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authorskal <pascal.massimino@gmail.com>2026-05-20 22:44:44 +0200
committerskal <pascal.massimino@gmail.com>2026-05-20 22:44:44 +0200
commit5d20c892dedce7bc7486acbd72fbd35da69e413e (patch)
tree05e04d5e689504c2421cd5772e91a42ee69608ab /src/3d/physics.cc
parent6ef8f578817ee0134fd5867ca3b80590e3eb2368 (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.cc26
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();