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path: root/scene/3d/camera.h
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-246/+0
| | | | Fixes #30736.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky2020-02-111-0/+4
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Camera: Don't set default value for project_positionRémi Verschelde2019-11-101-1/+1
| | | | | | | | | | A z_depth of 0 returns the camera position, which is not really useful. This also makes the API breakage from 3.1 clearer as 3.1 code will now fail to compile, so users will have to adapt and use the new parameter. For the reference, in 3.1, the z_depth was hardcoded to the near plane. Closes #33493.
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+1
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* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Expose ClippedCamera clip_offsetjfons2019-06-141-0/+2
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* Merge pull request #26942 from RandomShaper/fix-vp-issuesRémi Verschelde2019-05-301-0/+1
|\ | | | | Fix Viewport and Camera issues
| * Fix Viewport and Camera issuesPedro J. Estébanez2019-03-301-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 1. Consider 'own_world' as well as 'world' to stop propagating enter/exit world notifications. 2. Clean & fix handling of camera currency. This fixes some random crashes and error logs in the editor; namely - when enabling/disabling own world in a Viewport; - when switching back from a subscene displayed into a main scene's Viewport; - when exiting the editor after any of them; - memory corruption (can that explain certain other seemingly unrelated crash reports?). This also fixes situations where a Viewport and its main Camera get out of sync about which World is relevant to them.
* | Add a depth parameter to Camera::project_position()Cheeseness2019-05-291-1/+1
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* | Add FRUSTUM camera mode, allowing tilted frustumsJFonS2019-02-191-1/+7
|/ | | | | | | This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky2018-08-211-0/+8
| | | | ability to choose between bodies and areas when colliding.
* Clipped camera implementation, a camera that avoids going into geometry.Juan Linietsky2018-08-211-0/+52
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* Add extra functions to toggle bits in visualinstance and camera, same as ↵Juan Linietsky2018-07-291-0/+3
| | | | physics. Helps with #6685
* Camera::project_local_ray_normal needs to be virtual so that ↵Brian Richardson2018-05-031-2/+2
| | | | ARVRCamera::project_local_ray_normal gets called.
* a way to ensure that camera is disabledJakub Grzesik2018-03-171-1/+1
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes 3d camera keep aspect.Daniel J. Ramirez2017-12-221-2/+0
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* [DOCS] Camera property changesWill Nations2017-12-111-3/+10
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* Made a few tweaks to the interfaceBastiaanOlij2017-10-061-4/+4
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-3/+3
| | | | Fixes #10244.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+16
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-27/+19
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-3/+3
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-3/+3
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* remove trailing whitespaceHubert Jarosz2016-03-091-8/+8
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* Properly clear/restore current camera when switching scenes. Fixes #2137Juan Linietsky2016-01-021-4/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fix forced texture repeat in Polygon2D, now depends on texture.Juan Linietsky2015-04-281-0/+1
| | | | -added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-2/+0
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-0/+8
| | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* Little BitsJuan Linietsky2014-10-121-0/+3
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Camera FixesJuan Linietsky2014-09-151-3/+9
| | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+144