godot/modules/webxr
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
..
doc_classes Add an XML schema for documentation 2022-02-15 00:03:31 +01:00
native Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
config.py Disable 3D-only modules when 3D is disabled 2021-06-03 17:45:28 -04:00
godot_webxr.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
register_types.cpp Refactor module initialization 2022-05-04 17:34:51 +02:00
register_types.h Refactor module initialization 2022-05-04 17:34:51 +02:00
SCsub Add support for WebXR 2021-01-04 17:02:37 -06:00
webxr_interface.cpp Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
webxr_interface.h Style: Remove inconsistently used @author docstrings 2022-01-04 20:42:50 +01:00
webxr_interface_js.cpp Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
webxr_interface_js.h Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00