Commit graph

1028 commits

Author SHA1 Message Date
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
Rémi Verschelde
e5411a815c
Merge pull request #48958 from kleonc/astar-get_available_point_id-start-from-zero
Astar::get_available_point_id Return 0 instead of 1 when empty
2021-08-01 11:12:33 +02:00
Aaron Franke
2733b9abd8
Remove obsolete "dectime" method
Replaced by "move_toward"
2021-07-30 16:41:28 -05:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Rémi Verschelde
4c3d5850de
Merge pull request #50748 from JFonS/gizmo_rework
Node3D gizmo improvements
2021-07-23 21:55:16 +02:00
jfons
cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
Gilles Roudière
b2187797df Add min_axis and max_axis to Vector2i 2021-07-21 12:29:51 +02:00
Hugo Locurcio
4bd5e4fd9b
Use the standard C INFINITY and NAN constants directly
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.

Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
Gilles Roudière
30a615dd94 Implement painting properties over TileSets 2021-06-29 11:07:46 +02:00
Rémi Verschelde
7aebb8f81c
Merge pull request #44156 from aaronfranke/quat-angle-to
Add Quaternion angle_to method
2021-06-18 12:35:58 +02:00
Aaron Franke
93b494d4ae
Add Quaternion angle_to method 2021-06-17 23:57:00 -04:00
Aaron Franke
bd6ed3fb09
Allow multiplying Transforms and Basis by numbers 2021-06-15 22:26:29 -04:00
Rémi Verschelde
600b4c9c7b
Merge pull request #34668 from aaronfranke/to-string
[Core] Reformat structure string operators
2021-06-13 11:58:24 +02:00
Haoyu Qiu
a23610ad90 Fix crash when using invalid index in Color.get_named_color 2021-06-13 14:29:32 +08:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Aaron Franke
554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde
c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
TwistedTwigleg
8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Rémi Verschelde
5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Aaron Franke
2e13e3ed4a
Allow clamping vectors and colors 2021-06-03 12:05:20 -04:00
Aaron Franke
94bc0bd919
Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde
5ec8920cde
Merge pull request #49142 from Chaosus/bvh_fix_possible_crash
Fixed possible crash in `DynamicBVH::optimize_incremental`
2021-05-31 21:04:08 +02:00
lawnjelly
bd42de5fea BVH - fix stale current_tree in deactivate function [4.x]
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-29 18:03:43 +01:00
Yuri Roubinsky
4d569df95f Fixed possible crash in DynamicBVH::optimize_incremental 2021-05-27 18:38:06 +03:00
Morris Tabor
d1bc88d426 Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 22:35:42 +02:00
kleonc
17324db4ca Astar::get_available_point_id Start from 0 2021-05-22 11:44:34 +02:00
Rémi Verschelde
d5f9f58b61
Merge pull request #48903 from Calinou/math-funcs-remove-old-msvc-ifdef 2021-05-21 00:35:48 +02:00
Hugo Locurcio
b57d9c8005
Remove #ifdef catering to MSVC 2012 and earlier in math_funcs.h
For the `master` branch, the minimum supported MSVC version is now
MSVC 2017 (with MSVC 2019 being recommended).
2021-05-20 23:24:04 +02:00
Rémi Verschelde
98071ec136
Merge pull request #48887 from aaronfranke/round
Use global scope round method for rounding
2021-05-20 23:03:38 +02:00
Aaron Franke
b01aa69c80
Use global scope round method for rounding 2021-05-20 07:29:35 -04:00
Aaron Franke
b5b6d3a8ec
Make is_equal_approx have explicit float and double versions 2021-05-20 06:18:11 -04:00
Marcel Admiraal
0846943ad5 Fix Quat includes 2021-05-19 15:09:21 +01:00
PouleyKetchoupp
3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Rémi Verschelde
c3f7465b7e
Merge pull request #48535 from groud/tiles_squashed
TileSet and TileMap rework (squashed)
2021-05-07 20:46:06 +02:00
Gilles Roudière
a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Rémi Verschelde
bcbd480c32
Merge pull request #45144 from dalexeev/color-consts
Rename color constants (alternative)
2021-05-07 12:22:49 +02:00
Rémi Verschelde
e196733e88
Re-bind posmod, use int64_t instead of int
Fixes #48420, fixes #48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.

Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-04 13:25:08 +02:00
George Marques
7610fc02a0
Cast Unix time to uint in the randomize function
This returns a double while the other values are all uint64_t. The
clang compiler gives a warning since converting the constant to double
loses precision.
2021-05-03 11:08:39 -03:00
Pasi Nuutinmaki
a165eed73b
Fix area calculation of Face3
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.

"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
2021-04-28 11:09:41 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
kobewi
22efa850bd Make randomize() use unix time too 2021-04-22 21:08:33 +02:00
Danil Alexeev
e63976d4b2
Fix Color::get_{r,g,b,a}8
Closes #47022.
2021-04-09 16:11:02 +03:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
rafallus
9196722935 Fix Quat multiplication
x, y, z values were updated too early
2021-03-29 13:57:34 -06:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
kleonc
b59a06da25 Make Color::from_hsv use Color::set_hsv 2021-02-25 19:50:43 +01:00
kleonc
988f4cdc90 Geometry2D::make_atlas Fail is passed invalid rect size 2021-02-24 23:38:30 +01:00
Delf Neumärker
f054f760e6 Fix unchecked array access in build_*_planes 2021-02-22 16:32:51 +01:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector 2021-02-16 18:33:23 -05:00
JestemStefan
2c71ff1119
Added signed_angle_to for Vector3 2021-02-16 05:07:33 -05:00
PouleyKetchoupp
333f184734 Cylinder support in Godot Physics 3D
Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.

Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.

Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
2021-02-10 10:00:53 -07:00
Rémi Verschelde
3a3af0279b
Merge pull request #45658 from RandomShaper/fix_frozen_peak
Make audio bus channels' peak volume consistent
2021-02-03 10:05:34 +01:00
Pedro J. Estébanez
a2b3a73e2d Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
2021-02-02 11:30:32 +01:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor 2021-02-01 17:27:19 -05:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Aaron Franke
1be0d6b30e
Type consistencies in core 2021-01-26 13:04:22 -05:00
George Marques
fa498f6105
Merge pull request #45373 from aaronfranke/gdnative-sizeof
Define GDNative sizes using sizeof(godot_real) and sizeof(int32_t)
2021-01-26 14:00:32 -03:00
Danil Alexeev
a97f1a3dc6 Rename color constants (alternative)
Named color constants renamed to UPPERCASE. Unlike #41019, this PR
is complete and implements these changes in the simplest way possible.

Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
2021-01-26 19:07:00 +03:00
Marcel Admiraal
8b983bddfb Remove Quat set methods in favour of constructors 2021-01-26 06:52:04 +00:00
Aaron Franke
6c197cf259
Define GDNative sizes using sizeof(godot_real_t) and sizeof(int32_t) 2021-01-25 16:42:14 -05:00
Rémi Verschelde
8a6d4dd5ed
Merge pull request #45023 from reduz/optimize-shader-vgpr1
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-20 00:10:21 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
PouleyKetchoupp
356d0fccc2
Remove useless "else" statements from vector3.h 2021-01-19 16:36:29 -05:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Aaron Franke
ddd6fb37e8
Update PolyPartition / Triangulator library 2021-01-12 13:46:16 -05:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rémi Verschelde
9349a5507f
Merge pull request #35505 from dalexeev/rtl_colors
Unified named colors in RichTextLabel
2021-01-08 09:03:55 +01:00
Mai Lavelle
4cb070e590 Fix xform_inv of Plane, intermediate results were ignored 2021-01-03 23:49:39 -05:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcus Brummer
e455ca2f2f Added Geometry2D unit tests 2020-12-30 21:11:09 +01:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
b628912af0 Rename Rect2 and Rect2i grow_margin() to grow_side() 2020-12-28 12:47:33 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
reduz
2e66e5d599 Use page allocator for BVH 2020-12-24 14:08:03 -03:00
reduz
1bebb2ba05 Cull fixes and optimizations 2020-12-24 12:18:28 -03:00
lawnjelly
6d687de9b8 Fix BVH to world_aabb, and call update
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00
reduz
83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marco Cognetta
900e55eb70 simplify randi_range 2020-12-21 20:25:58 -05:00
reduz
5ff89931c7 Add a Dynamic BVH implementation.
-Based on Bullet Dbvh, has style and functional changes.
-Provides efficient pairing
-Needed to optimize rendering
-Needed to optimize physics

