Call Node3D::get_global_transform and Vector3::dot only once within Camera3D::is_position_behind to avoid redundant work.
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@ -318,8 +318,8 @@ Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const {
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bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
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bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
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Transform t = get_global_transform();
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Transform t = get_global_transform();
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Vector3 eyedir = -get_global_transform().basis.get_axis(2).normalized();
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Vector3 eyedir = -t.basis.get_axis(2).normalized();
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return eyedir.dot(p_pos) < (eyedir.dot(t.origin) + near);
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return eyedir.dot(p_pos - t.origin) < near;
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}
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}
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Vector<Vector3> Camera3D::get_near_plane_points() const {
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Vector<Vector3> Camera3D::get_near_plane_points() const {
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