diff options
| author | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
| commit | 5d20c892dedce7bc7486acbd72fbd35da69e413e (patch) | |
| tree | 05e04d5e689504c2421cd5772e91a42ee69608ab /src/3d/bvh.cc | |
| parent | 6ef8f578817ee0134fd5867ca3b80590e3eb2368 (diff) | |
fix: code review cleanup — bugs, dead code, factorization (-167 lines)
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
Diffstat (limited to 'src/3d/bvh.cc')
| -rw-r--r-- | src/3d/bvh.cc | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/3d/bvh.cc b/src/3d/bvh.cc index 5f7abef..129016c 100644 --- a/src/3d/bvh.cc +++ b/src/3d/bvh.cc @@ -4,14 +4,6 @@ #include "3d/bvh.h" #include <algorithm> -namespace { - -struct ObjectInfo { - int index; - AABB aabb; - vec3 centroid; -}; - AABB get_world_aabb(const Object3D& obj) { BoundingVolume local = obj.get_local_bounds(); mat4 model = obj.get_model_matrix(); @@ -35,6 +27,14 @@ AABB get_world_aabb(const Object3D& obj) { return world; } +namespace { + +struct ObjectInfo { + int index; + AABB aabb; + vec3 centroid; +}; + int build_recursive(std::vector<BVHNode>& nodes, std::vector<ObjectInfo>& obj_info, int start, int end) { int node_idx = (int)nodes.size(); |
