diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp index 88e31c56fe1..baf5d4b9280 100644 --- a/core/bind/core_bind.cpp +++ b/core/bind/core_bind.cpp @@ -1156,10 +1156,6 @@ Vector _Geometry3D::clip_polygon(const Vector &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); diff --git a/core/bind/core_bind.h b/core/bind/core_bind.h index 5c9520d7fee..e75e740cd5c 100644 --- a/core/bind/core_bind.h +++ b/core/bind/core_bind.h @@ -344,7 +344,6 @@ public: 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); diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h index 6bbf518141c..11cac8f108f 100644 --- a/core/math/geometry_3d.h +++ b/core/math/geometry_3d.h @@ -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 &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); diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml index ec685a5ce73..d0b930defb2 100644 --- a/doc/classes/Geometry3D.xml +++ b/doc/classes/Geometry3D.xml @@ -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]). - - - - - - - Used internally by the engine. - -