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| 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/physics.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/physics.cc')
| -rw-r--r-- | src/3d/physics.cc | 26 |
1 files changed, 1 insertions, 25 deletions
diff --git a/src/3d/physics.cc b/src/3d/physics.cc index 2aa101d..db27e95 100644 --- a/src/3d/physics.cc +++ b/src/3d/physics.cc @@ -6,31 +6,7 @@ #include "3d/sdf_cpu.h" #include <algorithm> -namespace { -// Helper to get world AABB (copied from bvh.cc or shared) -AABB get_world_aabb(const Object3D& obj) { - BoundingVolume local = obj.get_local_bounds(); - mat4 model = obj.get_model_matrix(); - - vec3 corners[8] = { - {local.min.x, local.min.y, local.min.z}, - {local.max.x, local.min.y, local.min.z}, - {local.min.x, local.max.y, local.min.z}, - {local.max.x, local.max.y, local.min.z}, - {local.min.x, local.min.y, local.max.z}, - {local.max.x, local.min.y, local.max.z}, - {local.min.x, local.max.y, local.max.z}, - {local.max.x, local.max.y, local.max.z}, - }; - - AABB world; - for (int i = 0; i < 8; ++i) { - vec4 p = model * vec4(corners[i].x, corners[i].y, corners[i].z, 1.0f); - world.expand(p.xyz()); - } - return world; -} -} // namespace +// get_world_aabb() is declared in bvh.h float PhysicsSystem::sample_sdf(const Object3D& obj, vec3 world_p) { mat4 inv_model = obj.get_model_matrix().inverse(); |
