Commit Graph

1012 Commits

Author SHA1 Message Date
Micky b6daad8d4b Rename `range_lerp` to `remap` 2022-09-06 07:19:20 +02:00
Aaron Franke 995b9f94e8
Replace Rect2(i) has_no_area with has_area 2022-09-04 23:03:36 -05:00
Aaron Franke 817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
Aaron Franke 058ac331b0
Minor fixes to Vector4 2022-09-04 20:38:44 -05:00
Jonathan Nicholl 15d057c521 Add `is_zero_approx` methods to `Vector2`, `3`, and `4` 2022-09-02 00:29:50 -04:00
Johan Aires Rastén b7e2d45233 Replace Vector2(i) with Size2(i) for methods returning a size 2022-09-01 20:04:17 +02:00
Rémi Verschelde f02134a8c0
Merge pull request #55617 from madmiraal/fix-55384 2022-09-01 18:20:01 +02:00
Rémi Verschelde 0c221f0284
Merge pull request #65124 from zhehangd/fix_basis 2022-09-01 09:36:11 +02:00
Zhehang Ding 69fe6336f1 Basis constructor: row vectors -> column vectors 2022-08-31 21:20:25 -07:00
Silc Renew c139d9ef7d Discontinued spherical_interpolate_with in Transform3D 2022-08-31 16:35:38 +09:00
Yuri Rubinsky 4d7c1b92e9 Implement `AStarGrid2D` class with jump-point pathfinding 2022-08-30 17:29:23 +03:00
Marcel Admiraal 0046d320bb Fix Geometry3D::get_closest_points_between_segments() returns NaN
Also fix:
- Geometry3D::get_closest_distance_between_segments() returning
  incorrect values.
- Test for Geometry3D::get_closest_distance_between_segments() testing for
  an incorrect value.
2022-08-30 12:13:11 +01:00
Silc Renew 931fb4dc11 Add linear/cubic angle interpolation to Animation interpolation type 2022-08-27 07:58:22 +09:00
Micky 59e11934d8 Rename `str2var` to `str_to_var` and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
Rémi Verschelde b9919fd87d
Merge pull request #64678 from TokageItLab/implement-ease-baker
Fix Quaternion Tween and add Easing baker to AnimationTrackEditor
2022-08-23 09:19:21 +02:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Rémi Verschelde 944bfc6d00
Merge pull request #63602 from TokageItLab/cubic-interp-time 2022-08-22 17:32:47 +02:00
Silc Renew f7dd83ce60 Fix Quaternion Tween and implement ease baker 2022-08-22 19:04:58 +09:00
rafallus da7a5653f4 Expose Basis `set_orthogonal_index` method as a GridMap function 2022-08-20 21:42:20 -05:00
Silc Renew dded7c72c1 Make `cubic_interpolate()` consider key time in animation 2022-08-19 14:48:37 +09:00
Omar El Sheikh 78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
antonWetzel 40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
Hendrik Brucker 36061c5dca Vector4/Vector4i: Add missing methods, tests and fix change of sign operator 2022-08-07 12:25:05 +02:00
Aaron Franke 88f5b0d563
Check if the axis is zero / vectors are colinear in Vector3 slerp 2022-08-04 14:32:54 -05:00
Fabian Keller f242f9c738 Fix consistency of translated/scaled/rotated in Transform2D and Transform3D 2022-08-02 23:38:14 +02:00
Raul Santos 2e5cf62dee
Fix `Vector4::min_axis_index` for equal components
The documentation says if all components are equal it must return AXIS_W but it was returning AXIS_X.
2022-08-01 04:50:17 +02:00
Silc Renew 90dc2f961e Make `spherical_cubic_interpolate()` more stable 2022-07-29 17:39:22 +09:00
Rémi Verschelde a5f12f9c21
Merge pull request #63532 from TokageItLab/rename-cubic-slerp 2022-07-28 10:39:33 +02:00
Rémi Verschelde 199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Rémi Verschelde 13a9d5e3c0
Merge pull request #63378 from nathanfranke/t3d-errors
Add equal checks to Transform3D::looking_at and Transform3D::set_look_at, fixes misleading error.
2022-07-28 09:25:25 +02:00
Silc Renew 4211e68d80 rename and unify notation for spherical interpolation 2022-07-27 23:22:50 +09:00
Rémi Verschelde 89527db8d3
Merge pull request #63380 from V-Sekai/fix-cubic-slerp-dot 2022-07-27 13:20:02 +02:00
Rémi Verschelde 1c57d90e85
Merge pull request #63463 from KoBeWi/Vector5
Add some missing Vector4 methods
2022-07-27 10:45:39 +02:00
Rémi Verschelde cda723d201 Color: Fix resetting alpha when setting H/S/V separately
Fixes #63487.
2022-07-26 15:43:49 +02:00
kobewi 7006f7d693 Add some missing Vector4 methods 2022-07-26 02:35:42 +02:00
Nathan Franke 4b13a6dcb8
add equal checks to Transform3D::looking_at and Transform3D::set_look_at 2022-07-25 13:39:40 -05:00
Ricardo Buring 178405f7cb Fixup BVH debugging statements 2022-07-25 18:21:53 +02:00
Silc 'Tokage' Renew e252d4e6fe Fix cubic_slerp
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
Co-authored-by: Pasi Nuutinmaki <gnssstylist@sci.fi>
2022-07-25 22:44:39 +09:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
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
Yuri Rubinsky ccc56cc6d4 Rename `epsilon` to `tolerance` in the `Plane::has_point` method 2022-07-21 20:15:15 +03:00
fabriceci db7c91e0ad Fix the calculation of the angular velocity when the rotation speed is not high. 2022-07-19 10:27:13 +02:00
Fabian Keller 2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
lawnjelly 1f69666209 Remove Octree
Octree is no longer used in 4.x.
2022-07-06 14:10:05 +01:00
cdemirer 0ccde38668 Expression built-in functions can also be considered as identifiers in subscripts 2022-07-04 13:25:43 +03:00
Rémi Verschelde b863c40356
Merge pull request #62468 from V-Sekai/core-const-expressions
Add a const call mode to Object, Variant and Script.
2022-06-28 01:08:24 +02:00
Rémi Verschelde 25baa32db0
Merge pull request #62458 from Geometror/interpolation-function-cleanup
Refactor Bezier interpolation functions
2022-06-27 23:25:33 +02:00
K. S. Ernest (iFire) Lee 9ddebc0c22 Add a const call mode to Object, Variant and Script.
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).

