paths; - - if (is_a_open) { - PolyTree tree; // Needed to populate polylines. - clp.Execute(op, tree); - OpenPathsFromPolyTree(tree, paths); - } else { - clp.Execute(op, paths); // Works on closed polygons only. - } - // Have to scale points down now. - Vector> polypaths; - - for (Paths::size_type i = 0; i < paths.size(); ++i) { - Vector polypath; - - const Path &scaled_path = paths[i]; - - for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { - polypath.push_back(Point2( - static_cast(scaled_path[j].X) / SCALE_FACTOR, - static_cast(scaled_path[j].Y) / SCALE_FACTOR)); - } - polypaths.push_back(polypath); - } - return polypaths; -} - -Vector> Geometry::_polypath_offset(const Vector &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { - using namespace ClipperLib; - - JoinType jt = jtSquare; - - switch (p_join_type) { - case JOIN_SQUARE: - jt = jtSquare; - break; - case JOIN_ROUND: - jt = jtRound; - break; - case JOIN_MITER: - jt = jtMiter; - break; - } - - EndType et = etClosedPolygon; - - switch (p_end_type) { - case END_POLYGON: - et = etClosedPolygon; - break; - case END_JOINED: - et = etClosedLine; - break; - case END_BUTT: - et = etOpenButt; - break; - case END_SQUARE: - et = etOpenSquare; - break; - case END_ROUND: - et = etOpenRound; - break; - } - ClipperOffset co(2.0, 0.25 * SCALE_FACTOR); // Defaults from ClipperOffset. - Path path; - - // Need to scale points (Clipper's requirement for robust computation). - for (int i = 0; i != p_polypath.size(); ++i) { - path << IntPoint(p_polypath[i].x * SCALE_FACTOR, p_polypath[i].y * SCALE_FACTOR); - } - co.AddPath(path, jt, et); - - Paths paths; - co.Execute(paths, p_delta * SCALE_FACTOR); // Inflate/deflate. - - // Have to scale points down now. - Vector> polypaths; - - for (Paths::size_type i = 0; i < paths.size(); ++i) { - Vector polypath; - - const Path &scaled_path = paths[i]; - - for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { - polypath.push_back(Point2( - static_cast(scaled_path[j].X) / SCALE_FACTOR, - static_cast(scaled_path[j].Y) / SCALE_FACTOR)); - } - polypaths.push_back(polypath); - } - return polypaths; -} - -Vector Geometry::compute_convex_mesh_points(const Plane *p_planes, int p_plane_count) { +Vector Geometry3D::compute_convex_mesh_points(const Plane *p_planes, int p_plane_count) { Vector points; // Iterate through every unique combination of any three planes. @@ -1188,73 +891,6 @@ Vector Geometry::compute_convex_mesh_points(const Plane *p_planes, int return points; } -Vector Geometry::pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size) { - Vector nodes; - nodes.resize(p_atlas_size.width); - - stbrp_context context; - stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width); - - Vector rects; - rects.resize(p_sizes.size()); - - for (int i = 0; i < p_sizes.size(); i++) { - rects.write[i].id = 0; - rects.write[i].w = p_sizes[i].width; - rects.write[i].h = p_sizes[i].height; - rects.write[i].x = 0; - rects.write[i].y = 0; - rects.write[i].was_packed = 0; - } - - int res = stbrp_pack_rects(&context, rects.ptrw(), rects.size()); - if (res == 0) { //pack failed - return Vector(); - } - - Vector ret; - ret.resize(p_sizes.size()); - - for (int i = 0; i < p_sizes.size(); i++) { - Point2i r(rects[i].x, rects[i].y); - ret.write[i] = r; - } - - return ret; -} - -Vector Geometry::partial_pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size) { - Vector nodes; - nodes.resize(p_atlas_size.width); - zeromem(nodes.ptrw(), sizeof(stbrp_node) * nodes.size()); - - stbrp_context context; - stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width); - - Vector rects; - rects.resize(p_sizes.size()); - - for (int i = 0; i < p_sizes.size(); i++) { - rects.write[i].id = i; - rects.write[i].w = p_sizes[i].width; - rects.write[i].h = p_sizes[i].height; - rects.write[i].x = 0; - rects.write[i].y = 0; - rects.write[i].was_packed = 0; - } - - stbrp_pack_rects(&context, rects.ptrw(), rects.size()); - - Vector ret; - ret.resize(p_sizes.size()); - - for (int i = 0; i < p_sizes.size(); i++) { - ret.write[rects[i].id] = Vector3i(rects[i].x, rects[i].y, rects[i].was_packed != 0 ? 1 : 0); - } - - return ret; -} - #define square(m_s) ((m_s) * (m_s)) #define INF 1e20 @@ -1296,7 +932,7 @@ static void edt(float *f, int stride, int n) { #undef square -Vector Geometry::generate_edf(const Vector &p_voxels, const Vector3i &p_size, bool p_negative) { +Vector Geometry3D::generate_edf(const Vector &p_voxels, const Vector3i &p_size, bool p_negative) { uint32_t float_count = p_size.x * p_size.y * p_size.z; ERR_FAIL_COND_V((uint32_t)p_voxels.size() != float_count, Vector()); @@ -1360,7 +996,7 @@ Vector Geometry::generate_edf(const Vector &p_voxels, const Vect return ret; } -Vector Geometry::generate_sdf8(const Vector &p_positive, const Vector &p_negative) { +Vector Geometry3D::generate_sdf8(const Vector &p_positive, const Vector &p_negative) { ERR_FAIL_COND_V(p_positive.size() != p_negative.size(), Vector()); Vector sdf8; int s = p_positive.size(); diff --git a/core/math/geometry.h b/core/math/geometry_3d.h similarity index 69% rename from core/math/geometry.h rename to core/math/geometry_3d.h index a61bf20c4c8..64cd34892eb 100644 --- a/core/math/geometry.h +++ b/core/math/geometry_3d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* geometry.h */ +/* geometry_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,80 +28,17 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef GEOMETRY_H -#define GEOMETRY_H +#ifndef GEOMETRY_3D_H +#define GEOMETRY_3D_H -#include "core/math/delaunay_2d.h" #include "core/math/face3.h" -#include "core/math/rect2.h" -#include "core/math/triangulate.h" -#include "core/math/vector3.h" #include "core/object.h" -#include "core/print_string.h" #include "core/vector.h" -class Geometry { - Geometry(); +class Geometry3D { + Geometry3D(); public: - static real_t get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2, Vector2 &c1, Vector2 &c2) { - Vector2 d1 = q1 - p1; // Direction vector of segment S1. - Vector2 d2 = q2 - p2; // Direction vector of segment S2. - Vector2 r = p1 - p2; - real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative. - real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative. - real_t f = d2.dot(r); - real_t s, t; - // Check if either or both segments degenerate into points. - if (a <= CMP_EPSILON && e <= CMP_EPSILON) { - // Both segments degenerate into points. - c1 = p1; - c2 = p2; - return Math::sqrt((c1 - c2).dot(c1 - c2)); - } - if (a <= CMP_EPSILON) { - // First segment degenerates into a point. - s = 0.0; - t = f / e; // s = 0 => t = (b*s + f) / e = f / e - t = CLAMP(t, 0.0, 1.0); - } else { - real_t c = d1.dot(r); - if (e <= CMP_EPSILON) { - // Second segment degenerates into a point. - t = 0.0; - s = CLAMP(-c / a, 0.0, 1.0); // t = 0 => s = (b*t - c) / a = -c / a - } else { - // The general nondegenerate case starts here. - real_t b = d1.dot(d2); - real_t denom = a * e - b * b; // Always nonnegative. - // If segments not parallel, compute closest point on L1 to L2 and - // clamp to segment S1. Else pick arbitrary s (here 0). - if (denom != 0.0) { - s = CLAMP((b * f - c * e) / denom, 0.0, 1.0); - } else { - s = 0.0; - } - // Compute point on L2 closest to S1(s) using - // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e - t = (b * s + f) / e; - - //If t in [0,1] done. Else clamp t, recompute s for the new value - // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a - // and clamp s to [0, 1]. - if (t < 0.0) { - t = 0.0; - s = CLAMP(-c / a, 0.0, 1.0); - } else if (t > 1.0) { - t = 1.0; - s = CLAMP((b - c) / a, 0.0, 1.0); - } - } - } - c1 = p1 + d1 * s; - c2 = p2 + d2 * t; - return Math::sqrt((c1 - c2).dot(c1 - c2)); - } - static void get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2, Vector3 &c1, Vector3 &c2) { // Do the function 'd' as defined by pb. I think is is dot product of some sort. #define d_of(m, n, o, p) ((m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z)) @@ -501,98 +438,6 @@ public: return p_segment[0] + n * d; // Inside. } - static Vector2 get_closest_point_to_segment_2d(const Vector2 &p_point, const Vector2 *p_segment) { - Vector2 p = p_point - p_segment[0]; - Vector2 n = p_segment[1] - p_segment[0]; - real_t l2 = n.length_squared(); - if (l2 < 1e-20) { - return p_segment[0]; // Both points are the same, just give any. - } - - real_t d = n.dot(p) / l2; - - if (d <= 0.0) { - return p_segment[0]; // Before first point. - } else if (d >= 1.0) { - return p_segment[1]; // After first point. - } else { - return p_segment[0] + n * d; // Inside. - } - } - - static bool is_point_in_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) { - Vector2 an = a - s; - Vector2 bn = b - s; - Vector2 cn = c - s; - - bool orientation = an.cross(bn) > 0; - - if ((bn.cross(cn) > 0) != orientation) { - return false; - } - - return (cn.cross(an) > 0) == orientation; - } - - static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 *p_segment) { - Vector2 p = p_point - p_segment[0]; - Vector2 n = p_segment[1] - p_segment[0]; - real_t l2 = n.length_squared(); - if (l2 < 1e-20) { - return p_segment[0]; // Both points are the same, just give any. - } - - real_t d = n.dot(p) / l2; - - return p_segment[0] + n * d; // Inside. - } - - static bool line_intersects_line_2d(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) { - // See http://paulbourke.net/geometry/pointlineplane/ - - const real_t denom = p_dir_b.y * p_dir_a.x - p_dir_b.x * p_dir_a.y; - if (Math::is_zero_approx(denom)) { // Parallel? - return false; - } - - const Vector2 v = p_from_a - p_from_b; - const real_t t = (p_dir_b.x * v.y - p_dir_b.y * v.x) / denom; - r_result = p_from_a + t * p_dir_a; - return true; - } - - static bool segment_intersects_segment_2d(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) { - Vector2 B = p_to_a - p_from_a; - Vector2 C = p_from_b - p_from_a; - Vector2 D = p_to_b - p_from_a; - - real_t ABlen = B.dot(B); - if (ABlen <= 0) { - return false; - } - Vector2 Bn = B / ABlen; - C = Vector2(C.x * Bn.x + C.y * Bn.y, C.y * Bn.x - C.x * Bn.y); - D = Vector2(D.x * Bn.x + D.y * Bn.y, D.y * Bn.x - D.x * Bn.y); - - if ((C.y < 0 && D.y < 0) || (C.y >= 0 && D.y >= 0)) { - return false; - } - - real_t ABpos = D.x + (C.x - D.x) * D.y / (D.y - C.y); - - // Fail if segment C-D crosses line A-B outside of segment A-B. - if (ABpos < 0 || ABpos > 1.0) { - return false; - } - - // (4) Apply the discovered position to line A-B in the original coordinate system. - if (r_result) { - *r_result = p_from_a + B * ABpos; - } - - return true; - } - static inline bool point_in_projected_triangle(const Vector3 &p_point, const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) { Vector3 face_n = (p_v1 - p_v3).cross(p_v1 - p_v2); @@ -629,7 +474,7 @@ public: /** 2nd) TEST INSIDE TRIANGLE **/ - if (Geometry::point_in_projected_triangle(contact, p_triangle[0], p_triangle[1], p_triangle[2])) { + if (Geometry3D::point_in_projected_triangle(contact, p_triangle[0], p_triangle[1], p_triangle[2])) { r_triangle_contact = contact; r_sphere_contact = p_sphere_pos - p_normal * p_sphere_radius; //printf("solved inside triangle\n"); @@ -695,45 +540,6 @@ public: return false; } - static inline bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) { - return p_point.distance_squared_to(p_circle_pos) <= p_circle_radius * p_circle_radius; - } - - static real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) { - Vector2 line_vec = p_to - p_from; - Vector2 vec_to_line = p_from - p_circle_pos; - - // Create a quadratic formula of the form ax^2 + bx + c = 0 - real_t a, b, c; - - a = line_vec.dot(line_vec); - b = 2 * vec_to_line.dot(line_vec); - c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius; - - // Solve for t. - real_t sqrtterm = b * b - 4 * a * c; - - // If the term we intend to square root is less than 0 then the answer won't be real, - // so it definitely won't be t in the range 0 to 1. - if (sqrtterm < 0) { - return -1; - } - - // If we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection) - // then the following can be skipped and we can just return the equivalent of res1. - sqrtterm = Math::sqrt(sqrtterm); - real_t res1 = (-b - sqrtterm) / (2 * a); - real_t res2 = (-b + sqrtterm) / (2 * a); - - if (res1 >= 0 && res1 <= 1) { - return res1; - } - if (res2 >= 0 && res2 <= 1) { - return res2; - } - return -1; - } - static inline Vector clip_polygon(const Vector &polygon, const Plane &p_plane) { enum LocationCache { LOC_INSIDE = 1, @@ -806,127 +612,6 @@ public: return clipped; } - enum PolyBooleanOperation { - OPERATION_UNION, - OPERATION_DIFFERENCE, - OPERATION_INTERSECTION, - OPERATION_XOR - }; - enum PolyJoinType { - JOIN_SQUARE, - JOIN_ROUND, - JOIN_MITER - }; - enum PolyEndType { - END_POLYGON, - END_JOINED, - END_BUTT, - END_SQUARE, - END_ROUND - }; - - static Vector> merge_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - return _polypaths_do_operation(OPERATION_UNION, p_polygon_a, p_polygon_b); - } - - static Vector> clip_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polygon_a, p_polygon_b); - } - - static Vector> intersect_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - return _polypaths_do_operation(OPERATION_INTERSECTION, p_polygon_a, p_polygon_b); - } - - static Vector> exclude_polygons_2d(const Vector &p_polygon_a, const Vector &p_polygon_b) { - return _polypaths_do_operation(OPERATION_XOR, p_polygon_a, p_polygon_b); - } - - static Vector> clip_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon) { - return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polyline, p_polygon, true); - } - - static Vector> intersect_polyline_with_polygon_2d(const Vector &p_polyline, const Vector &p_polygon) { - return _polypaths_do_operation(OPERATION_INTERSECTION, p_polyline, p_polygon, true); - } - - static Vector> offset_polygon_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type) { - return _polypath_offset(p_polygon, p_delta, p_join_type, END_POLYGON); - } - - static Vector> offset_polyline_2d(const Vector &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { - ERR_FAIL_COND_V_MSG(p_end_type == END_POLYGON, Vector>(), "Attempt to offset a polyline like a polygon (use offset_polygon_2d instead)."); - - return _polypath_offset(p_polygon, p_delta, p_join_type, p_end_type); - } - - static Vector triangulate_delaunay_2d(const Vector &p_points) { - Vector tr = Delaunay2D::triangulate(p_points); - Vector triangles; - - for (int i = 0; i < tr.size(); i++) { - triangles.push_back(tr[i].points[0]); - triangles.push_back(tr[i].points[1]); - triangles.push_back(tr[i].points[2]); - } - return triangles; - } - - static Vector triangulate_polygon(const Vector &p_polygon) { - Vector triangles; - if (!Triangulate::triangulate(p_polygon, triangles)) { - return Vector(); //fail - } - return triangles; - } - - static bool is_polygon_clockwise(const Vector &p_polygon) { - int c = p_polygon.size(); - if (c < 3) { - return false; - } - const Vector2 *p = p_polygon.ptr(); - real_t sum = 0; - for (int i = 0; i < c; i++) { - const Vector2 &v1 = p[i]; - const Vector2 &v2 = p[(i + 1) % c]; - sum += (v2.x - v1.x) * (v2.y + v1.y); - } - - return sum > 0.0f; - } - - // Alternate implementation that should be faster. - static bool is_point_in_polygon(const Vector2 &p_point, const Vector &p_polygon) { - int c = p_polygon.size(); - if (c < 3) { - return false; - } - const Vector2 *p = p_polygon.ptr(); - Vector2 further_away(-1e20, -1e20); - Vector2 further_away_opposite(1e20, 1e20); - - for (int i = 0; i < c; i++) { - further_away.x = MAX(p[i].x, further_away.x); - further_away.y = MAX(p[i].y, further_away.y); - further_away_opposite.x = MIN(p[i].x, further_away_opposite.x); - further_away_opposite.y = MIN(p[i].y, further_away_opposite.y); - } - - // Make point outside that won't intersect with points in segment from p_point. - further_away += (further_away - further_away_opposite) * Vector2(1.221313, 1.512312); - - int intersections = 0; - for (int i = 0; i < c; i++) { - const Vector2 &v1 = p[i]; - const Vector2 &v2 = p[(i + 1) % c]; - if (segment_intersects_segment_2d(v1, v2, p_point, further_away, nullptr)) { - intersections++; - } - } - - return (intersections & 1); - } - static Vector> separate_objects(Vector p_array); // Create a "wrap" that encloses the given geometry. @@ -999,50 +684,12 @@ public: return ret; } } - - static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) { - return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x); - } - - // Returns a list of points on the convex hull in counter-clockwise order. - // Note: the last point in the returned list is the same as the first one. - static Vector convex_hull_2d(Vector P) { - int n = P.size(), k = 0; - Vector H; - H.resize(2 * n); - - // Sort points lexicographically. - P.sort(); - - // Build lower hull. - for (int i = 0; i < n; ++i) { - while (k >= 2 && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) { - k--; - } - H.write[k++] = P[i]; - } - - // Build upper hull. - for (int i = n - 2, t = k + 1; i >= 0; i--) { - while (k >= t && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) { - k--; - } - H.write[k++] = P[i]; - } - - H.resize(k); - return H; - } - static Vector> decompose_polygon_in_convex(Vector polygon); - static MeshData build_convex_mesh(const Vector &p_planes); static Vector build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z); static Vector build_box_planes(const Vector3 &p_extents); static Vector build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z); static Vector build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z); - static void make_atlas(const Vector &p_rects, Vector &r_result, Size2i &r_size); - static Vector compute_convex_mesh_points(const Plane *p_planes, int p_plane_count); #define FINDMINMAX(x0, x1, x2, min, max) \ @@ -1255,9 +902,6 @@ public: return planeBoxOverlap(normal, d, boxhalfsize); /* if true, box and triangle overlaps */ } - static Vector pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size); - static Vector partial_pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size); - static Vector generate_edf(const Vector &p_voxels, const Vector3i &p_size, bool p_negative); static Vector generate_sdf8(const Vector &p_positive, const Vector &p_negative); @@ -1301,10 +945,6 @@ public: return Color(va6 * v6, vb6 * v6, vc6 * v6, vd6 * v6); #undef STP } - -private: - static Vector> _polypaths_do_operation(PolyBooleanOperation p_op, const Vector &p_polypath_a, const Vector &p_polypath_b, bool is_a_open = false); - static Vector> _polypath_offset(const Vector &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type); }; -#endif // GEOMETRY_H +#endif // GEOMETRY_3D_H diff --git a/core/math/octree.h b/core/math/octree.h index c05fc4e9ede..5d9688d442a 100644 --- a/core/math/octree.h +++ b/core/math/octree.h @@ -34,7 +34,7 @@ #include "core/list.h" #include "core/map.h" #include "core/math/aabb.