Merge pull request #42660 from Chaosus/remove_get_uv84_normal_bit

Removed unused method Geometry3D.get_uv84_normal_bit
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Rémi Verschelde 2020-10-09 19:31:24 +02:00 committed by GitHub
commit 7c4d1e9c65
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 0 additions and 64 deletions

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@ -1156,10 +1156,6 @@ Vector<Vector3> _Geometry3D::clip_polygon(const Vector<Vector3> &p_points, const
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));
@ -1171,8 +1167,6 @@ void _Geometry3D::_bind_methods() {
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);

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@ -344,7 +344,6 @@ public:
Vector<Vector3> segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius);
Vector<Vector3> segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius);
Vector<Vector3> segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector<Plane> &p_planes);
int get_uv84_normal_bit(const Vector3 &p_vector);
Vector<Vector3> clip_polygon(const Vector<Vector3> &p_points, const Plane &p_plane);

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@ -636,54 +636,6 @@ public:
void optimize_vertices();
};
_FORCE_INLINE_ static int get_uv84_normal_bit(const Vector3 &p_vector) {
int lat = Math::fast_ftoi(Math::floor(Math::acos(p_vector.dot(Vector3(0, 1, 0))) * 4.0 / Math_PI + 0.5));
if (lat == 0) {
return 24;
} else if (lat == 4) {
return 25;
}
int lon = Math::fast_ftoi(Math::floor((Math_PI + Math::atan2(p_vector.x, p_vector.z)) * 8.0 / (Math_PI * 2.0) + 0.5)) % 8;
return lon + (lat - 1) * 8;
}
_FORCE_INLINE_ static int get_uv84_normal_bit_neighbors(int p_idx) {
if (p_idx == 24) {
return 1 | 2 | 4 | 8;
} else if (p_idx == 25) {
return (1 << 23) | (1 << 22) | (1 << 21) | (1 << 20);
} else {
int ret = 0;
if ((p_idx % 8) == 0) {
ret |= (1 << (p_idx + 7));
} else {
ret |= (1 << (p_idx - 1));
}
if ((p_idx % 8) == 7) {
ret |= (1 << (p_idx - 7));
} else {
ret |= (1 << (p_idx + 1));
}
int mask = ret | (1 << p_idx);
if (p_idx < 8) {
ret |= 24;
} else {
ret |= mask >> 8;
}
if (p_idx >= 16) {
ret |= 25;
} else {
ret |= mask << 8;
}
return ret;
}
}
static MeshData build_convex_mesh(const Vector<Plane> &p_planes);
static Vector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z);
static Vector<Plane> build_box_planes(const Vector3 &p_extents);

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@ -102,15 +102,6 @@
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]).
</description>
</method>
<method name="get_uv84_normal_bit">
<return type="int">
</return>
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
Used internally by the engine.
</description>
</method>
<method name="ray_intersects_triangle">
<return type="Variant">
</return>