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-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp8
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp20
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp10
-rw-r--r--servers/rendering/renderer_scene_cull.cpp16
-rw-r--r--servers/rendering/renderer_scene_render.cpp2
7 files changed, 31 insertions, 31 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index 456a7e03f4..e82193ea6a 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -289,11 +289,11 @@ public:
e.touches_near = min_d < z_near;
} else {
//contains camera inside light
- Plane base_plane(-xform.basis.get_axis(Vector3::AXIS_Z), xform.origin);
+ Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin);
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
- float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_axis(Vector3::AXIS_Z))));
+ float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
} else {
e.touches_near = false;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index ace948d149..4bfaad9fe6 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -977,7 +977,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
+ Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
@@ -1984,9 +1984,9 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
fb_size.y = p_size[up_axis];
render_data.cam_transform.origin = center + axis * half_extents;
- render_data.cam_transform.basis.set_axis(0, right);
- render_data.cam_transform.basis.set_axis(1, up);
- render_data.cam_transform.basis.set_axis(2, axis);
+ render_data.cam_transform.basis.set_column(0, right);
+ render_data.cam_transform.basis.set_column(1, up);
+ render_data.cam_transform.basis.set_column(2, axis);
//print_line("pass: " + itos(i) + " xform " + render_data.cam_transform);
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index b9f49cf008..1cbf804ece 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1341,7 +1341,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
+ Plane near_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 6eebf84934..5cbacb0ef3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
continue;
}
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
dir.y *= y_mult;
dir.normalize();
lights[idx].direction[0] = dir.x;
@@ -1508,7 +1508,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
continue;
}
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
//faster to not do this here
//dir.y *= y_mult;
//dir.normalize();
@@ -1946,7 +1946,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].type = RSG::light_storage->light_get_type(li->light);
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z);
if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
dir.y *= y_mult; //only makes sense for directional
dir.normalize();
@@ -2416,7 +2416,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
Vector3 pos = to_probe_xform.xform(xform.origin);
- Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
+ Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized();
l.position[0] = pos.x;
l.position[1] = pos.y;
@@ -2593,17 +2593,17 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
Transform3D xform;
xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
- Vector3 x_dir = xform.basis.get_axis(0).abs();
+ Vector3 x_dir = xform.basis.get_column(0).abs();
int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
- Vector3 y_dir = xform.basis.get_axis(1).abs();
+ Vector3 y_dir = xform.basis.get_column(1).abs();
int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
- Vector3 z_dir = -xform.basis.get_axis(2);
+ Vector3 z_dir = -xform.basis.get_column(2);
int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
- bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
- bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
- bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
+ bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(0)) < 0);
+ bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0);
+ bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0);
CameraMatrix cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 3bfcf18f12..7f874fc2ef 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3280,7 +3280,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_directional_light_count = 0;
r_positional_light_count = 0;
- Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
+ Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
@@ -3753,7 +3753,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
RendererStorageRD::store_transform(to_decal_xform, dd.xform);
- Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
dd.normal[0] = normal.x;
@@ -4824,7 +4824,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
@@ -5020,7 +5020,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
@@ -5339,7 +5339,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
cam_pos.y += extents.y;
Transform3D cam_xform;
- cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 885b37d462..6e1fa59a7a 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2065,9 +2065,9 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
Transform3D transform = light_transform; //discard scale and stabilize light
- Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
- Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
- Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+ Vector3 x_vec = transform.basis.get_column(Vector3::AXIS_X).normalized();
+ Vector3 y_vec = transform.basis.get_column(Vector3::AXIS_Y).normalized();
+ Vector3 z_vec = transform.basis.get_column(Vector3::AXIS_Z).normalized();
//z_vec points against the camera, like in default opengl
real_t x_min = 0.f, x_max = 0.f;
@@ -2721,7 +2721,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
cull_data.cull->lock.lock();
RSG::particles_storage->particles_request_process(idata.base_rid);
cull_data.cull->lock.unlock();
- RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
+ RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
@@ -3082,7 +3082,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Transform3D cam_xf = p_camera_data->main_transform;
float zn = p_camera_data->main_projection.get_z_near();
- Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
+ Plane p(-cam_xf.basis.get_column(2), cam_xf.origin + cam_xf.basis.get_column(2) * -zn); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
@@ -3094,7 +3094,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//get two points parallel to near plane
Vector3 points[2] = {
ins->transform.origin,
- ins->transform.origin + cam_xf.basis.get_axis(0) * radius
+ ins->transform.origin + cam_xf.basis.get_column(0) * radius
};
if (!p_camera_data->is_orthogonal) {
@@ -3118,11 +3118,11 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
float w = radius * Math::sin(Math::deg2rad(angle));
float d = radius * Math::cos(Math::deg2rad(angle));
- Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
+ Vector3 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
Vector3 points[2] = {
base,
- base + cam_xf.basis.get_axis(0) * w
+ base + cam_xf.basis.get_column(0) * w
};
if (!p_camera_data->is_orthogonal) {
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index fadece317a..a4d281fac4 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -65,7 +65,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
Vector3 y = n0.cross(n1).normalized();
Vector3 x = y.cross(z).normalized();
y = z.cross(x).normalized();
- main_transform.basis.set(x, y, z);
+ main_transform.basis.set_columns(x, y, z);
// 3. create a horizon plane with one of the eyes and the up vector as normal.
Plane horizon(y, p_transforms[0].origin);