Physics Interpolation - refactor Camera and fix get_camera_transform()
* Moves 3D Camera interpolation scene side. * Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`. * Fixes `ClippedCamera` to work with physics interpolation.
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@ -45,14 +45,6 @@
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Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
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</description>
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</method>
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<method name="camera_reset_physics_interpolation">
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<return type="void" />
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<argument index="0" name="camera" type="RID" />
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<description>
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Prevents physics interpolation for the current physics tick.
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This is useful when moving a [Camera] to a new location, to give an instantaneous change rather than interpolation from the previous location.
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</description>
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</method>
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<method name="camera_set_cull_mask">
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<return type="void" />
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<argument index="0" name="camera" type="RID" />
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@ -80,14 +72,6 @@
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Sets camera to use frustum projection. This mode allows adjusting the [code]offset[/code] argument to create "tilted frustum" effects.
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</description>
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</method>
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<method name="camera_set_interpolated">
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<return type="void" />
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<argument index="0" name="camera" type="RID" />
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<argument index="1" name="interpolated" type="bool" />
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<description>
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Turns on and off physics interpolation for the [Camera].
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</description>
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</method>
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<method name="camera_set_orthogonal">
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<return type="void" />
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<argument index="0" name="camera" type="RID" />
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