godot/core/math
Juan Linietsky 2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
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SCsub style: Fix PEP8 whitespace issues in Python files 2016-11-01 00:35:16 +01:00
a_star.cpp Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
a_star.h Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
aabb.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
aabb.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
bsp_tree.cpp Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
bsp_tree.h Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
camera_matrix.cpp Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
camera_matrix.h Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
face3.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
face3.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
geometry.cpp Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
geometry.h Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
math_2d.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
math_2d.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
math_defs.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
math_funcs.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
math_funcs.h Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00
matrix3.cpp Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00
matrix3.h Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00
octree.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
plane.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
plane.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
quat.cpp Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00
quat.h Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00
quick_hull.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
quick_hull.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
transform.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
transform.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
triangle_mesh.cpp Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
triangle_mesh.h Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
triangulate.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
triangulate.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
triangulator.cpp begin new serialization framework 2015-02-15 01:21:26 -03:00
triangulator.h begin new serialization framework 2015-02-15 01:21:26 -03:00
vector3.cpp Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
vector3.h Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). 2017-01-03 17:41:04 -06:00