Fix regression from 07aafea5af

This commit is contained in:
Wojtek Figat
2024-11-27 23:28:22 +01:00
parent dc91e55cec
commit e2ed618056
5 changed files with 16 additions and 16 deletions

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@@ -124,9 +124,9 @@ void BoundingBox::Transform(const BoundingBox& box, const Matrix& matrix, Boundi
const auto ya = up * box.Minimum.Y; const auto ya = up * box.Minimum.Y;
const auto yb = up * box.Maximum.Y; const auto yb = up * box.Maximum.Y;
const auto backward = matrix.GetBackward(); const auto forward = matrix.GetForward();
const auto za = backward * box.Minimum.Z; const auto za = forward * box.Minimum.Z;
const auto zb = backward * box.Maximum.Z; const auto zb = forward * box.Maximum.Z;
const auto translation = matrix.GetTranslation(); const auto translation = matrix.GetTranslation();
const auto min = Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + translation; 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 ya = up * box.Minimum.Y;
const auto yb = up * box.Maximum.Y; const auto yb = up * box.Maximum.Y;
const auto backward = Float3::Transform(Float3::Backward, transform.Orientation); const auto forward = Float3::Transform(Float3::Forward, transform.Orientation);
const auto za = backward * box.Minimum.Z; const auto za = forward * box.Minimum.Z;
const auto zb = backward * box.Maximum.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 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; const auto max = Vector3::Max(xa, xb) + Vector3::Max(ya, yb) + Vector3::Max(za, zb) + transform.Translation;

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@@ -474,9 +474,9 @@ namespace FlaxEngine
var ya = up * box.Minimum.Y; var ya = up * box.Minimum.Y;
var yb = up * box.Maximum.Y; var yb = up * box.Maximum.Y;
Double3 backward = transform.Backward; Double3 forward = transform.Forward;
var za = backward * box.Minimum.Z; var za = forward * box.Minimum.Z;
var zb = backward * box.Maximum.Z; var zb = forward * box.Maximum.Z;
var translation = transform.TranslationVector; var translation = transform.TranslationVector;
var min = Vector3.Min(xa, xb) + Vector3.Min(ya, yb) + Vector3.Min(za, zb) + translation; 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 ya = up * box.Minimum.Y;
var yb = up * box.Maximum.Y; var yb = up * box.Maximum.Y;
Double3 backward = transform.Backward; Double3 forward = transform.Forward;
var za = backward * box.Minimum.Z; var za = forward * box.Minimum.Z;
var zb = backward * box.Maximum.Z; var zb = forward * box.Maximum.Z;
var min = Vector3.Min(xa, xb) + Vector3.Min(ya, yb) + Vector3.Min(za, zb) + transform.Translation; 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; var max = Vector3.Max(xa, xb) + Vector3.Max(ya, yb) + Vector3.Max(za, zb) + transform.Translation;

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@@ -136,12 +136,12 @@ void Matrix::Decompose(Float3& scale, Matrix3x3& rotation, Float3& translation)
const auto right = Float3::Cross(up, at); const auto right = Float3::Cross(up, at);
rotation.SetRight(right); rotation.SetRight(right);
rotation.SetUp(up); rotation.SetUp(up);
rotation.SetBackward(at); rotation.SetForward(at);
// In case of reflexions // In case of reflexions
scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X; 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.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 void Matrix::Decompose(Float3& scale, Matrix& rotation, Float3& translation) const

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@@ -225,7 +225,7 @@ void Matrix3x3::Decompose(Float3& scale, Matrix3x3& rotation) const
const auto right = Float3::Cross(up, at); const auto right = Float3::Cross(up, at);
rotation.SetRight(right); rotation.SetRight(right);
rotation.SetUp(up); rotation.SetUp(up);
rotation.SetBackward(at); rotation.SetForward(at);
// In case of reflexions // In case of reflexions
scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X; scale.X = Float3::Dot(right, GetRight()) > 0.0f ? scale.X : -scale.X;

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@@ -271,7 +271,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
// Calculate star texture rotation matrix // Calculate star texture rotation matrix
Float3 camX = renderContext.View.View.GetRight(); 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 camRot = Float3::Dot(camX, Float3::Forward) + Float3::Dot(camZ, Float3::Up);
float camRotCos = Math::Cos(camRot) * 0.8f; float camRotCos = Math::Cos(camRot) * 0.8f;
float camRotSin = Math::Sin(camRot) * 0.8f; float camRotSin = Math::Sin(camRot) * 0.8f;