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path: root/doc/classes/Camera3D.xml
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2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.
2022-07-17Improve documentation for Camera3D's `current` memberZak Grumbles
* Added additional information to the camera documentation to explain how the 'current' attribute behaves when multiple cameras are in a scene.
2022-05-16Merge pull request #59596 from Calinou/doc-camera-project-ray-normal-originRémi Verschelde
2022-04-08Allow `size` values as low as `0.001` in Camera3D's orthogonal/frustum modeHugo Locurcio
This allows for lower field of view (or higher zoom) in orthogonal and frustum camera modes. The property hint also allows setting the size with greater precision.
2022-03-27Improve documentation for `Camera3D.project_ray_{normal,origin}`Hugo Locurcio
This mentions that internally, the inverse camera projection is used to perform projections.
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2021-12-02Fix various misused code tag in classrefHaoyu Qiu
2021-10-04Remove ClippedCamera3Dreduz
* Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
2021-09-16Merge pull request #49038 from madmiraal/fix-docs-3407Max Hilbrunner
Clarify documentation of Camera3D.get_camera_transform()
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-22Fix miscellaneous doc typos and inconsistenciesNicholas Huelin
This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
2021-07-03add viewport.get_camera_2d()Josh Chandler
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-14Add is_position_in_frustum to Camera3DAaron Franke
2021-06-03Update documentation for Transform3DAaron Franke
2021-05-24Clarify documentation of Camera3D.get_camera_transform()Marcel Admiraal
2021-03-19class reference proofreadingPaul Joannon
2020-12-20Rename Camera3D near and far getters and settersMarcel Admiraal
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-10-27Document hiding a Control when its reference point is behind the cameraHugo Locurcio
See https://github.com/godotengine/godot/issues/1725.
2020-10-01Link to demos from within the class referenceAaron Franke
2020-05-15Document the Camera3D's `effects` propertyHugo Locurcio
This makes the Camera3D documentation 100% complete.
2020-05-01Increase the default Camera3D field of view to 75Hugo Locurcio
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree horizontal FOV on a 4:3 display (~107.51 degrees on 16:9), which is close to the typical default FOV used in PC games. Note that this doesn't apply to the in-editor camera which keeps its FOV to 70. This is because it doesn't display in fullscreen; its viewport only displays in the center of the editor (roughly). This means the viewport won't cover the viewer's eyes as much. Therefore, the editor camera FOV should be slightly lower to account for this. Since this changes the default value, this may break existing projects slightly. For the record, this was already done in https://github.com/godotengine/godot-demo-projects/pull/260 for the official demo projects.
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.