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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 /servers/xr/xr_interface.h
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 'servers/xr/xr_interface.h')
-rw-r--r--servers/xr/xr_interface.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index b4eb4694f6..f11458f1cc 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -31,7 +31,7 @@
#ifndef XR_INTERFACE_H
#define XR_INTERFACE_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "core/os/thread_safe.h"
#include "servers/xr_server.h"
@@ -119,7 +119,7 @@ public:
virtual uint32_t get_view_count() = 0; /* returns the view count we need (1 is monoscopic, 2 is stereoscopic but can be more) */
virtual Transform3D get_camera_transform() = 0; /* returns the position of our camera for updating our camera node. For monoscopic this is equal to the views transform, for stereoscopic this should be an average */
virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) = 0; /* get each views transform */
- virtual CameraMatrix get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) = 0; /* get each view projection matrix */
+ virtual Projection get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) = 0; /* get each view projection matrix */
virtual RID get_vrs_texture(); /* obtain VRS texture */
// note, external color/depth/vrs texture support will be added here soon.