Commit Graph

8 Commits

Author SHA1 Message Date
VolTer 04562662d3 Overhaul the top sections of the class reference (Core classes) 2023-05-19 07:04:48 +02:00
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
Jan Haller 15686ca786 Fix bind " convergence_dist" containing space 2023-01-23 20:07:59 +01:00
TechnoPorg 678eec7530 Fully document the Projection class.
Projection is a 4x4 matrix that applies a projective transformation.
2022-10-19 18:30:37 -06:00
Yuri Rubinsky e97ece55aa Add constructor accepting four Vector4's to `Projection` 2022-08-24 08:30:40 +03:00
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
kobewi ee6fd704b5 Fix Vector4 serialization 2022-07-29 12:09:03 +02:00
reduz 455c06ecd4 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.
2022-07-23 14:00:01 +02:00