From e2ed6180566b2441233ec82469277d2860d6eb1e Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 27 Nov 2024 23:28:22 +0100 Subject: [PATCH] Fix regression from 07aafea5afec90bdc957bf5757de1183dd003aa6 --- Source/Engine/Core/Math/BoundingBox.cpp | 12 ++++++------ Source/Engine/Core/Math/BoundingBox.cs | 12 ++++++------ Source/Engine/Core/Math/Matrix.cpp | 4 ++-- Source/Engine/Core/Math/Matrix3x3.cpp | 2 +- Source/Engine/Renderer/PostProcessingPass.cpp | 2 +- 5 files changed, 16 insertions(+), 16 deletions(-) diff --git a/Source/Engine/Core/Math/BoundingBox.cpp b/Source/Engine/Core/Math/BoundingBox.cpp index 915014be8..6486d0188 100644 --- a/Source/Engine/Core/Math/BoundingBox.cpp +++ b/Source/Engine/Core/Math/BoundingBox.cpp @@ -124,9 +124,9 @@ void BoundingBox::Transform(const BoundingBox& box, const Matrix& matrix, Boundi const auto ya = up * box.Minimum.Y; const auto yb = up * box.Maximum.Y; - const auto backward = matrix.GetBackward(); - const auto za = backward * box.Minimum.Z; - const auto zb = backward * box.Maximum.Z; + const auto forward = matrix.GetForward(); + const auto za = forward * box.Minimum.Z; + const auto zb = forward * box.Maximum.Z; const auto translation = matrix.GetTranslation(); const auto min = Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + translation; @@ -146,9 +146,9 @@ void BoundingBox::Transform(const BoundingBox& box, const ::Transform& transform const auto ya = up * box.Minimum.Y; const auto yb = up * box.Maximum.Y; - const auto backward = Float3::Transform(Float3::Backward, transform.Orientation); - const auto za = backward * box.Minimum.Z; - const auto zb = backward * box.Maximum.Z; + const auto forward = Float3::Transform(Float3::Forward, transform.Orientation); + const auto za = forward * box.Minimum.Z; + const auto zb = forward * box.Maximum.Z; const auto min = Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + transform.Translation; const auto max = Vector3::Max(xa, xb) + Vector3::Max(ya, yb) + Vector3::Max(za, zb) + transform.Translation; diff --git a/Source/Engine/Core/Math/BoundingBox.cs b/Source/Engine/Core/Math/BoundingBox.cs index 7f871a8a1..e161ed300 100644 --- a/Source/Engine/Core/Math/BoundingBox.cs +++ b/Source/Engine/Core/Math/BoundingBox.cs @@ -474,9 +474,9 @@ namespace FlaxEngine var ya = up * box.Minimum.Y; var yb = up * box.Maximum.Y; - Double3 backward = transform.Backward; - var za = backward * box.Minimum.Z; - var zb = backward * box.Maximum.Z; + Double3 forward = transform.Forward; + var za = forward * box.Minimum.Z; + var zb = forward * box.Maximum.Z; var translation = transform.TranslationVector; var min = Vector3.Min(xa, xb) + Vector3.Min(ya, yb) + Vector3.Min(za, zb) + translation; @@ -514,9 +514,9 @@ namespace FlaxEngine var ya = up * box.Minimum.Y; var yb = up * box.Maximum.Y; - Double3 backward = transform.Backward; - var za = backward * box.Minimum.Z; - var zb = backward * box.Maximum.Z; + Double3 forward = transform.Forward; + var za = forward * box.Minimum.Z; + var zb = forward * box.Maximum.Z; var min = Vector3.Min(xa, xb) + Vector3.Min(ya, yb) + Vector3.Min(za, zb) + transform.Translation; var max = Vector3.Max(xa, xb) + Vector3.Max(ya, yb) + Vector3.Max(za, zb) + transform.Translation; diff --git a/Source/Engine/Core/Math/Matrix.cpp b/Source/Engine/Core/Math/Matrix.cpp index 5d7bab6b6..872b554a6 100644 --- a/Source/Engine/Core/Math/Matrix.cpp +++ b/Source/Engine/Core/Math/Matrix.cpp @@ -136,12 +136,12 @@ void Matrix::Decompose(Float3& scale, Matrix3x3& rotation, Float3& translation) const auto right = Float3::Cross(up, at); rotation.SetRight(right); rotation.SetUp(up); - rotation.SetBackward(at); + rotation.SetForward(at); // In case of reflexions scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X; scale.Y = Float3::Dot(up, GetUp()) > 0.0f ? scale.Y : -scale.Y; - scale.Z = Float3::Dot(at, GetBackward()) > 0.0f ? scale.Z : -scale.Z; + scale.Z = Float3::Dot(at, GetForward()) > 0.0f ? scale.Z : -scale.Z; } void Matrix::Decompose(Float3& scale, Matrix& rotation, Float3& translation) const diff --git a/Source/Engine/Core/Math/Matrix3x3.cpp b/Source/Engine/Core/Math/Matrix3x3.cpp index 0f0f520e7..b319a274a 100644 --- a/Source/Engine/Core/Math/Matrix3x3.cpp +++ b/Source/Engine/Core/Math/Matrix3x3.cpp @@ -225,7 +225,7 @@ void Matrix3x3::Decompose(Float3& scale, Matrix3x3& rotation) const const auto right = Float3::Cross(up, at); rotation.SetRight(right); rotation.SetUp(up); - rotation.SetBackward(at); + rotation.SetForward(at); // In case of reflexions scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X; diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp index 8ff789223..99831b430 100644 --- a/Source/Engine/Renderer/PostProcessingPass.cpp +++ b/Source/Engine/Renderer/PostProcessingPass.cpp @@ -271,7 +271,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, // Calculate star texture rotation matrix Float3 camX = renderContext.View.View.GetRight(); - Float3 camZ = renderContext.View.View.GetForward(); + Float3 camZ = renderContext.View.View.GetBackward(); float camRot = Float3::Dot(camX, Float3::Forward) + Float3::Dot(camZ, Float3::Up); float camRotCos = Math::Cos(camRot) * 0.8f; float camRotSin = Math::Sin(camRot) * 0.8f;