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You dont, you just need basic geometry of the engine, like so: -my_camera.global_basis.z Or my_camera.global_basis * Vector3.FORWARD Or if you want local: -my_camera.basis.z Or my_camera.basis * Vector3.FORWARD It's also in the documentation here |
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Add a Camera.foward_vector()
The whole point of engines is abstraction and encapsulation. If I need a 3 year mathmatics degree to calculate the forward vector of a camera in Godot then something has gone wrong.
Give me a Camera.forward_vector() please!
(This should be the vector of the direction the camera is pointing towards. I know about basis - see 3 year mathmatics degree comment above. And before you ask, they don't teach shearing vectors in 10th grade, so can I just get a camera.forward_vector() and end this once and for all thanks!). If this is too hard to create then how am I as a civilian, expected to calculate this?!?
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