This PR is up for others to review the implementation.
2020-12-19 20:23:37 -03:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rémi Verschelde
0c5d3b838c
Merge pull request #44199 from bruvzg/pvs_fixes_1
PVS-Studio static analyzer fixes
2020-12-09 10:23:21 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
2034a1cca0
Merge pull request #44089 from Xrayez/rng-state
Add ability to restore `RandomNumberGenerator` state
2020-12-08 21:40:38 +01:00
Andrii Doroshenko (Xrayez)
b5107715f1 Add ability to restore RandomNumberGenerator state
- added `state` as a property to restore internal state of RNG;
- `get_seed()` returns last seed used to initialize the state rather than the current state.

Co-authored-by: MidZik <matt.idzik1@gmail.com>
2020-12-07 13:50:46 +02:00
Aaron Franke
5465e604bb
Improve argument names for core types 2020-12-07 05:01:33 -05:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Rafał Mikrut
7bd03b7188 Initialize class/struct variables with default values in core/ and drivers/ 2020-11-23 17:38:46 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Danil Alexeev
01d0addf56 Unified named colors in RichTextLabel
Now the BB tag `[color]` uses the color names from the `Color` class.
Also, the use of the `#` symbol in an HTML color code has become optional.
2020-11-17 02:55:36 +03:00
reduz
635d33dc6c Refactor variant built-in methods yet again.
* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-11 16:36:36 -03:00
Rémi Verschelde
fb2151089c
Merge pull request #43372 from aaronfranke/clamp-fixes
Minor clamp and float fixes
2020-11-11 13:20:19 +01:00
reduz
5288ff538d Create Variant built-in functions.
-Moved Expression to use this, removed its own.
-Eventually GDScript/VisualScript/GDNative need to be moved to this.
-Given the JSON functions were hacked-in, removed them and created a new JSONParser class
-Made sure these functions appear properly in documentation, since they will be removed from GDScript
2020-11-10 19:31:10 -03:00
Aaron Franke
ee79fc627c
Minor clamp and float fixes 2020-11-10 14:30:07 -05:00
Rémi Verschelde
0f249f5c0a
Variant: Sync docs with new constructors, fixups after #43403
Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
2020-11-09 23:39:53 +01:00
Rémi Verschelde
8a318fe1dd
Merge pull request #43404 from akien-mga/color-fix-clamp-uint32_t-warning
Color: Fix -Wtype-limits GCC warning after refactoring
2020-11-09 14:59:11 +01:00
Rémi Verschelde
771b3c583d
Color: Fix -Wtype-limits GCC warning after refactoring
Warning from GCC 10.2.0 with `warnings=extra`:
```
./core/math/color.h: In member function 'int32_t Color::get_r8() const':
./core/typedefs.h:107:42: error: comparison of unsigned expression in '< 0' is always false [-Werror=type-limits]
  107 | #define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
      |                                    ~~~~~~^~~~~~~~~
./core/math/color.h:201:49: note: in expansion of macro 'CLAMP'
  201 |  _FORCE_INLINE_ int32_t get_r8() const { return CLAMP(uint32_t(r * 255.0), 0, 255); }
      |                                                 ^~~~~
```

Also some code consistency changes while at it.
2020-11-09 14:11:21 +01:00
reduz
221a2a1742 Refactored variant constructor logic 2020-11-09 08:54:43 -03:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz
05de7ce6ca Refactored variant setters/getters
-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
2020-11-07 15:16:15 -03:00
reduz
f2397809a8 Refactored Variant Operators.
-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
Yuri Roubinsky
38fb26794b Exposed randi_range to global funcs + renamed rand_range to randf_range 2020-11-06 17:06:26 +03:00
Andrii Doroshenko (Xrayez)
34ca426851 Remove unused PHI define in math funcs 2020-11-05 18:05:58 +02:00
Rémi Verschelde
35e6070a35
doc: Override default value for RandomNumberGenerator.seed
It's non-deterministic so it's better to show a fixed value like 0 instead of
having it potentially change whenever `randomize()` is called.