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/math/vector3.h" #include "core/print_string.h" #include "core/variant.h" @@ -1201,7 +1201,7 @@ int Octree::cull_convex(const Vector &p_convex, T **p_r return 0; } - Vector convex_points = Geometry::compute_convex_mesh_points(&p_convex[0], p_convex.size()); + Vector convex_points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size()); if (convex_points.size() == 0) { return 0; } diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp index fe16904448a..8ba1ba92868 100644 --- a/core/math/quick_hull.cpp +++ b/core/math/quick_hull.cpp @@ -34,7 +34,7 @@ uint32_t QuickHull::debug_stop_after = 0xFFFFFFFF; -Error QuickHull::build(const Vector &p_points, Geometry::MeshData &r_mesh) { +Error QuickHull::build(const Vector &p_points, Geometry3D::MeshData &r_mesh) { /* CREATE AABB VOLUME */ AABB aabb; @@ -334,17 +334,17 @@ Error QuickHull::build(const Vector &p_points, Geometry::MeshData &r_me //make a map of edges again Map ret_edges; - List ret_faces; + List ret_faces; for (List::Element *E = faces.front(); E; E = E->next()) { - Geometry::MeshData::Face f; + Geometry3D::MeshData::Face f; f.plane = E->get().plane; for (int i = 0; i < 3; i++) { f.indices.push_back(E->get().vertices[i]); } - List::Element *F = ret_faces.push_back(f); + List::Element *F = ret_faces.push_back(f); for (int i = 0; i < 3; i++) { uint32_t a = E->get().vertices[i]; @@ -366,8 +366,8 @@ Error QuickHull::build(const Vector &p_points, Geometry::MeshData &r_me //fill faces - for (List::Element *E = ret_faces.front(); E; E = E->next()) { - Geometry::MeshData::Face &f = E->get(); + for (List::Element *E = ret_faces.front(); E; E = E->next()) { + Geometry3D::MeshData::Face &f = E->get(); for (int i = 0; i < f.indices.size(); i++) { int a = E->get().indices[i]; @@ -377,7 +377,7 @@ Error QuickHull::build(const Vector &p_points, Geometry::MeshData &r_me Map::Element *F = ret_edges.find(e); ERR_CONTINUE(!F); - List::Element *O = F->get().left == E ? F->get().right : F->get().left; + List::Element *O = F->get().left == E ? F->get().right : F->get().left; ERR_CONTINUE(O == E); ERR_CONTINUE(O == nullptr); @@ -439,13 +439,13 @@ Error QuickHull::build(const Vector &p_points, Geometry::MeshData &r_me r_mesh.faces.resize(ret_faces.size()); int idx = 0; - for (List::Element *E = ret_faces.front(); E; E = E->next()) { + for (List::Element *E = ret_faces.front(); E; E = E->next()) { r_mesh.faces.write[idx++] = E->get(); } r_mesh.edges.resize(ret_edges.size()); idx = 0; for (Map::Element *E = ret_edges.front(); E; E = E->next()) { - Geometry::MeshData::Edge e; + Geometry3D::MeshData::Edge e; e.a = E->key().vertices[0]; e.b = E->key().vertices[1]; r_mesh.edges.write[idx++] = e; diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h index 29f709febe5..cac8e58d236 100644 --- a/core/math/quick_hull.h +++ b/core/math/quick_hull.h @@ -33,7 +33,7 @@ #include "core/list.h" #include "core/math/aabb.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/set.h" class QuickHull { @@ -74,13 +74,13 @@ private: FaceConnect() {} }; struct RetFaceConnect { - List::Element *left, *right = nullptr; + List::Element *left, *right = nullptr; RetFaceConnect() {} }; public: static uint32_t debug_stop_after; - static Error build(const Vector &p_points, Geometry::MeshData &r_mesh); + static Error build(const Vector &p_points, Geometry3D::MeshData &r_mesh); }; #endif // QUICK_HULL_H diff --git a/core/register_core_types.cpp b/core/register_core_types.cpp index 3870141ecf1..c0f9eea76dd 100644 --- a/core/register_core_types.cpp +++ b/core/register_core_types.cpp @@ -60,7 +60,8 @@ #include "core/io/xml_parser.h" #include "core/math/a_star.h" #include "core/math/expression.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" +#include "core/math/geometry_3d.h" #include "core/math/random_number_generator.h" #include "core/math/triangle_mesh.h" #include "core/os/main_loop.h" @@ -87,7 +88,8 @@ static _JSON *_json = nullptr; static IP *ip = nullptr; -static _Geometry *_geometry = nullptr; +static _Geometry2D *_geometry_2d = nullptr; +static _Geometry3D *_geometry_3d = nullptr; extern Mutex _global_mutex; @@ -213,7 +215,8 @@ void register_core_types() { ip = IP::create(); - _geometry = memnew(_Geometry); + _geometry_2d = memnew(_Geometry2D); + _geometry_3d = memnew(_Geometry3D); _resource_loader = memnew(_ResourceLoader); _resource_saver = memnew(_ResourceSaver); @@ -238,7 +241,8 @@ void register_core_settings() { void register_core_singletons() { ClassDB::register_class(); ClassDB::register_virtual_class(); - ClassDB::register_class<_Geometry>(); + ClassDB::register_class<_Geometry2D>(); + ClassDB::register_class<_Geometry3D>(); ClassDB::register_class<_ResourceLoader>(); ClassDB::register_class<_ResourceSaver>(); ClassDB::register_class<_OS>(); @@ -253,7 +257,8 @@ void register_core_singletons() { Engine::get_singleton()->add_singleton(Engine::Singleton("ProjectSettings", ProjectSettings::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("IP", IP::get_singleton())); - Engine::get_singleton()->add_singleton(Engine::Singleton("Geometry", _Geometry::get_singleton())); + Engine::get_singleton()->add_singleton(Engine::Singleton("Geometry2D", _Geometry2D::get_singleton())); + Engine::get_singleton()->add_singleton(Engine::Singleton("Geometry3D", _Geometry3D::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("ResourceLoader", _ResourceLoader::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("ResourceSaver", _ResourceSaver::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("OS", _OS::get_singleton())); @@ -275,7 +280,8 @@ void unregister_core_types() { memdelete(_marshalls); memdelete(_json); - memdelete(_geometry); + memdelete(_geometry_2d); + memdelete(_geometry_3d); ResourceLoader::remove_resource_format_loader(resource_format_image); resource_format_image.unref(); diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 03eb733e545..41811a48b15 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -27,8 +27,11 @@ The [Engine] singleton. - - The [Geometry] singleton. + + The [Geometry2D] singleton. + + + The [Geometry3D] singleton. The [IP] singleton. diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml index cba446fff8e..42951e21582 100644 --- a/doc/classes/ConvexPolygonShape2D.xml +++ b/doc/classes/ConvexPolygonShape2D.xml @@ -16,7 +16,7 @@ - Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry.convex_hull_2d] for details. + Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry2D.convex_hull] for details. diff --git a/doc/classes/Geometry.xml b/doc/classes/Geometry2D.xml similarity index 59% rename from doc/classes/Geometry.xml rename to doc/classes/Geometry2D.xml index 4d6f7b60a30..ffd4bd108d4 100644 --- a/doc/classes/Geometry.xml +++ b/doc/classes/Geometry2D.xml @@ -1,67 +1,15 @@ - + - Helper node to calculate generic geometry operations. + Helper node to calculate generic geometry operations in 2D space. - Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + Geometry2D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. - - - - - - - Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). - - - - - - - - - - - - - - - - - Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). - - - - - - - - - - - - - - - Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). - - - - - - - - - - - Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. - - - + @@ -73,7 +21,7 @@ If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling [method is_polygon_clockwise]. - + @@ -84,7 +32,7 @@ Clips [code]polyline[/code] against [code]polygon[/code] and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape. - + @@ -93,7 +41,7 @@ Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one. - + @@ -101,24 +49,11 @@ - Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons. + Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons. The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. - - - - - - - - - - Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. - - - @@ -132,19 +67,6 @@ - - - - - - - - - - Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. - - - @@ -158,21 +80,6 @@ - - - - - - - - - - - - Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). - - - @@ -187,16 +94,7 @@ Given the two 