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.
This commit is contained in:
lawnjelly
2024-06-05 07:45:03 +01:00
parent b203829361
commit 0b30d77384
20 changed files with 359 additions and 274 deletions

View File

@ -45,14 +45,6 @@
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="camera_reset_physics_interpolation">
<return type="void" />
<argument index="0" name="camera" type="RID" />
<description>
Prevents physics interpolation for the current physics tick.
This is useful when moving a [Camera] to a new location, to give an instantaneous change rather than interpolation from the previous location.
</description>
</method>
<method name="camera_set_cull_mask">
<return type="void" />
<argument index="0" name="camera" type="RID" />
@ -80,14 +72,6 @@
Sets camera to use frustum projection. This mode allows adjusting the [code]offset[/code] argument to create "tilted frustum" effects.
</description>
</method>
<method name="camera_set_interpolated">
<return type="void" />
<argument index="0" name="camera" type="RID" />
<argument index="1" name="interpolated" type="bool" />
<description>
Turns on and off physics interpolation for the [Camera].
</description>
</method>
<method name="camera_set_orthogonal">
<return type="void" />
<argument index="0" name="camera" type="RID" />