Commit Graph

69 Commits

Author SHA1 Message Date
Muller-Castro a8bc9f3e78 Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
Danil Alexeev 0c2202c56e
GDScript: Fix incorrect error message for utility functions 2023-10-16 14:09:57 +03:00
Jakub Janšta 74c937079c Add type_string() utility 2023-10-02 17:41:20 +02:00
Rémi Verschelde e95b7e84a4
Merge pull request #80844 from dalexeev/fix-callable-expected-argc
Fix expected argument count for `Callable` call errors
2023-10-02 13:15:53 +02:00
etti 3a39de4e2f Add rotate_toward and angle_difference to GDScript and C# 2023-10-01 22:19:42 +02:00
Danil Alexeev aff767ef07
Fix expected argument count for `Callable` call errors 2023-09-29 20:00:10 +03:00
A Thousand Ships 893f889d74 [Core] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-11 19:45:49 +02:00
Aaron Franke 6f7eccc758
Add a type conversion method to Variant Utility and expose to scripting 2023-09-08 10:12:48 -05:00
Jcrespo 528a76486c Add inverse hyperbolic functions `asinh()`, `acosh()` & `atanh()`
GDScript has the following built-in trigonometry functions:

- `sin()`
- `cos()`
- `tan()`
- `asin()`
- `acos()`
- `atan()`
- `atan()`
- `sinh()`
- `cosh()`
- `tanh()`

However, it lacks the hyperbolic arc (also known as inverse
hyperbolic) functions:

- `asinh()`
- `acosh()`
- `atanh()`

Implement them by just exposing the C++ Math library, but clamping
its values to the closest real defined value.
For the cosine, clamp input values lower than 1 to 1.
In the case of the tangent, where the limit value is infinite,
clamp it to -inf or +inf.

References #78377
Fixes godotengine/godot-proposals#7110
2023-09-01 01:27:56 +02:00
Aaron Franke 7e9b5e59d4
Make a header for VariantUtilityFunctions 2023-06-12 11:29:42 -05:00
Juan Linietsky 273a6eeb66 Redo how the remote filesystem works
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.

The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.

Co-authored-by: m4gr3d
2023-05-08 11:57:54 +02:00
Paweł 899da22002 Fix lerp error message 2023-04-21 10:01:59 +02:00
Ninni Pipping c8c43997c7 Fix type check for max/min 2023-03-11 15:08:34 +01:00
George Marques ed81b165eb
Make max() and min() global functions only accept numbers
The behavior for those are not well defined for non-numeric arguments.
To avoid confusion the other types are forbidden.
2023-02-24 14:06:11 -03:00
Adam Scott 37248d7c87 Add `@GlobalScope` `is_same(a, b)` and `Variant::identity_compare()` 2023-01-25 10:46:21 -05:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde 4a8b725bc9
Merge pull request #68386 from MewPurPur/snappedi-snappedf
Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
2022-11-24 18:54:49 +01:00
Yaohua Xiong f9fa182abc Refactor Curve3D::_bake() method
The main change is to caculate tangent directly from bezier curve, without going
through discretized polyline, avoiding pitfalls of discretization.

Other changes are:
1. Add an bezier_derivative() method for Vector3, Vector2, and Math;
2. Add an tesselate_even_length() method to Curve3D, which tesselate bezier curve to even length segments adaptively;
3. Cache the tangent vectors in baked_tangent_vector_cache;
2022-11-24 10:52:06 +08:00
Xpertice 3e36cc7c73 Add case for Variant::INT in lerp variant switch 2022-11-22 22:37:22 -05:00
VolTer e26f0906f2 Implement snappedi, snappedf, and Vector[2/3/4]i.snapped 2022-11-19 06:18:55 +01:00
Haoyu Qiu 5da515773d Add `is_finite` method for checking built-in types 2022-10-08 13:25:08 +08:00
kobewi 52b20ce909 Use 64bit integers in utility methods 2022-09-28 02:26:37 +02:00
kobewi 7499f41264 Fix wrong floori() behavior 2022-09-27 19:09:34 +02:00
Micky b6daad8d4b Rename `range_lerp` to `remap` 2022-09-06 07:19:20 +02:00
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
Silc Renew dded7c72c1 Make `cubic_interpolate()` consider key time in animation 2022-08-19 14:48:37 +09:00
Rémi Verschelde e6e13c8251
Merge pull request #63361 from KoBeWi/floorf_lol 2022-08-06 22:25:27 +02:00
kobewi ae3d83b17b Restore old lerp() behavior and add lerpf() 2022-08-06 21:15:37 +02:00
kobewi fdf7441015 Split ceil(), floor() and round() method 2022-07-27 16:58:56 +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
Voylin c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde 8fd0b4d1f8
Merge pull request #62449 from Chaosus/wrap_func
Add generalized version of `wrap` function
2022-06-27 23:28:37 +02:00
Hendrik Brucker 99ce0df3b1 Refactor bezier interpolation functions 2022-06-27 19:42:43 +02:00
Yuri Rubinsky 2476c50a66 Add generalized version of `wrap` function 2022-06-27 16:11:21 +03:00
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
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +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
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
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
Silc 'Tokage' Renew 865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
Pedro J. Estébanez 7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +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
Yuri Roubinsky a74acca858 Expose `randfn` to global scope 2021-11-17 14:29:19 +03:00
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
Silc 'Tokage' Renew 953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Rémi Verschelde 9ed4f8367b
Merge pull request #48332 from TokageItLab/implement-ping-pong 2021-10-11 22:55:01 +02:00
Yuri Roubinsky e270d1cce3 Fix autocompletion of built-in functions in GDScript 2021-10-11 19:06:17 +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