2D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector2Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). - - - - - - - Used internally by the engine. - - - + @@ -208,7 +106,7 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. - + @@ -252,7 +150,7 @@ Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in clockwise order, otherwise returns [code]false[/code]. - + @@ -277,7 +175,7 @@ Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. - + @@ -289,14 +187,14 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. - + - + Inflates or deflates [code]polygon[/code] by [code]delta[/code] units (pixels). If [code]delta[/code] is positive, makes the polygon grow outward. If [code]delta[/code] is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if [code]delta[/code] is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon. @@ -304,16 +202,16 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. - + - + - + Inflates or deflates [code]polyline[/code] by [code]delta[/code] units (pixels), producing polygons. If [code]delta[/code] is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If [code]delta[/code] is negative, returns an empty array. @@ -337,67 +235,7 @@ Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. - - - - - - - - - - - - - - - Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - - - - - - - - - - - - - - - Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not). - - - - - - - - - - - - - Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. - - - - - - - - - - - - - - - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. - - - + @@ -412,39 +250,7 @@ Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. - - - - - - - - - - - - - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. - - - - - - - - - - - - - - - - - Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - - - + diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml new file mode 100644 index 00000000000..ec685a5ce73 --- /dev/null +++ b/doc/classes/Geometry3D.xml @@ -0,0 +1,194 @@ + + + + Helper node to calculate generic geometry operations in 3D space. + + + Geometry3D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + + + + + + + + + + + Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). + + + + + + + + + + + + + + + + + Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). + + + + + + + + + + + + + + + Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). + + + + + + + + + + + Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. + + + + + + + + + + + + + Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. + + + + + + + + + + + + + Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. + + + + + + + + + + + + + + + Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). + + + + + + + + + Used internally by the engine. + + + + + + + + + + + + + + + + + Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + + + + + + + + + + + + + Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. + + + + + + + + + + + + + + + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. + + + + + + + + + + + + + + + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. + + + + + + + + + + + + + + + + + Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + + + + + + diff --git a/editor/import/resource_importer_texture_atlas.cpp b/editor/import/resource_importer_texture_atlas.cpp index 0818655c4c8..2848d131606 100644 --- a/editor/import/resource_importer_texture_atlas.cpp +++ b/editor/import/resource_importer_texture_atlas.cpp @@ -33,6 +33,7 @@ #include "atlas_import_failed.xpm" #include "core/io/image_loader.h" #include "core/io/resource_saver.h" +#include "core/math/geometry_2d.h" #include "core/os/file_access.h" #include "editor/editor_atlas_packer.h" #include "scene/resources/mesh.h" @@ -247,7 +248,7 @@ Error ResourceImporterTextureAtlas::import_group_file(const String &p_group_file chart.vertices = polygons[j]; chart.can_transpose = true; - Vector poly = Geometry::triangulate_polygon(polygons[j]); + Vector poly = Geometry2D::triangulate_polygon(polygons[j]); for (int i = 0; i < poly.size(); i += 3) { EditorAtlasPacker::Chart::Face f; f.vertex[0] = poly[i + 0]; diff --git a/editor/node_3d_editor_gizmos.cpp b/editor/node_3d_editor_gizmos.cpp index 0eb4e6036ab..2ddcf3d8776 100644 --- a/editor/node_3d_editor_gizmos.cpp +++ b/editor/node_3d_editor_gizmos.cpp @@ -30,7 +30,8 @@ #include "node_3d_editor_gizmos.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" +#include "core/math/geometry_3d.h" #include "core/math/quick_hull.h" #include "scene/3d/audio_stream_player_3d.h" #include "scene/3d/baked_lightmap.h" @@ -482,7 +483,7 @@ bool EditorNode3DGizmo::intersect_frustum(const Camera3D *p_camera, const Vector transformed_frustum.push_back(it.xform(p_frustum[i])); } - Vector convex_points = Geometry::compute_convex_mesh_points(p_frustum.ptr(), p_frustum.size()); + Vector convex_points = Geometry3D::compute_convex_mesh_points(p_frustum.ptr(), p_frustum.size()); if (collision_mesh->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) { return true; } @@ -616,7 +617,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point, s[0] = p_camera->unproject_position(a); s[1] = p_camera->unproject_position(b); - Vector2 p = Geometry::get_closest_point_to_segment_2d(p_point, s); + Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, s); float pd = p.distance_to(p_point); @@ -831,7 +832,7 @@ static float _find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vec Vector3 n = Vector3(Math::cos(an), 0, -Math::sin(an)) * p_arc_radius; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb); + Geometry3D::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb); float d = ra.distance_to(rb); if (d < min_d) { @@ -857,7 +858,7 @@ void Light3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camer if (p_idx == 0) { if (Object::cast_to(light)) { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(), Vector3(0, 0, -4096), s[0], s[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, -4096), s[0], s[1], ra, rb); float d = -ra.z; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -1100,7 +1101,7 @@ void AudioStreamPlayer3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int Vector3 to(Math::sin(an), 0, -Math::cos(an)); Vector3 r1, r2; - Geometry::get_closest_points_between_segments(from, to, ray_from, ray_to, r1, r2); + Geometry3D::get_closest_points_between_segments(from, to, ray_from, ray_to, r1, r2); float d = r1.distance_to(r2); if (d < closest_dist) { closest_dist = d; @@ -1238,7 +1239,7 @@ void Camera3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Came camera->set("fov", CLAMP(a * 2.0, 1, 179)); } else { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(0, 0, -1), Vector3(4096, 0, -1), s[0], s[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), Vector3(4096, 0, -1), s[0], s[1], ra, rb); float d = ra.x * 2.0; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap()); @@ -2169,7 +2170,7 @@ void VisibilityNotifier3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int if (move) { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_idx]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -2181,7 +2182,7 @@ void VisibilityNotifier3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int } else { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_idx] - ofs[p_idx]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -2360,7 +2361,7 @@ void GPUParticles3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx if (move) { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_idx]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -2372,7 +2373,7 @@ void GPUParticles3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx } else { Vector3 ra, rb; - Geometry::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_idx] - ofs[p_idx]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -2523,7 +2524,7 @@ void ReflectionProbeGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_id axis[p_idx] = 1.0; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(), axis * 16384, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(), axis * 16384, 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()); @@ -2550,7 +2551,7 @@ void ReflectionProbeGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_id axis[p_idx] = 1.0; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(origin - axis * 16384, origin + axis * 16384, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(origin - axis * 16384, origin + axis * 16384, sg[0], sg[1], ra, rb); // Adjust the actual position to account for the gizmo handle position float d = ra[p_idx] + 0.25; if (Node3DEditor::get_singleton()->is_snap_enabled()) { @@ -2701,7 +2702,7 @@ void DecalGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3 axis[p_idx] = 1.0; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(), axis * 16384, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(), axis * 16384, 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()); @@ -2842,7 +2843,7 @@ void GIProbeGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camer axis[p_idx] = 1.0; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(), axis * 16384, sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(), axis * 16384, 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()); @@ -3354,7 +3355,7 @@ void CollisionShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_i if (Object::cast_to(*s)) { Ref ss = s; 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()); @@ -3370,7 +3371,7 @@ void CollisionShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_i if (Object::cast_to(*s)) { Ref rs = s; Vector3 ra, rb; - Geometry::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb); + Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb); float d = ra.z; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::stepify(d, Node3DEditor::get_singleton()->get_translate_snap()); @@ -3388,7 +3389,7 @@ void CollisionShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_i axis[p_idx] = 1.0; Ref bs = s; 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()); @@ -3408,7 +3409,7 @@ void CollisionShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_i axis[p_idx == 0 ? 