This mode ensures only const functions can be called, making it safe to use from the editor.

Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-27 13:33:06 -07:00
Hendrik Brucker 99ce0df3b1 Refactor bezier interpolation functions 2022-06-27 19:42:43 +02:00
reduz 7acf697479 Fix VECTOR/LOCAL transitions in Node3D
Fixes #62225, supersedes #62227
2022-06-27 13:45:35 +02:00
reduz 3d1ab570b9 Add surface indices to TriangleMesh
Helps unblock #56597
2022-06-22 21:48:23 +02:00
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Marcel Admiraal d3f0994572 Ensure AudioFrame variables l and r are always initialised 2022-06-17 17:36:11 +01:00
Yuri Rubinsky 4be41a9a97 Remove redundand header from `a_star.h` 2022-06-16 17:23:08 +03:00
Yuri Rubinsky 7da2a21425 Make AStar to use 64-bit logic 2022-06-16 16:43:41 +03:00
Rémi Verschelde 1ad6fade00
Merge pull request #58669 from theraot/ASar2Dbidirectional
AStar2D bidirectional
2022-06-16 12:46:51 +02:00
Yuri Rubinsky 09418afbc0 Fix `wrapf` to correct wrap values with 0.1 stepping 2022-06-08 17:11:55 +03:00
Rémi Verschelde c8ce7e34e2 i18n: Misc fixes translation strings
Adds some translator comments to solve some questions raised on Weblate.
2022-06-08 12:57:54 +02:00
Rémi Verschelde 5ebdfc31b2
Merge pull request #61319 from JFonS/taa_wip
Initial TAA implementation
2022-06-07 20:53:55 +02:00
K. S. Ernest (iFire) Lee 1b776a6e7a Allow picking similar colours using OKHSL. 2022-06-07 05:53:27 -07:00
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Yuri Roubinsky dbd7a31507 Implement exponential operator (**) to GDScript/Expressions 2022-05-11 16:30:37 +03:00
Rémi Verschelde d8935b27a9 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
2022-05-10 13:03:13 +02:00
smix8 868fe4942c Allow AStar2D/AStar3D zero point weight
Allow AStar2D/AStar3D zero point weight.

Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
2022-05-06 02:33:10 +02:00
Rémi Verschelde e7a58a7eb6 Core: Rename math 'phi' arguments to 'angle' 2022-05-05 14:17:39 +02:00
Aaron Franke fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Rémi Verschelde 46ef52162e Color: Rename `to_srgb`/`to_linear` to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
SaracenOne 8fbed3d582 Rearrange TriangleMesh stack level incrementation to fix MSVC compiler optimization bug 2022-04-13 05:48:49 +01:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde 099b024a2b Fix DynamicBVH crash after #59867
I made a wrong assumption that initialization the other pointer in the
union would properly initialize the `childs` array.
2022-04-05 02:17:34 +02:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
lawnjelly 109d08c84a Add protective checks for invalid handle use in BVH
Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.

Any such misuse is a bug in the physics, but this should flag any errors quickly.
2022-03-23 09:19:26 +00:00
Yuri Roubinsky 7913e04950 Rename `AStar` to `AStar3D` 2022-03-20 17:34:40 +03:00
Rémi Verschelde 5c4de463fe
Merge pull request #59229 from taigi100/Bugfix-#59215-Standard-color-name-returns-non-standard-color-code 2022-03-17 11:38:06 +01:00
taigi100 bd247fa315 Update color constants to use HEX codes 2022-03-17 11:36:23 +02:00
Silc 'Tokage' Renew b06d253920 Fix blend animation to solve TRS track bug & blend order inconsistency 2022-03-16 05:11:55 +09:00
reduz 21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde 4e3d5a9a2c VariantUtility: Unexpose `Math::range_step_decimals`
This method was meant only as a convenience for editor code
to allow using a step of 0 to disable snapping.

It was exposed by mistake when refactoring GlobalScope.
2022-03-07 22:13:49 +01:00
lawnjelly 0565676893 Protection for array operator for Vector2 / 3 in DEV builds
A previous PR had changed the array operator to give unbounded access. This could cause crashes where old code depended on this previous safe behaviour.

This PR adds DEV_ASSERT macros for out of bound access to DEV builds, allowing us to quickly identify bugs in calling code, without affecting performance in release or release_debug editor builds.
2022-03-07 11:15:45 +00:00
Rémi Verschelde 0d1e3893d9
Merge pull request #57630 from lawnjelly/bvh4_templated_checks
[4.x] BVH - Sync BVH with 3.x
2022-03-04 23:29:38 +01:00
Theraot 3590cdfd34 Added missing p_bidirectional to AStar2D methods
The methods disconnect_points and are_points_connected  now have an optional p_bidirectional parameter matching AStar.
2022-03-01 17:01:32 -05:00
Rémi Verschelde de9446186d
Merge pull request #58488 from lawnjelly/float_literals_casts 2022-03-01 01:32:07 +01:00
Aaron Franke 061ab30051
Use is_zero_approx and fix spelling in CameraMatrix invert 2022-02-26 12:19:54 -06:00
lawnjelly 1485924a2b Float literals - fix main primitives to use real_t casting
Uses (real_t) casting to ensure appropriate calculations are done in 32 bit where real_t is compiled as 32 bit.
2022-02-24 08:15:10 +00:00
Rémi Verschelde e031aa06ee Core: Use forward declares for Vector3/Vector3i
Add add Vector3 operator in Vector3i.
2022-02-19 16:47:24 +01:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Silc 'Tokage' Renew 865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
lawnjelly 5298e16e80 Float literals - fix main primitives to use .f
Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
2022-02-10 18:43:19 +00:00
Bartłomiej T. Listwon 51cac0709e Fix Vector2 and Vector2i coord access via operator[] 2022-02-09 09:17:17 +01:00
Rémi Verschelde 8aa4ed8b5b
Merge pull request #57729 from TechnoPorg/astar-fix-invalid-include
Remove a cross include from a_star.cpp
2022-02-07 00:35:42 +01:00
TechnoPorg 5108af42ad Remove a cross include from a_star.cpp 2022-02-06 15:05:17 -07:00
reduz 8c7268664d
Fix integer vector mul/div operators and bindings.
* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.

