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Type renames:
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
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@@ -30,24 +30,24 @@
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#include "print_string.h"
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float AABB::get_area() const {
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float Rect3::get_area() const {
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return size.x*size.y*size.z;
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}
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bool AABB::operator==(const AABB& p_rval) const {
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bool Rect3::operator==(const Rect3& p_rval) const {
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return ((pos==p_rval.pos) && (size==p_rval.size));
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}
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bool AABB::operator!=(const AABB& p_rval) const {
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bool Rect3::operator!=(const Rect3& p_rval) const {
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return ((pos!=p_rval.pos) || (size!=p_rval.size));
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}
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void AABB::merge_with(const AABB& p_aabb) {
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void Rect3::merge_with(const Rect3& p_aabb) {
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Vector3 beg_1,beg_2;
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Vector3 end_1,end_2;
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@@ -70,7 +70,7 @@ void AABB::merge_with(const AABB& p_aabb) {
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size=max-min;
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}
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AABB AABB::intersection(const AABB& p_aabb) const {
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Rect3 Rect3::intersection(const Rect3& p_aabb) const {
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Vector3 src_min=pos;
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Vector3 src_max=pos+size;
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@@ -80,7 +80,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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Vector3 min,max;
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if (src_min.x > dst_max.x || src_max.x < dst_min.x )
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return AABB();
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return Rect3();
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else {
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min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
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@@ -89,7 +89,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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}
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if (src_min.y > dst_max.y || src_max.y < dst_min.y )
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return AABB();
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return Rect3();
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else {
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min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
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@@ -98,7 +98,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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}
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if (src_min.z > dst_max.z || src_max.z < dst_min.z )
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return AABB();
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return Rect3();
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else {
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min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
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@@ -107,10 +107,10 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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}
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return AABB( min, max-min );
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return Rect3( min, max-min );
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}
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bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
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bool Rect3::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
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Vector3 c1, c2;
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Vector3 end = pos+size;
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@@ -155,7 +155,7 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
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}
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bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
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bool Rect3::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
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real_t min=0,max=1;
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int axis=0;
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@@ -216,7 +216,7 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
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}
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bool AABB::intersects_plane(const Plane &p_plane) const {
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bool Rect3::intersects_plane(const Plane &p_plane) const {
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Vector3 points[8] = {
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Vector3( pos.x , pos.y , pos.z ),
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@@ -246,7 +246,7 @@ bool AABB::intersects_plane(const Plane &p_plane) const {
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Vector3 AABB::get_longest_axis() const {
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Vector3 Rect3::get_longest_axis() const {
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Vector3 axis(1,0,0);
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real_t max_size=size.x;
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@@ -263,7 +263,7 @@ Vector3 AABB::get_longest_axis() const {
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return axis;
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}
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int AABB::get_longest_axis_index() const {
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int Rect3::get_longest_axis_index() const {
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int axis=0;
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real_t max_size=size.x;
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@@ -282,7 +282,7 @@ int AABB::get_longest_axis_index() const {
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}
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Vector3 AABB::get_shortest_axis() const {
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Vector3 Rect3::get_shortest_axis() const {
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Vector3 axis(1,0,0);
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real_t max_size=size.x;
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@@ -299,7 +299,7 @@ Vector3 AABB::get_shortest_axis() const {
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return axis;
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}
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int AABB::get_shortest_axis_index() const {
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int Rect3::get_shortest_axis_index() const {
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int axis=0;
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real_t max_size=size.x;
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@@ -317,26 +317,26 @@ int AABB::get_shortest_axis_index() const {
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return axis;
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}
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AABB AABB::merge(const AABB& p_with) const {
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Rect3 Rect3::merge(const Rect3& p_with) const {
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AABB aabb=*this;
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Rect3 aabb=*this;
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aabb.merge_with(p_with);
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return aabb;
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}
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AABB AABB::expand(const Vector3& p_vector) const {
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AABB aabb=*this;
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Rect3 Rect3::expand(const Vector3& p_vector) const {
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Rect3 aabb=*this;
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aabb.expand_to(p_vector);
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return aabb;
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}
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AABB AABB::grow(real_t p_by) const {
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Rect3 Rect3::grow(real_t p_by) const {
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AABB aabb=*this;
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Rect3 aabb=*this;
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aabb.grow_by(p_by);
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return aabb;
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}
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void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
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void Rect3::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
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ERR_FAIL_INDEX(p_edge,12);
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switch(p_edge) {
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@@ -412,7 +412,7 @@ void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
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}
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AABB::operator String() const {
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Rect3::operator String() const {
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return String()+pos +" - "+ size;
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}
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