0 : 2] = 1.0; Ref cs2 = s; 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 (p_idx == 1) { d -= cs2->get_radius(); @@ -3434,7 +3435,7 @@ void CollisionShape3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_i axis[p_idx == 0 ? 0 : 1] = 1.0; Ref cs2 = s; 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()); @@ -3802,7 +3803,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { if (points.size() > 3) { Vector varr = Variant(points); - Geometry::MeshData md; + Geometry3D::MeshData md; Error err = QuickHull::build(varr, md); if (err == OK) { Vector points2; diff --git a/editor/plugins/abstract_polygon_2d_editor.cpp b/editor/plugins/abstract_polygon_2d_editor.cpp index 1abba45f9ef..b905c8db126 100644 --- a/editor/plugins/abstract_polygon_2d_editor.cpp +++ b/editor/plugins/abstract_polygon_2d_editor.cpp @@ -31,6 +31,7 @@ #include "abstract_polygon_2d_editor.h" #include "canvas_item_editor_plugin.h" +#include "core/math/geometry_2d.h" #include "core/os/keyboard.h" #include "editor/editor_scale.h" @@ -671,7 +672,7 @@ AbstractPolygon2DEditor::PosVertex AbstractPolygon2DEditor::closest_edge_point(c Vector2 segment[2] = { xform.xform(points[i] + offset), xform.xform(points[(i + 1) % n_points] + offset) }; - Vector2 cp = Geometry::get_closest_point_to_segment_2d(p_pos, segment); + Vector2 cp = Geometry2D::get_closest_point_to_segment(p_pos, segment); if (cp.distance_squared_to(segment[0]) < eps2 || cp.distance_squared_to(segment[1]) < eps2) { continue; //not valid to reuse point diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp index df67482dfbc..a7d5c2207bd 100644 --- a/editor/plugins/animation_blend_space_2d_editor.cpp +++ b/editor/plugins/animation_blend_space_2d_editor.cpp @@ -32,7 +32,7 @@ #include "core/input/input.h" #include "core/io/resource_loader.h" -#include "core/math/delaunay_2d.h" +#include "core/math/geometry_2d.h" #include "core/os/keyboard.h" #include "core/project_settings.h" #include "editor/editor_scale.h" @@ -165,7 +165,7 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Refget_position(), triangle[0], triangle[1], triangle[2])) { + if (Geometry2D::is_point_in_triangle(mb->get_position(), triangle[0], triangle[1], triangle[2])) { selected_triangle = i; _update_tool_erase(); return; diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp index 652754a146f..a435b1c482e 100644 --- a/editor/plugins/animation_state_machine_editor.cpp +++ b/editor/plugins/animation_state_machine_editor.cpp @@ -32,7 +32,7 @@ #include "core/input/input.h" #include "core/io/resource_loader.h" -#include "core/math/delaunay_2d.h" +#include "core/math/geometry_2d.h" #include "core/os/keyboard.h" #include "core/project_settings.h" #include "editor/editor_scale.h" @@ -191,7 +191,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Refget_position(), s); + Vector2 cpoint = Geometry2D::get_closest_point_to_segment(mb->get_position(), s); float d = cpoint.distance_to(mb->get_position()); if (d > transition_lines[i].width) { continue; diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index 8f88612ffa0..b79c0d71811 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -31,6 +31,7 @@ #include "canvas_item_editor_plugin.h" #include "core/input/input.h" +#include "core/math/geometry_2d.h" #include "core/os/keyboard.h" #include "core/print_string.h" #include "core/project_settings.h" @@ -672,7 +673,7 @@ void CanvasItemEditor::_get_bones_at_pos(const Point2 &p_pos, Vector<_SelectResu } // Check if the point is inside the Polygon2D - if (Geometry::is_point_in_polygon(screen_pos, bone_shape)) { + if (Geometry2D::is_point_in_polygon(screen_pos, bone_shape)) { // Check if the item is already in the list bool duplicate = false; for (int i = 0; i < r_items.size(); i++) { diff --git a/editor/plugins/collision_polygon_3d_editor_plugin.cpp b/editor/plugins/collision_polygon_3d_editor_plugin.cpp index c61d410d382..d9d9cf6a87f 100644 --- a/editor/plugins/collision_polygon_3d_editor_plugin.cpp +++ b/editor/plugins/collision_polygon_3d_editor_plugin.cpp @@ -32,6 +32,7 @@ #include "canvas_item_editor_plugin.h" #include "core/input/input.h" +#include "core/math/geometry_2d.h" #include "core/os/file_access.h" #include "core/os/keyboard.h" #include "editor/editor_settings.h" @@ -196,7 +197,7 @@ bool CollisionPolygon3DEditor::forward_spatial_gui_input(Camera3D *p_camera, con p_camera->unproject_position(gt.xform(Vector3(poly[(i + 1) % poly.size()].x, poly[(i + 1) % poly.size()].y, depth))) }; - Vector2 cp = Geometry::get_closest_point_to_segment_2d(gpoint, points); + Vector2 cp = Geometry2D::get_closest_point_to_segment(gpoint, points); if (cp.distance_squared_to(points[0]) < CMP_EPSILON2 || cp.distance_squared_to(points[1]) < CMP_EPSILON2) { continue; //not valid to reuse point } diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 3c12022854d..e024123f593 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -835,7 +835,7 @@ bool Node3DEditorViewport::_gizmo_select(const Vector2 &p_screenpos, bool p_high Vector3 r; - if (Geometry::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) { + if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) { float d = r.distance_to(ray_pos); if (d < col_d) { col_d = d; @@ -932,7 +932,7 @@ bool Node3DEditorViewport::_gizmo_select(const Vector2 &p_screenpos, bool p_high Vector3 r; - if (Geometry::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) { + if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) { float d = r.distance_to(ray_pos); if (d < col_d) { col_d = d; diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp index a44fe69ff61..25cffa3d6ce 100644 --- a/editor/plugins/path_3d_editor_plugin.cpp +++ b/editor/plugins/path_3d_editor_plugin.cpp @@ -30,6 +30,8 @@ #include "path_3d_editor_plugin.h" +#include "core/math/geometry_2d.h" +#include "core/math/geometry_3d.h" #include "core/os/keyboard.h" #include "node_3d_editor_plugin.h" #include "scene/resources/curve.h" @@ -344,7 +346,7 @@ bool Path3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref Vector2 s[2]; s[0] = p_camera->unproject_position(from); s[1] = p_camera->unproject_position(to); - Vector2 inters = Geometry::get_closest_point_to_segment_2d(mbpos, s); + Vector2 inters = Geometry2D::get_closest_point_to_segment(mbpos, s); float d = inters.distance_to(mbpos); if (d < 10 && d < closest_d) { @@ -354,7 +356,7 @@ bool Path3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref Vector3 ray_dir = p_camera->project_ray_normal(mbpos); Vector3 ra, rb; - Geometry::get_closest_points_between_segments(ray_from, ray_from + ray_dir * 4096, from, to, ra, rb); + Geometry3D::get_closest_points_between_segments(ray_from, ray_from + ray_dir * 4096, from, to, ra, rb); closest_seg_point = it.xform(rb); } diff --git a/editor/plugins/polygon_2d_editor_plugin.cpp b/editor/plugins/polygon_2d_editor_plugin.cpp index 7ee695b9fee..1f98c0139b7 100644 --- a/editor/plugins/polygon_2d_editor_plugin.cpp +++ b/editor/plugins/polygon_2d_editor_plugin.cpp @@ -32,6 +32,7 @@ #include "canvas_item_editor_plugin.h" #include "core/input/input.h" +#include "core/math/geometry_2d.h" #include "core/os/file_access.h" #include "core/os/keyboard.h" #include "editor/editor_scale.h" @@ -693,7 +694,7 @@ void Polygon2DEditor::_uv_input(const Ref &p_input) { polys.write[j] = mtx.xform(points_prev[idx]); } - if (Geometry::is_point_in_polygon(Vector2(mb->get_position().x, mb->get_position().y), polys)) { + if (Geometry2D::is_point_in_polygon(Vector2(mb->get_position().x, mb->get_position().y), polys)) { erase_index = i; break; } diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index b21586a6b01..f5fafb68a5b 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -31,6 +31,7 @@ #include "sprite_2d_editor_plugin.h" #include "canvas_item_editor_plugin.h" +#include "core/math/geometry_2d.h" #include "editor/editor_scale.h" #include "scene/2d/collision_polygon_2d.h" #include "scene/2d/light_occluder_2d.h" @@ -233,7 +234,7 @@ void Sprite2DEditor::_update_mesh_data() { computed_vertices.push_back(vtx); } - Vector