Fix C# operator *(Transform3D, AABB)
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@ -41,11 +41,11 @@ struct [[nodiscard]] Basis {
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Vector3(0, 0, 1)
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Vector3(0, 0, 1)
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};
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};
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_FORCE_INLINE_ const Vector3 &operator[](int p_axis) const {
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_FORCE_INLINE_ const Vector3 &operator[](int p_row) const {
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return rows[p_axis];
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return rows[p_row];
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}
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}
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_FORCE_INLINE_ Vector3 &operator[](int p_axis) {
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_FORCE_INLINE_ Vector3 &operator[](int p_row) {
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return rows[p_axis];
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return rows[p_row];
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}
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}
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void invert();
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void invert();
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@ -468,8 +468,8 @@ namespace Godot
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{
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{
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for (int j = 0; j < 3; j++)
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for (int j = 0; j < 3; j++)
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{
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{
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real_t e = transform.Basis[i][j] * min[j];
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real_t e = transform.Basis[j][i] * min[j];
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real_t f = transform.Basis[i][j] * max[j];
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real_t f = transform.Basis[j][i] * max[j];
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if (e < f)
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if (e < f)
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{
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{
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tmin[i] += e;
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tmin[i] += e;
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