This fixes #44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
2022-02-06 13:34:41 +01:00
Rémi Verschelde a0c87d4c11
Merge pull request #57620 from Haydoggo/expression-exp-fix
Fix Expression's parsing of positive exponent literals
2022-02-05 10:14:10 +01:00
Hayden 1305ff92f7 Make parser treat all exponent literals as float 2022-02-05 16:34:26 +13:00
Rémi Verschelde 84290fe4b1
Merge pull request #57623 from akien-mga/core-math-struct-em-all 2022-02-04 19:02:57 +01:00
lawnjelly f8eaab5b47 BVH - Sync BVH with 3.x
Templated mask checks and generic NUM_TREES
Fix leaking leaves
2022-02-04 16:51:21 +00:00
Rémi Verschelde 5ddb518496
Core: Make all Variant math types structs
Some were declared as structs (public by default) and others as classes
(private by default) but in practice all these math types exposed as
Variants are all 100% public.
2022-02-04 16:48:24 +01:00
Rémi Verschelde e223bad86d
Core: Move Vector2i to its own `vector2i.h` header
Also reduce interdependencies and clean up a bit.
2022-02-04 16:32:21 +01:00
Rémi Verschelde 5f56d385b0
Core: Move Rect2i to its own `rect2i.h` header
And take the opportunity to improve interdependencies a bit with forward
declares where possible.
2022-02-04 14:17:30 +01:00
bruvzg 244db37508
Cleanup and move char functions to the `char_utils.h` header. 2022-02-04 11:35:01 +02:00
Hayden Leete 018de19eba Added hex and bin literal support to Expression parser
fixed formatting
2022-02-04 10:49:19 +13:00
Anilforextra fc27636999 Vectors: Use clear() and has().
Use clear() instead of resize(0).

Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Rémi Verschelde 8c7cd904f5
Merge pull request #57469 from Sauermann/fix-rect2i-intersect 2022-02-01 00:05:02 +01:00
Markus Sauermann 23a4fe5b27 Fix incorrect Rect2i calculations: intersects and encloses
Clarify expand documentation
2022-01-31 19:03:57 +01:00
bruvzg 8e79c5fb8d
Add support for the escaped UTF-16 and UTF-32 Unicode characters in the scripts and expressions. 2022-01-30 20:16:04 +02:00
Omar Polo bd448e5535 Rename or refactor macros to avoid leading underscores
These are not used consistently and some can conflict with
system-specific defines.  While here, also delete some unused macros.
2022-01-20 20:29:15 +01:00
lawnjelly b411a731fe Add nodiscard to core math classes to catch c++ errors.
A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute.
2022-01-20 13:07:49 +00:00
Aaron Franke 252c803d94
Remove zero size checks from Rect2 grow methods 2022-01-14 00:45:05 -06:00
Rémi Verschelde dbab0a9487
Merge pull request #56740 from AnilBK/camera-pre-allocate 2022-01-13 11:13:31 +01:00
Anilforextra 8a9c9a67ef CameraMatrix: Pre-allocate Vector in get_projection_planes(). 2022-01-13 10:14:59 +05:45
Rémi Verschelde 585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Anilforextra 6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
Rémi Verschelde e1766da4bd
Merge pull request #53618 from aaronfranke/signed-angle-vec3i
Add length and length_squared to Vector2i/3i
2022-01-07 01:14:29 +01:00
Rémi Verschelde b008cb8df6
Merge pull request #55877 from aaronfranke/slerp-same-len 2022-01-07 00:44:26 +01:00
Rémi Verschelde a01b18a476
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
ans
ba
curvelinear
dof
doubleclick
fave
findn
gird
inout
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
2022-01-07 00:12:09 +01:00
Aaron Franke 064036d786
Allow Vector2/3 slerp values to have any length 2022-01-06 11:12:59 -08:00
Aaron Franke 2c52f16464
Add length and length_squared to Vector2i/3i 2022-01-06 10:06:56 -08:00
Rémi Verschelde 6af77c7b09
Merge pull request #53684 from TokageItLab/orthogonal-mode 2022-01-05 16:05:40 +01:00
Rémi Verschelde ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Silc 'Tokage' Renew 61759da5b3 Fix some gizmo behavior to make more consistent 2021-12-25 03:24:04 +09:00
great90 10c91f8116
Fix variable name 'max_size' to 'min_size' in aabb 2021-12-19 11:51:14 +08:00
Haoyu Qiu 1fb59d13c2 Fix font preview text color on light background 2021-12-18 00:34:28 +08:00
Nathan Franke 41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Aaron Franke 24f57886d0
Expose max_axis_index and max_axis_index for Vector2(i)
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
2021-12-02 23:45:41 -06:00
Rémi Verschelde 892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Max Hilbrunner 837e6bdf18
Merge pull request #37626 from aaronfranke/rect2-warnings
Print warnings when using a Rect2 or AABB with a negative size
2021-12-02 14:41:02 +01:00
Rémi Verschelde 49d8925713
Merge pull request #47294 from sebastian-heinz/patch-1 2021-12-02 10:04:17 +01:00
Rémi Verschelde 02d6cbfd8c
Merge pull request #38604 from Calinou/astar-rename-get-point-ids 2021-12-02 09:35:57 +01:00
sebastian-heinz be90aadbcd allow variant construction in expressions 2021-12-02 15:30:10 +08:00
Raul Santos a367378f9e Rename Vector parameters to be consistent
Renames parameters that were named differently across different
scripting languages or their documentation to use the same name
everywhere.
2021-12-01 21:14:46 +01:00
Aaron Franke 9687f6fca3
Warn when using an AABB or Rect2 with a negative size 2021-11-30 18:27:58 -06:00
Hugo Locurcio 89849a9ed9
Rename `AStar.get_points()` to `AStar.get_point_ids()` for clarity
The same has been done for AStar2D as well.
2021-11-30 22:14:39 +01:00
Rémi Verschelde 7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde 2b24629847
Merge pull request #55042 from nekomatata/fix-segment-intersection 2021-11-17 17:33:56 +01:00
Yuri Roubinsky a74acca858 Expose `randfn` to global scope 2021-11-17 14:29:19 +03:00
PouleyKetchoupp 6d0c93dccf Fix segment intersection in Geometry2D
Doing a multiplication to reduce the amount of tests was causing
precision which lead to 2D raycast detecting false positive contacts
in some cases with convex polygons.
2021-11-16 18:09:33 -07:00
Hugo Locurcio 8fb7e622a6
Rename built-in `SGN()` macro to `SIGN()`
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Rémi Verschelde d975b1bc37
Merge pull request #43072 from KoBeWi/point_to_angle 2021-11-15 09:56:21 +01:00
Rémi Verschelde e2e9b08cc7
Color: Bind `from_hsv` as static method 2021-11-11 11:50:02 +01:00
Rémi Verschelde 06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
Tomasz Chabora 606cfa9a47 Fix Vector2.angle_to_point() being reversed 2021-11-09 16:59:58 +01:00
Brian Semrau dc11e73bf0 Rename AABB `get_area` to `get_volume` 2021-11-05 18:22:42 -04:00
Aaron Franke 744b43b527
Fix Quaternion multiplication operator 2021-11-04 11:24:46 -05:00
Silc 'Tokage' Renew 953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Rémi Verschelde 0ae65472e7
clang-format: Enable `BreakBeforeTernaryOperators`
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
Rémi Verschelde 24fdedfe94
Merge pull request #54050 from reduz/animation-compression 2021-10-25 14:27:58 +02:00
reduz a69541da4c Implement Animation Compression
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).

* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
2021-10-21 18:27:34 -03:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage 372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Hugo Locurcio bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Juan Linietsky c370b4c4d0
Merge pull request #52544 from JFonS/lod_fixes
Auto LOD fixes and improvements
2021-09-30 14:49:11 -03:00
PouleyKetchoupp d3c6395dcd Fix buffer overflow in 2D BVH
Some areas of code were missed and assumed Vector3.
2021-09-29 12:10:23 -07:00
jfons 9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00
John Wigg ccf05aeb9a
Fix Face3::get_random_point_inside()
Use correct overload of Math::random(from, to) to return floating point values within the correct range.
2021-09-24 21:41:17 +02:00
Rémi Verschelde 32ab77ef8f
Merge pull request #52430 from AnilBK/vector2-replacements 2021-09-24 13:04:42 +02:00
Anilforextra cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Rémi Verschelde ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Rémi Verschelde 89417ba75b
Merge pull request #52398 from deakcor/dev-transform 2021-09-20 08:46:51 +02:00
Vincent D aa82cb6f35 Expose get_skew for transform2d and add new constructor
Expose set_scale and set_skew for transform2d

Replacing float by real_t

Adding const parameters

Updated transform2d doc
2021-09-19 17:10:05 +02:00
Aaron Franke bf0213470c
Replace Vector3.to_diagonal_matrix with Basis.from_scale 2021-09-17 10:30:30 -05:00
Rémi Verschelde ca5c28fed4
Merge pull request #52358 from kleonc/astar_error_messages
`AStar` Add error messages
2021-09-16 13:36:13 +02:00
PouleyKetchoupp 2ca94e51e4 Clean convex hull decomposition code
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
2021-09-14 17:14:06 -07:00
Aaron Franke 3a902c66c4
Revert some URLs from the "Replace HTTP URLs with HTTPS" PR 2021-09-13 15:18:35 -05:00
Max Hilbrunner 744d5829b7
Merge pull request #52229 from lawnjelly/basis_quat_warning
Improve Basis::get_quaternion error message
2021-09-10 13:21:00 +02:00
Max Hilbrunner f8fb2bc0b4
Merge pull request #52097 from mortarroad/master-fix-convex-hull-double-edges
Fix emitting duplicate edges for convex hulls
2021-09-07 21:50:16 +02:00
Anilforextra a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
kleonc 71255bc2a9 AStar Add error messages 2021-09-03 00:06:23 +02:00
kobewi 3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
lawnjelly d3a3b3aff3 Improve Basis::get_quaternion error message
The previous error message incorrectly suggested that any Basis could be fixed by calling get_rotation_quation() or orthonormalize(). This PR points out that only a valid rotation Basis can be fixed in this way.
2021-08-30 07:26:25 +01:00
PouleyKetchoupp 511c80b2ec Fix segment intersection consistency in Geometry2D
Segment collision results could be different depending on the direction
when they exactly touch (order of the points in segments). This was due
to the way parallelism was checked, using different logic based on
positive or negative sign of cross products.

Now the results are the same whatever the direction, without changing
the current design, which is that parallel or colinear segments are
not considered colinear.

Fixes inconsistencies with raycasts exactly on edges of convex shapes
depending on the direction.
2021-08-25 18:17:52 -07:00
Morris Tabor 75dd294732 Fix emitting duplicate edges for convex hulls
Identical to https://github.com/godotengine/godot/pull/52059
2021-08-25 14:18:45 +02:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Morris Tabor 054c7a125f Fix winding of new convex hull implementation. 2021-08-20 14:44:56 +02:00
Rémi Verschelde fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
Ricard Rovira Cubeles a8d12b5a61 Add constant to vector function parameters that don't actually modify their input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
2021-08-15 16:45:37 +02:00
TwistedTwigleg 5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Rémi Verschelde 16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
bruvzg 7c3c5603d0 [Text Server] Improve object (image/table) inline alignment. 2021-08-08 22:35:47 +03:00
lawnjelly dd0f54a368 Fix Transform::xform(Plane) functions
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 11:10:50 +01:00
Aaron Franke 9f3ae0adcd
Move code for looking_at to Basis 2021-08-01 12:49:02 -05:00