poly = Geometry::triangulate_polygon(lines[j]); + Vector poly = Geometry2D::triangulate_polygon(lines[j]); for (int i = 0; i < poly.size(); i += 3) { for (int k = 0; k < 3; k++) { diff --git a/main/tests/test_math.cpp b/main/tests/test_math.cpp index 11aa164709e..e076fa898a9 100644 --- a/main/tests/test_math.cpp +++ b/main/tests/test_math.cpp @@ -33,6 +33,7 @@ #include "core/math/basis.h" #include "core/math/camera_matrix.h" #include "core/math/delaunay_3d.h" +#include "core/math/geometry_2d.h" #include "core/math/math_funcs.h" #include "core/math/transform.h" #include "core/method_ptrcall.h" @@ -635,7 +636,7 @@ MainLoop *test() { b["44"] = 4; } - print_line("inters: " + rtos(Geometry::segment_intersects_circle(Vector2(-5, 0), Vector2(-2, 0), Vector2(), 1.0))); + print_line("inters: " + rtos(Geometry2D::segment_intersects_circle(Vector2(-5, 0), Vector2(-2, 0), Vector2(), 1.0))); print_line("cross: " + Vector3(1, 2, 3).cross(Vector3(4, 5, 7))); print_line("dot: " + rtos(Vector3(1, 2, 3).dot(Vector3(4, 5, 7)))); diff --git a/main/tests/test_physics_3d.cpp b/main/tests/test_physics_3d.cpp index fe54ece98e0..dfe2e946cfa 100644 --- a/main/tests/test_physics_3d.cpp +++ b/main/tests/test_physics_3d.cpp @@ -136,9 +136,9 @@ protected: /* BOX SHAPE */ - Vector box_planes = Geometry::build_box_planes(Vector3(0.5, 0.5, 0.5)); + Vector box_planes = Geometry3D::build_box_planes(Vector3(0.5, 0.5, 0.5)); RID box_mesh = vs->mesh_create(); - Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes); + Geometry3D::MeshData box_data = Geometry3D::build_convex_mesh(box_planes); vs->mesh_add_surface_from_mesh_data(box_mesh, box_data); type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh; @@ -148,10 +148,10 @@ protected: /* CAPSULE SHAPE */ - Vector capsule_planes = Geometry::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z); + Vector capsule_planes = Geometry3D::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z); RID capsule_mesh = vs->mesh_create(); - Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes); + Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes); vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data); type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh; @@ -165,10 +165,10 @@ protected: /* CONVEX SHAPE */ - Vector convex_planes = Geometry::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z); + Vector convex_planes = Geometry3D::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z); RID convex_mesh = vs->mesh_create(); - Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes); + Geometry3D::MeshData convex_data = Geometry3D::build_convex_mesh(convex_planes); QuickHull::build(convex_data.vertices, convex_data); vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data); @@ -341,10 +341,10 @@ public: RenderingServer *vs = RenderingServer::get_singleton(); PhysicsServer3D *ps = PhysicsServer3D::get_singleton(); - Vector capsule_planes = Geometry::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y); + Vector capsule_planes = Geometry3D::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y); RID capsule_mesh = vs->mesh_create(); - Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes); + Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes); vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data); type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh; diff --git a/main/tests/test_render.cpp b/main/tests/test_render.cpp index afc09374b9f..d936dd72e78 100644 --- a/main/tests/test_render.cpp +++ b/main/tests/test_render.cpp @@ -79,8 +79,8 @@ public: Vector vts; /* - Vector sp = Geometry::build_sphere_planes(2,5,5); - Geometry::MeshData md2 = Geometry::build_convex_mesh(sp); + Vector sp = Geometry3D::build_sphere_planes(2,5,5); + Geometry3D::MeshData md2 = Geometry3D::build_convex_mesh(sp); vts=md2.vertices; */ /* @@ -118,7 +118,7 @@ public: vts.push_back(Vector3(-1, 1, -1)); vts.push_back(Vector3(-1, -1, -1)); - Geometry::MeshData md; + Geometry3D::MeshData md; Error err = QuickHull::build(vts, md); print_line("ERR: " + itos(err)); test_cube = vs->mesh_create(); diff --git a/modules/bullet/shape_bullet.h b/modules/bullet/shape_bullet.h index b24ded574fd..a35a1d8a18f 100644 --- a/modules/bullet/shape_bullet.h +++ b/modules/bullet/shape_bullet.h @@ -31,7 +31,7 @@ #ifndef SHAPE_BULLET_H #define SHAPE_BULLET_H -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/variant.h" #include "rid_bullet.h" #include "servers/physics_server_3d.h" diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp index df798623f95..ded0b970dca 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 &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 9fa7dc13406..cce72770f5e 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(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 7df65b04c46..cea006364f1 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 triangles = Geometry::triangulate_polygon(final_polygon); + Vector triangles = Geometry2D::triangulate_polygon(final_polygon); if (triangles.size() < 3) { return nullptr; diff --git a/modules/gdnavigation/nav_map.cpp b/modules/gdnavigation/nav_map.cpp index 4bea007104e..7919e6a01fd 100644 --- a/modules/gdnavigation/nav_map.cpp +++ b/modules/gdnavigation/nav_map.cpp @@ -155,7 +155,7 @@ Vector NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p least_cost_poly->poly->points[(i + 1) % least_cost_poly->poly->points.size()].pos }; - const Vector3 new_entry = Geometry::get_closest_point_to_segment(least_cost_poly->entry, edge_line); + const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly->entry, edge_line); const float new_distance = least_cost_poly->entry.distance_to(new_entry) + least_cost_poly->traveled_distance; #else const float new_distance = least_cost_poly->poly->center.distance_to(edge.other_polygon->center) + least_cost_poly->traveled_distance; @@ -413,7 +413,7 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector for (size_t point_id = 0; point_id < p.points.size(); point_id += 1) { Vector3 a, b; - Geometry::get_closest_points_between_segments( + Geometry3D::get_closest_points_between_segments( p_from, p_to, p.points[point_id].pos, diff --git a/modules/gdnavigation/navigation_mesh_generator.cpp b/modules/gdnavigation/navigation_mesh_generator.cpp index 7dc08fbf29a..5329600e398 100644 --- a/modules/gdnavigation/navigation_mesh_generator.cpp +++ b/modules/gdnavigation/navigation_mesh_generator.cpp @@ -218,7 +218,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform p_accumulated_transform, ConvexPolygonShape3D *convex_polygon = Object::cast_to(*s); if (convex_polygon) { Vector varr = Variant(convex_polygon->get_points()); - Geometry::MeshData md; + Geometry3D::MeshData md; Error err = QuickHull::build(varr, md); @@ -226,7 +226,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform p_accumulated_transform, PackedVector3Array faces; for (int j = 0; j < md.faces.size(); ++j) { - Geometry::MeshData::Face face = md.faces[j]; + Geometry3D::MeshData::Face face = md.faces[j]; for (int k = 2; k < face.indices.size(); ++k) { faces.push_back(md.vertices[face.indices[0]]); diff --git a/modules/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp index 2bae43510ad..3b0e78546d1 100644 --- a/modules/gridmap/grid_map_editor_plugin.cpp +++ b/modules/gridmap/grid_map_editor_plugin.cpp @@ -35,7 +35,6 @@ #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/camera_3d.h" -#include "core/math/geometry.h" #include "core/os/keyboard.h" #include "scene/main/window.h" diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp index b55c73e9bc3..4de523baa0d 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 offsets = Geometry::partial_pack_rects(source_sizes, atlas_size); + Vector offsets = Geometry2D::partial_pack_rects(source_sizes, atlas_size); Vector new_indices; Vector 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 euclidean_pos = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false); - Vector euclidean_neg = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true); - Vector sdf8 = Geometry::generate_sdf8(euclidean_pos, euclidean_neg); + Vector euclidean_pos = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false); + Vector euclidean_neg = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true); + Vector sdf8 = Geometry3D::generate_sdf8(euclidean_pos, euclidean_neg); /*****************************/ /*** CREATE GPU STRUCTURES ***/ diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index 4919ef83046..d23398713ac 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> CollisionPolygon2D::_decompose_in_convex() { - Vector> decomp = Geometry::decompose_polygon_in_convex(polygon); + Vector> 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 0f4880f69a2..023cfa6d036 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 28183403f20..b120b115b08 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 cb2dbba0fea..e5cdade4a4d 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 72bde174282..671bda558d9 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 