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-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp14
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp2
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp6
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp6
-rw-r--r--servers/rendering/renderer_scene_cull.cpp2
-rw-r--r--servers/rendering/renderer_scene_render.cpp8
9 files changed, 22 insertions, 22 deletions
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 76738bb746..86150f41a0 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -183,7 +183,7 @@ static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_poin
real_t circle_B_radius = circle_B_line_1.length();
Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_pos, circle_B_normal);
+ Plane circle_plane(circle_B_normal, circle_B_pos);
static const int max_clip = 2;
Vector3 contact_points[max_clip];
@@ -299,7 +299,7 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_
Vector3 clip_normal = (edge0_B - edge1_B).cross(plane_B.normal).normalized();
// make a clip plane
- Plane clip(edge0_B, clip_normal);
+ Plane clip(clip_normal, edge0_B);
// avoid double clip if A is edge
int dst_idx = 0;
bool edge = clipbuf_len == 2;
@@ -385,7 +385,7 @@ static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_poin
// Clip face with circle plane.
Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_pos, circle_B_normal);
+ Plane circle_plane(circle_B_normal, circle_B_pos);
static const int max_clip = 32;
Vector3 contact_points[max_clip];
@@ -522,7 +522,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po
}
}
- Plane circle_B_plane(circle_B_pos, circle_B_normal);
+ Plane circle_B_plane(circle_B_normal, circle_B_pos);
// Generate contact points.
for (int i = 0; i < num_points; i++) {
@@ -1194,7 +1194,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr
}
//Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized();
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1303,7 +1303,7 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_t
// Points of A, cylinder lateral surface.
for (int i = 0; i < 8; i++) {
const Vector3 &point = vertices_A[i];
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1985,7 +1985,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
// Points of B, cylinder lateral surface.
for (int i = 0; i < 3; i++) {
const Vector3 &point = vertex[i];
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (axis.dot(normal) < 0.0) {
axis *= -1.0;
}
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index dcc363638e..96f1936668 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -547,7 +547,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans
real_t smin, smax;
if (use_cc_hint) {
- cc_hint_aabb.project_range_in_plane(Plane(axis, 0), smin, smax);
+ cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax);
} else {
p_shape_A->project_range(axis, rel_transform, smin, smax);
}
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 0fb6d582c8..789fc6ab33 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -777,7 +777,7 @@ Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
// Project point to top disk.
real_t dir = p_point.y > 0.0 ? 1.0 : -1.0;
Vector3 circle_pos(0.0, dir * height * 0.5, 0.0);
- Plane circle_plane(circle_pos, Vector3(0.0, dir, 0.0));
+ Plane circle_plane(Vector3(0.0, dir, 0.0), circle_pos);
Vector3 proj_point = circle_plane.project(p_point);
// Clip position.
@@ -1025,7 +1025,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
Vector3 a = vertices[indices[j]];
Vector3 b = vertices[indices[(j + 1) % ic]];
Vector3 n = (a - b).cross(faces[i].plane.normal).normalized();
- if (Plane(a, n).is_point_over(p_point)) {
+ if (Plane(n, a).is_point_over(p_point)) {
is_inside = false;
break;
}
@@ -1641,7 +1641,7 @@ int HeightMapShape3DSW::get_depth() const {
void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
//not very useful, but not very used either
- p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max);
+ p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal), r_min, r_max);
}
Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const {
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index c0c03eb26a..feafd4c2db 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -289,7 +289,7 @@ public:
e.touches_near = min_d < z_near;
} else {
//contains camera inside light
- Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z));
+ Plane base_plane(-xform.basis.get_axis(Vector3::AXIS_Z), xform.origin);
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
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 85ebf076cc..6b84ab908d 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -904,7 +904,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_axis(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/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 5d80ae6212..1e5854a174 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1322,7 +1322,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane(-p_render_data->cam_transform.basis.get_axis(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_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index bd8e950e70..329deeb1ae 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2886,7 +2886,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_positional_light_count = 0;
sky.sky_scene_state.ubo.directional_light_count = 0;
- Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
@@ -3928,7 +3928,7 @@ 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.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(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++) {
@@ -4090,7 +4090,7 @@ 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.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_lod_threshold = 0.0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 558516ac7c..bae98f8884 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2952,7 +2952,7 @@ 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.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
+ Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 3a230ac89d..38d1218dee 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -68,7 +68,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
main_transform.basis.set(x, y, z);
// 3. create a horizon plane with one of the eyes and the up vector as normal.
- Plane horizon(p_transforms[0].origin, y);
+ Plane horizon(y, p_transforms[0].origin);
// 4. Intersect horizon, left and right to obtain the combined camera origin.
ERR_FAIL_COND_MSG(
@@ -79,7 +79,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
Vector3 far_center = (planes[0][CameraMatrix::PLANE_FAR].center() + planes[1][CameraMatrix::PLANE_FAR].center()) * 0.5;
- Plane far(far_center, -z);
+ Plane far(-z, far_center);
/////////////////////////////////////////////////////////////////////////////
// Figure out our top/bottom planes
@@ -137,9 +137,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
Plane near;
Vector3 neg_z = -z;
if (neg_z.dot(p_transforms[1].origin) < neg_z.dot(p_transforms[0].origin)) {
- near = Plane(p_transforms[0].origin, neg_z);
+ near = Plane(neg_z, p_transforms[0].origin);
} else {
- near = Plane(p_transforms[1].origin, neg_z);
+ near = Plane(neg_z, p_transforms[1].origin);
}
// 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec