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Merge pull request #42660 from Chaosus/remove_get_uv84_normal_bit
Removed unused method Geometry3D.get_uv84_normal_bit
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7c4d1e9c65
@ -1156,10 +1156,6 @@ Vector<Vector3> _Geometry3D::clip_polygon(const Vector<Vector3> &p_points, const
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return Geometry3D::clip_polygon(p_points, p_plane);
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}
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int _Geometry3D::get_uv84_normal_bit(const Vector3 &p_vector) {
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return Geometry3D::get_uv84_normal_bit(p_vector);
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}
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void _Geometry3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("build_box_planes", "extents"), &_Geometry3D::build_box_planes);
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ClassDB::bind_method(D_METHOD("build_cylinder_planes", "radius", "height", "sides", "axis"), &_Geometry3D::build_cylinder_planes, DEFVAL(Vector3::AXIS_Z));
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@ -1171,8 +1167,6 @@ void _Geometry3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &_Geometry3D::get_closest_point_to_segment_uncapped);
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ClassDB::bind_method(D_METHOD("get_uv84_normal_bit", "normal"), &_Geometry3D::get_uv84_normal_bit);
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ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &_Geometry3D::ray_intersects_triangle);
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ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &_Geometry3D::segment_intersects_triangle);
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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:
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Vector<Vector3> segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius);
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Vector<Vector3> segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius);
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Vector<Vector3> segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector<Plane> &p_planes);
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int get_uv84_normal_bit(const Vector3 &p_vector);
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Vector<Vector3> clip_polygon(const Vector<Vector3> &p_points, const Plane &p_plane);
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@ -636,54 +636,6 @@ public:
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void optimize_vertices();
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};
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_FORCE_INLINE_ static int get_uv84_normal_bit(const Vector3 &p_vector) {
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int lat = Math::fast_ftoi(Math::floor(Math::acos(p_vector.dot(Vector3(0, 1, 0))) * 4.0 / Math_PI + 0.5));
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if (lat == 0) {
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return 24;
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} else if (lat == 4) {
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return 25;
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}
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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;
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return lon + (lat - 1) * 8;
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}
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_FORCE_INLINE_ static int get_uv84_normal_bit_neighbors(int p_idx) {
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if (p_idx == 24) {
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return 1 | 2 | 4 | 8;
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} else if (p_idx == 25) {
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return (1 << 23) | (1 << 22) | (1 << 21) | (1 << 20);
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} else {
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int ret = 0;
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if ((p_idx % 8) == 0) {
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ret |= (1 << (p_idx + 7));
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} else {
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ret |= (1 << (p_idx - 1));
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}
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if ((p_idx % 8) == 7) {
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ret |= (1 << (p_idx - 7));
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} else {
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ret |= (1 << (p_idx + 1));
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}
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int mask = ret | (1 << p_idx);
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if (p_idx < 8) {
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ret |= 24;
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} else {
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ret |= mask >> 8;
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}
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if (p_idx >= 16) {
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ret |= 25;
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} else {
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ret |= mask << 8;
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}
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return ret;
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}
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}
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static MeshData build_convex_mesh(const Vector<Plane> &p_planes);
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static Vector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z);
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static Vector<Plane> build_box_planes(const Vector3 &p_extents);
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@ -102,15 +102,6 @@
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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]).
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</description>
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</method>
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<method name="get_uv84_normal_bit">
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<return type="int">
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</return>
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<argument index="0" name="normal" type="Vector3">
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</argument>
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<description>
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Used internally by the engine.
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</description>
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</method>
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<method name="ray_intersects_triangle">
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<return type="Variant">
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</return>
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