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Rename Transform to Transform3D in core
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@@ -167,7 +167,7 @@ private:
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uint32_t render_element_count = 0;
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uint32_t render_element_max = 0;
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Transform view_xform;
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Transform3D view_xform;
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CameraMatrix adjusted_projection;
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CameraMatrix projection;
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float z_far = 0;
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@@ -220,9 +220,9 @@ private:
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public:
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void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
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void begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
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void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
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_FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
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_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
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if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
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return; //max number elements reached
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}
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@@ -232,7 +232,7 @@ public:
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RenderElementData &e = render_elements[render_element_count];
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Transform xform = view_xform * p_transform;
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Transform3D xform = view_xform * p_transform;
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float radius = xform.basis.get_uniform_scale();
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if (radius > 0.98 || radius < 1.02) {
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@@ -317,7 +317,7 @@ public:
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render_element_count++;
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}
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_FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform &p_transform, const Vector3 &p_half_extents) {
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_FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_extents) {
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if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
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return; //max number elements reached
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}
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@@ -326,7 +326,7 @@ public:
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}
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RenderElementData &e = render_elements[render_element_count];
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Transform xform = view_xform * p_transform;
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Transform3D xform = view_xform * p_transform;
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//extract scale and scale the matrix by it, makes things simpler
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Vector3 scale = p_half_extents;
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