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Rename Transform to Transform3D in core

This commit is contained in:
Aaron Franke
2020-10-17 01:08:21 -04:00
parent b80494e633
commit de3f6699a5
257 changed files with 1697 additions and 1702 deletions

View File

@@ -315,8 +315,8 @@ Vector2 CameraMatrix::get_far_plane_half_extents() const {
return Vector2(res.x, res.y);
}
bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
Vector<Plane> planes = get_projection_planes(Transform());
bool CameraMatrix::get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const {
Vector<Plane> planes = get_projection_planes(Transform3D());
const Planes intersections[8][3] = {
{ PLANE_FAR, PLANE_LEFT, PLANE_TOP },
{ PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
@@ -338,7 +338,7 @@ bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8point
return true;
}
Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
Vector<Plane> CameraMatrix::get_projection_planes(const Transform3D &p_transform) const {
/** Fast Plane Extraction from combined modelview/projection matrices.
* References:
* https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
@@ -707,8 +707,8 @@ void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
matrix[3][3] = 1;
}
CameraMatrix::operator Transform() const {
Transform tr;
CameraMatrix::operator Transform3D() const {
Transform3D tr;
const real_t *m = &matrix[0][0];
tr.basis.elements[0][0] = m[0];
@@ -730,8 +730,8 @@ CameraMatrix::operator Transform() const {
return tr;
}
CameraMatrix::CameraMatrix(const Transform &p_transform) {
const Transform &tr = p_transform;
CameraMatrix::CameraMatrix(const Transform3D &p_transform) {
const Transform3D &tr = p_transform;
real_t *m = &matrix[0][0];
m[0] = tr.basis.elements[0][0];