046e4dbd416..00e9af3bb77 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 62c66dbb296..13b62816a40 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 indices = Geometry::triangulate_polygon(points); + Vector 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 indices = Geometry::triangulate_polygon(tmp_points); + Vector 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 e2f1b3807d5..a41eaf9da0a 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 bad4a1fddd6..e2d11c740ab 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> decomp = Geometry::decompose_polygon_in_convex(polygon); + Vector> 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 f8d44506b68..e1792610026 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 9fc3feb49a0..de5496ee351 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 &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 &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 003a4fad900..5a42e2af7a2 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 *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 96aaec6ae98..97daeceda91 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 c9fc68233d3..014b7732982 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 &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 &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 0e784e04ff7..e519970f38d 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 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 21546331114..eecf8afa8f4 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 7df7c3ac729..2b7531c6307 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 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 &p_points) { - Vector hull = Geometry::convex_hull_2d(p_points); + Vector 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 e52df73663d..affeb05a8f5 100644 --- a/scene/resources/convex_polygon_shape_3d.cpp +++ b/scene/resources/convex_polygon_shape_3d.cpp @@ -37,7 +37,7 @@ Vector ConvexPolygonShape3D::get_debug_mesh_lines() { if (points.size() > 3) { Vector varr = Variant(points); - Geometry::MeshData md; + Geometry3D::MeshData md; Error err = QuickHull::build(varr, md); if (err == OK) { Vector lines; diff --git a/scene/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp index 802ccaaee61..58653c5f4ad 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 0546c92948b..df98d4cfd42 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 &p_points, 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)) { valid = false; break; } @@ -147,7 +147,7 @@ Vector 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 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 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 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 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 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 7b409eebbb0..e13c4c67c48 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 c17b6f8817c..6992360df71 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 p_shape) { if (!convex.is_valid()) { return; } - Vector> decomp = Geometry::decompose_polygon_in_convex(convex->get_points()); + Vector> decomp = Geometry2D::decompose_polygon_in_convex(convex->get_points()); if (decomp.size() > 1) { Array sub_shapes; for (int i = 0; i < decomp.size(); i++) { diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp index 2cada2bf506..d993754fee8 100644 --- a/servers/physics_2d/collision_solver_2d_sat.cpp +++ b/servers/physics_2d/collision_solver_2d_sat.cpp @@ -30,7 +30,7 @@ #include "collision_solver_2d_sat.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" struct _CollectorCallback2D { CollisionSolver2DSW::CallbackResult callback; @@ -70,7 +70,7 @@ _FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 *p_points ERR_FAIL_COND(p_point_count_B != 2); #endif - Vector2 closest_B = Geometry::get_closest_point_to_segment_uncapped_2d(*p_points_A, p_points_B); + Vector2 closest_B = Geometry2D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); p_collector->call(*p_points_A, closest_B); } diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp index c0589b98048..87e22ef1c95 100644 --- a/servers/physics_2d/shape_2d_sw.cpp +++ b/servers/physics_2d/shape_2d_sw.cpp @@ -30,7 +30,7 @@ #include "shape_2d_sw.h" -#include "core/math/geometry.h" +#include "core/math/geometry_2d.h" #include "core/sort_array.h" void Shape2DSW::configure(const Rect2 &p_aabb) { @@ -205,7 +205,7 @@ bool SegmentShape2DSW::contains_point(const Vector2 &p_point) const { } bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { - if (!Geometry::segment_intersects_segment_2d(p_begin, p_end, a, b, &r_point)) { + if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) { return false; } @@ -556,7 +556,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec Vector2 res; - if (!Geometry::segment_intersects_segment_2d(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) { + if (!Geometry2D::segment_intersects_segment(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) { continue; } @@ -735,7 +735,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve Vector2 res; - if (Geometry::segment_intersects_segment_2d(p_begin, p_end, a, b, &res)) { + if (Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &res)) { real_t nd = n.dot(res); if (nd < d) { d = nd; diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp index 736222c7d9c..85f55ad66d8 100644 --- a/servers/physics_3d/collision_solver_3d_sat.cpp +++ b/servers/physics_3d/collision_solver_3d_sat.cpp @@ -29,7 +29,7 @@ /*************************************************************************/ #include "collision_solver_3d_sat.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.02 @@ -67,7 +67,7 @@ static void _generate_contacts_point_edge(const Vector3 *p_points_A, int p_point ERR_FAIL_COND(p_point_count_B != 2); #endif - Vector3 closest_B = Geometry::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); + Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); p_callback->call(*p_points_A, closest_B); } @@ -124,7 +124,7 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_ } Vector3 closest_A = p_points_A[0] + rel_A * d; - Vector3 closest_B = Geometry::get_closest_point_to_segment_uncapped(closest_A, p_points_B); + Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(closest_A, p_points_B); p_callback->call(closest_A, closest_B); } @@ -542,11 +542,11 @@ static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transfo return; } - const Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh(); - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int face_count = mesh.faces.size(); - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int edge_count = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); int vertex_count = mesh.vertices.size(); @@ -839,11 +839,11 @@ static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform return; } - const Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh(); - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int face_count = mesh.faces.size(); - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int edge_count = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); int vertex_count = mesh.vertices.size(); @@ -1124,11 +1124,11 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf return; } - const Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh(); - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int face_count = mesh.faces.size(); - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int edge_count = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); @@ -1257,20 +1257,20 @@ static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const return; } - const Geometry::MeshData &mesh_A = convex_polygon_A->get_mesh(); + const Geometry3D::MeshData &mesh_A = convex_polygon_A->get_mesh(); - const Geometry::MeshData::Face *faces_A = mesh_A.faces.ptr(); + const Geometry3D::MeshData::Face *faces_A = mesh_A.faces.ptr(); int face_count_A = mesh_A.faces.size(); - const Geometry::MeshData::Edge *edges_A = mesh_A.edges.ptr(); + const Geometry3D::MeshData::Edge *edges_A = mesh_A.edges.ptr(); int edge_count_A = mesh_A.edges.size(); const Vector3 *vertices_A = mesh_A.vertices.ptr(); int vertex_count_A = mesh_A.vertices.size(); - const Geometry::MeshData &mesh_B = convex_polygon_B->get_mesh(); + const Geometry3D::MeshData &mesh_B = convex_polygon_B->get_mesh(); - const Geometry::MeshData::Face *faces_B = mesh_B.faces.ptr(); + const Geometry3D::MeshData::Face *faces_B = mesh_B.faces.ptr(); int face_count_B = mesh_B.faces.size(); - const Geometry::MeshData::Edge *edges_B = mesh_B.edges.ptr(); + const Geometry3D::MeshData::Edge *edges_B = mesh_B.edges.ptr(); int edge_count_B = mesh_B.edges.size(); const Vector3 *vertices_B = mesh_B.vertices.ptr(); int vertex_count_B = mesh_B.vertices.size(); @@ -1362,11 +1362,11 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform SeparatorAxisTest separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - const Geometry::MeshData &mesh = convex_polygon_A->get_mesh(); + const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh(); - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int face_count = mesh.faces.size(); - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int edge_count = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); int vertex_count = mesh.vertices.size(); diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp index eb0e87cec0b..ca33241d299 100644 --- a/servers/physics_3d/shape_3d_sw.cpp +++ b/servers/physics_3d/shape_3d_sw.cpp @@ -30,7 +30,7 @@ #include "shape_3d_sw.