Previously, disabled points will not be considered when performing
get_closest_point. This commit changes that by introducing an additional
flag for this behavior. Related issue: #31814
Similarly to `Vector2` and `Rect2` transforms in 2D and Vector3, Plane,
and AABB in 3D. PoolVector2Array and PoolVector3Array were the only
missing Variant types in both Transform2D and Transform respectively.
Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
By combining all scalar factors we can get rid of a scalar * vector
multiplication and a square root operation, since the resulting formula
only uses the squared length.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`
The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:
```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor
Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons
// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```
All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
Replace inline with _FORCE_INLINE_ in short methods.
Remove unused and redundant method no_area() as we already have has_no_area().
Add grow_individual() grow_margin() and expand() to Rect2i.
When generating single precision floats, Godot casts a uint32_t to float,
causing uniformity loss.
This new randf, inspired by T. R. Campbell's random_real, samples the output
of rand as the fraction part of an infinite binary number, with some tricks
to reduce ops and branching. This method provides "good enough" uniformity at
decent speed, for floats greater than 2^-64. Smaller numbers are floored to 0.
These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with.
There happens a segmentation fault when you use Expression.parse() and you don't check for errors and then run Expression.execute(). So we check if there was a parse error in the execute method now.
Fixes the following GCC 7 warnings:
```
core/cowdata.h:269:47: warning: 'alloc_size' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/error_macros.h:163:26: warning: 'nearest_point' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:1579:5: warning: 'colormap_size' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:1582:12: warning: 'size_height' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:1590:23: warning: 'size_width' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:1599:29: warning: 'pixel_size' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/math/face3.cpp:207:15: warning: 'tri_max' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/math/face3.cpp:209:15: warning: 'tri_min' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/rasterizer_scene_gles3.cpp:665:22: warning: 'best_used_frame' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/rasterizer_storage_gles3.cpp:865:27: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/rasterizer_storage_gles3.cpp:980:29: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::frag_id' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::id' may be used uninitialized in this function [-Wmaybe-uninitialized]
drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::vert_id' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/plugins/script_editor_plugin.cpp:1980:31: warning: 'se' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/scene_tree_dock.cpp:840:30: warning: 'new_node' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4259:9: warning: 'a1' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lll' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lul' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4260:9: warning: 'a2' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4261:9: warning: 'a3' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4265:3: warning: 'enable_lin' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4294:3: warning: 'enable_ang' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4311:34: warning: 'll' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/spatial_editor_gizmos.cpp:4311:34: warning: 'ul' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/3d/voxel_light_baker.cpp:1655:47: warning: 'cone_dirs' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/3d/voxel_light_baker.cpp:1656:73: warning: 'cone_weights' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/gui/texture_progress.cpp:181:6: warning: 'cp' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/gui/texture_progress.cpp:181:6: warning: 'cq' may be used uninitialized in this function [-Wmaybe-uninitialized]
servers/physics/shape_sw.cpp:1056:19: warning: 'support_max' may be used uninitialized in this function [-Wmaybe-uninitialized]
```
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
A* now exits when next node from open set with least cost happens to be end_point,
not when node with least cost has end_point as a neigbour.
Added two tests for astar:
* ABC tests case where start and end node are
neigbours
* ABCX tests case with intermediate nodes
We delete the faces for consideration in this loop but we can still
sometimes find an edge that connects to this face. We now interate over
all edges and disconnect edges connecting to this face.
This fixes#16560 and fixes#17569
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close#17968.
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395.
Fixes#16395.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
That change was borne out of a confusion regarding the meaning of "local" in #14569.
Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.
To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.
This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.
This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
It had been missed in d09160a8b6 and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
Those functions were added in #8277 but they did more harm than good. They're subtle, don't do what people think and requires users to understand the non-uniqueness of polar decomposition. They ended up confusing people.
Until we store additional information enough to make a unique polar decomposition, these functions shouldn't be a part of Basis.
As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases.
This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905).
Internally, both XYZ and YXZ functions are kept, for potential future applications.
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.