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Rename Transform to Transform3D in core
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@@ -82,7 +82,7 @@ public:
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RID env;
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RID effects;
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Transform transform;
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Transform3D transform;
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Camera() {
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visible_layers = 0xFFFFFFFF;
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@@ -104,7 +104,7 @@ public:
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virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
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virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
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virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
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virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera, RID p_env);
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virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
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@@ -353,7 +353,7 @@ public:
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RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
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Transform transform;
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Transform3D transform;
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float lod_bias;
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@@ -609,7 +609,7 @@ public:
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struct LightCache {
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RS::LightType type;
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Transform transform;
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Transform3D transform;
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Color color;
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float energy;
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float bake_energy;
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@@ -853,7 +853,7 @@ public:
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virtual void instance_set_base(RID p_instance, RID p_base);
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virtual void instance_set_scenario(RID p_instance, RID p_scenario);
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
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virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
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virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
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virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
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virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
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@@ -893,9 +893,9 @@ public:
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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
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void _unpair_instance(Instance *p_instance);
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void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
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void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
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RID _render_get_environment(RID p_camera, RID p_scenario);
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@@ -906,7 +906,7 @@ public:
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Frustum frustum;
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CameraMatrix projection;
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Transform transform;
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Transform3D transform;
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real_t zfar;
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real_t split;
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real_t shadow_texel_size;
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@@ -941,7 +941,7 @@ public:
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Cull *cull;
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Scenario *scenario;
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RID shadow_atlas;
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Transform cam_transform;
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Transform3D cam_transform;
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uint32_t visible_layers;
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Instance *render_reflection_probe;
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const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
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@@ -952,7 +952,7 @@ public:
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void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
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void _render_scene(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
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void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
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