From 455c06ecd466424cdf1b444a7c289b322390e795 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 20 Jul 2022 01:11:13 +0200 Subject: 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. --- modules/openxr/openxr_interface.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'modules/openxr/openxr_interface.cpp') diff --git a/modules/openxr/openxr_interface.cpp b/modules/openxr/openxr_interface.cpp index 9dfa005600..1447be5c77 100644 --- a/modules/openxr/openxr_interface.cpp +++ b/modules/openxr/openxr_interface.cpp @@ -631,8 +631,8 @@ Transform3D OpenXRInterface::get_transform_for_view(uint32_t p_view, const Trans return p_cam_transform * xr_server->get_reference_frame() * t; } -CameraMatrix OpenXRInterface::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) { - CameraMatrix cm; +Projection OpenXRInterface::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) { + Projection cm; if (openxr_api) { if (openxr_api->get_view_projection(p_view, p_z_near, p_z_far, cm)) { -- cgit v1.2.3