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Remove ClippedCamera3D #53354

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merged 1 commit into from
Oct 4, 2021
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reduz
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@reduz reduz commented Oct 3, 2021

  • Usage was always confusing for users
  • The ability to generate a pyramid shape was moved to Camera3D
  • SpringArm3D now casts using the camera pyramid shape if no shape is supplied.

@reduz reduz requested review from a team as code owners October 3, 2021 11:54
@QbieShay
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QbieShay commented Oct 3, 2021

Note that this makes impossible to use just the raycast shape with the camera. I personally don't find it an issue.

@reduz reduz requested a review from a team as a code owner October 3, 2021 14:19
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reduz commented Oct 3, 2021

@QbieShay Yeah, you can no longer use raycast with the camera, but I think it makes sense as now the camera always projects the correct pyramidal volume, hence it is impossible it goes behind geometry, whereas with the the raycast there is no warranty.

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QbieShay commented Oct 3, 2021

Yes, I don't think raycasting with camera is enough of a usecase for us to worry about it. Good work!

@Calinou
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Calinou commented Oct 3, 2021

This can be done in a future PR, but the scene conversion code should probably convert existing ClippedCamera (3.x) and ClippedCamera3D (early master) nodes to plain Camera3D nodes. This way, you don't lose your camera settings when porting a project to Godot 4.

This should also be done with InterpolatedCamera.

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Makes a lot more sense this way, and works as expected.

scene/3d/spring_arm_3d.cpp Show resolved Hide resolved
scene/3d/spring_arm_3d.cpp Show resolved Hide resolved
doc/classes/Camera3D.xml Outdated Show resolved Hide resolved
* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
@akien-mga akien-mga merged commit 7722048 into godotengine:master Oct 4, 2021
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Thanks!

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5 participants