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authorreduz <reduzio@gmail.com>2022-07-20 01:11:13 +0200
committerJuan Linietsky <reduzio@gmail.com>2022-07-23 14:00:01 +0200
commit455c06ecd466424cdf1b444a7c289b322390e795 (patch)
tree50c3f14dddba5e7dcd938450d360af2847be8e61 /editor/plugins
parentfe929d4787b2b11390891fb03da1dda78b18eb65 (diff)
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
Diffstat (limited to 'editor/plugins')
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp6
-rw-r--r--editor/plugins/node_3d_editor_plugin.h2
2 files changed, 4 insertions, 4 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index df17e2747f..44ab4e0a41 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -33,8 +33,8 @@
#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/input/input_map.h"
-#include "core/math/camera_matrix.h"
#include "core/math/math_funcs.h"
+#include "core/math/projection.h"
#include "core/os/keyboard.h"
#include "core/templates/sort_array.h"
#include "editor/debugger/editor_debugger_node.h"
@@ -642,7 +642,7 @@ void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, Vector<_RayRe
}
Vector3 Node3DEditorViewport::_get_screen_to_space(const Vector3 &p_vector3) {
- CameraMatrix cm;
+ Projection cm;
if (orthogonal) {
cm.set_orthogonal(camera->get_size(), get_size().aspect(), get_znear() + p_vector3.z, get_zfar());
} else {
@@ -6639,7 +6639,7 @@ void Node3DEditor::_finish_grid() {
}
void Node3DEditor::update_grid() {
- const Camera3D::Projection current_projection = viewports[0]->camera->get_projection();
+ const Camera3D::ProjectionType current_projection = viewports[0]->camera->get_projection();
if (current_projection != grid_camera_last_update_perspective) {
grid_init_draw = false; // redraw
diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h
index c98022bcf7..244b461e16 100644
--- a/editor/plugins/node_3d_editor_plugin.h
+++ b/editor/plugins/node_3d_editor_plugin.h
@@ -560,7 +560,7 @@ private:
bool grid_enable[3]; //should be always visible if true
bool grid_enabled = false;
bool grid_init_draw = false;
- Camera3D::Projection grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
+ Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
Vector3 grid_camera_last_update_position = Vector3();
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];