Commit Graph

33 Commits

Author SHA1 Message Date
Bernhard Liebl 517227943f Inline some very common Vector2 operations 2017-12-25 15:58:14 +01:00
Poommetee Ketson 5c9be411eb Rect2: add function returning same rect with positive w and h 2017-11-28 00:41:29 +07:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
TwistedTwigleg 00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Rémi Verschelde 5ae1e172da Merge pull request #8277 from tagcup/math_checks
Added various functions basic math classes. Also enabled math checks …
2017-04-24 11:16:20 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Ferenc Arn 9a37ff1e34 Added various functions basic math classes. Also enabled math checks only for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
2017-04-06 13:03:56 -05:00
Ferenc Arn 1a620bd5fa Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.

Fixes #8201.
2017-04-03 10:02:12 -05:00
Ferenc Arn 97d510531a Fix polar decomposition in 2D.
When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.

Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
2017-03-29 12:04:49 -05:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Juan Linietsky 04a6d2789e Revert "Make nan==nan true for GDScript" 2017-02-14 17:05:16 -03:00
Hein-Pieter van Braam adcc211feb Make nan==nan true for GDScript
After discussing this with Reduz this seemed like the best way to
fix #7354. This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.

Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.

This fixes #7354 and probably also fixes #6947
2017-02-14 13:32:23 +01:00
Ferenc Arn 6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Ferenc Arn f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Mateusz Adamczyk 8671836b76 Added simple check to viewport, if matrix32 is invesile (https://github.com/godotengine/godot/issues/6296). 2016-10-08 12:33:10 +02:00
anneomcl aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
reduz 555ad5f8b7 removed wron return types, fixes #2483
removed console, which was obsolete and unused sine long long ago
2015-12-29 18:46:21 -03:00
Juan Linietsky d3eb9e8c54 -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260 2015-11-19 10:41:20 -03:00
James McLean 2e6d3b7fad Changed floats to 'real_t'. 2015-06-11 21:37:54 -04:00
James McLean c2181285eb Changed 'scale' to 'scale_basis' in 'interpolate_with'. 2015-06-11 13:44:04 -04:00
James McLean b19ed63eb6 Implemented interpolation for affine transformations (Matrix32::interpolate_with) 2015-06-11 10:43:48 -04:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky 28304bc330 -Changed the cubic interpolator, improves situation with PathFollow in #1659 2015-04-13 09:47:03 -03:00
Juan Linietsky 678948068b Small Issues & Maintenance
-=-=-=-=-=-=-=-=-=-=-=-=-=

-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
2014-08-01 22:10:38 -03:00
Juan Linietsky 3d68949a1c 2D Animation Improvements
-=-=-=-=-=-=-=-=-=--=-=-=

-Ability to set 2D nodes as bones
-Abity to set 2D nodes as IK chains
-2D IK Solver
-Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
2014-07-06 11:49:27 -03:00
Juan Linietsky d7d65fa2f2 -improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00