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/math/quick_hull.h" #include "core/sort_array.h" @@ -195,7 +195,7 @@ Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const { Vector3(0, 0, length) }; - return Geometry::get_closest_point_to_segment(p_point, s); + return Geometry3D::get_closest_point_to_segment(p_point, s); } Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const { @@ -252,7 +252,7 @@ void SphereShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 * } bool SphereShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { - return Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); + return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } bool SphereShape3DSW::intersect_point(const Vector3 &p_point) const { @@ -441,7 +441,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const { s[1] = closest_vertex; s[1][i] = -s[1][i]; //edge - Vector3 closest_edge = Geometry::get_closest_point_to_segment(p_point, s); + Vector3 closest_edge = Geometry3D::get_closest_point_to_segment(p_point, s); float d = p_point.distance_to(closest_edge); if (d < min_distance) { @@ -540,7 +540,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & // test against cylinder and spheres :-| - collided = Geometry::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn); if (collided) { real_t d = norm.dot(auxres); @@ -552,7 +552,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & } } - collided = Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * 0.5), radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * 0.5), radius, &auxres, &auxn); if (collided) { real_t d = norm.dot(auxres); @@ -564,7 +564,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & } } - collided = Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * -0.5), radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * -0.5), radius, &auxres, &auxn); if (collided) { real_t d = norm.dot(auxres); @@ -600,7 +600,7 @@ Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const { Vector3(0, 0, height * 0.5), }; - Vector3 p = Geometry::get_closest_point_to_segment(p_point, s); + Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s); if (p.distance_to(p_point) < radius) { return p_point; @@ -691,10 +691,10 @@ Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const { } void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int ec = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); @@ -755,7 +755,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve } bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); const Vector3 *vertices = mesh.vertices.ptr(); @@ -793,7 +793,7 @@ bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vec } bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const { - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); for (int i = 0; i < fc; i++) { @@ -806,7 +806,7 @@ bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const { } Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) const { - const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); const Vector3 *vertices = mesh.vertices.ptr(); @@ -844,7 +844,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con Vector3 min_point; //check edges - const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr(); int ec = mesh.edges.size(); for (int i = 0; i < ec; i++) { Vector3 s[2] = { @@ -852,7 +852,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con vertices[edges[i].b] }; - Vector3 closest = Geometry::get_closest_point_to_segment(p_point, s); + Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s); float d = closest.distance_to(p_point); if (d < min_distance) { min_distance = d; @@ -986,7 +986,7 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_ } bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { - bool c = Geometry::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); + bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; if (r_normal.dot(p_end - p_begin) > 0) { @@ -1095,7 +1095,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par p_params->vertices[p_params->faces[bvh->face_index].indices[2]] }; - if (Geometry::segment_intersects_triangle( + if (Geometry3D::segment_intersects_triangle( p_params->from, p_params->to, vertices[0], diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h index 848a1135ad7..2a2cd422554 100644 --- a/servers/physics_3d/shape_3d_sw.h +++ b/servers/physics_3d/shape_3d_sw.h @@ -31,7 +31,7 @@ #ifndef SHAPE_SW_H #define SHAPE_SW_H -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "servers/physics_server_3d.h" /* @@ -252,12 +252,12 @@ public: }; struct ConvexPolygonShape3DSW : public Shape3DSW { - Geometry::MeshData mesh; + Geometry3D::MeshData mesh; void _setup(const Vector &p_vertices); public: - const Geometry::MeshData &get_mesh() const { return mesh; } + const Geometry3D::MeshData &get_mesh() const { return mesh; } virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; } diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp index 4f216d7cb51..a5151d1ff8a 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp @@ -4295,7 +4295,7 @@ void RasterizerStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4]; Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] }; const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] }; - Color barycentric = Geometry::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point); + Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point); for (int i = 0; i < 4; i++) { float c = CLAMP(barycentric[i], 0.0, 1.0); diff --git a/servers/rendering/rendering_server_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp index 0c9290a7653..5c0741bb3b9 100644 --- a/servers/rendering/rendering_server_canvas.cpp +++ b/servers/rendering/rendering_server_canvas.cpp @@ -29,6 +29,8 @@ /*************************************************************************/ #include "rendering_server_canvas.h" + +#include "core/math/geometry_2d.h" #include "rendering_server_globals.h" #include "rendering_server_raster.h" #include "rendering_server_viewport.h" @@ -774,7 +776,7 @@ void RenderingServerCanvas::canvas_item_add_polygon(RID p_item, const Vector indices = Geometry::triangulate_polygon(p_points); + Vector indices = Geometry2D::triangulate_polygon(p_points); ERR_FAIL_COND_MSG(indices.empty(), "Invalid polygon data, triangulation failed."); Item::CommandPolygon *polygon = canvas_item->alloc_command(); diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h index f59028603f0..f2e2918f218 100644 --- a/servers/rendering/rendering_server_scene.h +++ b/servers/rendering/rendering_server_scene.h @@ -33,7 +33,6 @@ #include "servers/rendering/rasterizer.h" -#include "core/math/geometry.h" #include "core/math/octree.h" #include "core/os/semaphore.h" #include "core/os/thread.h" diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 906946f074e..4f12ec5b025 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2245,12 +2245,12 @@ void RenderingServer::_camera_set_orthogonal(RID p_camera, float p_size, float p camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far); } -void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) { +void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data) { Vector vertices; Vector normals; for (int i = 0; i < p_mesh_data.faces.size(); i++) { - const Geometry::MeshData::Face &f = p_mesh_data.faces[i]; + const Geometry3D::MeshData::Face &f = p_mesh_data.faces[i]; for (int j = 2; j < f.indices.size(); j++) { #define _ADD_VERTEX(m_idx) \ @@ -2271,7 +2271,7 @@ void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry } void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector &p_planes) { - Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes); + Geometry3D::MeshData mdata = Geometry3D::build_convex_mesh(p_planes); mesh_add_surface_from_mesh_data(p_mesh, mdata); } diff --git a/servers/rendering_server.h b/servers/rendering_server.h index 92a27b7fe61..3ce63585a87 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -32,7 +32,7 @@ #define RENDERING_SERVER_H #include "core/image.h" -#include "core/math/geometry.h" +#include "core/math/geometry_3d.h" #include "core/math/transform_2d.h" #include "core/object.h" #include "core/rid.h" @@ -1208,7 +1208,7 @@ public: virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius); - virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data); + virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data); virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector &p_planes); virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;