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Projection¶
A 4×4 matrix for 3D projective transformations.
Description¶
A 4x4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four Vector4 columns.
For purely linear transformations (translation, rotation, and scale), it is recommended to use Transform3D, as it is more performant and requires less memory.
Used internally as Camera3D's projection matrix.
Примечание
There are notable differences when using this API with C#. See API различия C# и GDScript for more information.
Properties¶
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Constructors¶
Projection ( ) |
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Projection ( Projection from ) |
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Projection ( Transform3D from ) |
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Projection ( Vector4 x_axis, Vector4 y_axis, Vector4 z_axis, Vector4 w_axis ) |
Methods¶
create_depth_correction ( bool flip_y ) static |
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create_fit_aabb ( AABB aabb ) static |
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create_for_hmd ( int eye, float aspect, float intraocular_dist, float display_width, float display_to_lens, float oversample, float z_near, float z_far ) static |
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create_frustum ( float left, float right, float bottom, float top, float z_near, float z_far ) static |
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create_frustum_aspect ( float size, float aspect, Vector2 offset, float z_near, float z_far, bool flip_fov=false ) static |
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create_light_atlas_rect ( Rect2 rect ) static |
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create_orthogonal ( float left, float right, float bottom, float top, float z_near, float z_far ) static |
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create_orthogonal_aspect ( float size, float aspect, float z_near, float z_far, bool flip_fov=false ) static |
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create_perspective ( float fovy, float aspect, float z_near, float z_far, bool flip_fov=false ) static |
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