Fixes #43317.
2020-11-05 00:41:24 +01:00
Rémi Verschelde
424cd00f8b
doc: Sync classref with current source + fixup some bindings
Includes various changes triggered by the refactoring of method bindings.
2020-11-04 15:38:26 +01:00
reduz
f123981a96 Implement DirectionalLight2D
Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
2020-11-04 10:03:01 -03:00
Yuri Roubinsky
31faa1f226 Fix biased output of randi_range 2020-10-29 15:41:00 +03:00
Andrii Doroshenko (Xrayez)
1923f0d302 Make randbase member protected in RandomNumberGenerator
Allows to extend `RandomNumberGenerator` via C++ modules.
2020-10-27 01:52:15 +02:00
reduz
b8c64184c6 Refactored binding system for core types
Moved to a system using variadic templates, shared with CallableBind.

New code is cleaner, faster and allows for much better optimization of core
type functions from GDScript and GDNative.

Added Variant::InternalMethod function for direct call access.
2020-10-14 15:24:30 +02:00
Rémi Verschelde
7c4d1e9c65
Merge pull request #42660 from Chaosus/remove_get_uv84_normal_bit
Removed unused method Geometry3D.get_uv84_normal_bit
2020-10-09 19:31:24 +02:00
reduz
26f5bd245c Implement GPU Particle Collisions
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Yuri Roubinsky
66c2aaf749 Removed unused method Geometry.get_uv84_normal_bit 2020-10-09 10:22:26 +03:00
Rémi Verschelde
b07f020c99
Merge pull request #42133 from vnen/variant-op-consistency
Allow commutative multiplication in Variant
2020-09-28 15:56:29 +02:00
Aaron Franke
9394c057b8
Remove redundant is_equal_approx_ratio method
is_equal_approx is able to handle values of any size, and is_equal_approx_ratio is no longer used in any exposed APIs, so we don't need is_equal_approx_ratio anymore. Also, add #ifdef MATH_CHECKS for a method that is only used when MATH_CHECKS is defined.
2020-09-23 00:28:49 -04:00
Aaron Franke
23dabcd2d0
Change Basis is_equal_approx to use instance method 2020-09-23 00:28:49 -04:00
Rémi Verschelde
5f4d64f4f3
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.
2020-09-18 10:27:55 +02:00
George Marques
e4942e4a96
Allow commutative multiplication in Variant
Also allow quaternions to be multiplied by integers.
2020-09-17 09:02:53 -03:00
Aaron Franke
d0a1399a1b
Change inequality comparison operators to use exact equality 2020-09-08 18:10:58 -04:00
Marcel Admiraal
9149fb760c Initialise Basis elements with a default Basis in the declaration.
Ensures a valid Basis is created with all constructors.
2020-09-08 12:15:08 +01:00
Marcel Admiraal
ce263c4ff6 Ensure assignment operators return by reference to avoid unnecessary copies. 2020-09-04 09:18:19 +01:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde
a276e6fc36
Merge pull request #40955 from Calinou/test-add-expression
Add a test suite for Expression
2020-08-31 11:12:34 +02:00
Hugo Locurcio
d5ffa42cd2
Add a test suite for Expression
This also makes the first parameter of `Expression::execute()` optional
from C++. Previously, it was only optional in the scripting API.
2020-08-27 15:16:09 +02:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Meriipu
7f9bfee0ac GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.
2020-07-25 20:26:02 +02:00
Aaron Franke
83e324d670
Update core documentation to match recent C# changes
Also a few minor API changes like adding AABB.abs()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Rémi Verschelde
23f7f86914 Style: Fix copyright headers 2020-06-25 16:33:44 +02:00
Aaron Franke
0fa478a050
Simplify Transform2D get_rotation 2020-06-17 01:00:42 -04:00
Andrea Catania
2331300989 - Added more euler rotation orders support.
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.

This work has been kindly sponsored by IMVU.
2020-06-12 20:03:27 +02:00
Rémi Verschelde
7217a7edbd
Merge pull request #39230 from ntfshard/expression_string_singlequote
Fix for Expression class: string inside an expression can't be single quoted
2020-06-11 09:37:35 +02:00
Rémi Verschelde
187ba4c5a8 AStar: Make get_closest_point() deterministic for equidistant points
Closes godotengine/godot-docs#3667.
Supersedes #39405.
2020-06-09 11:04:12 +02:00
Aaron Franke
bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -04:00
ntfs.hard
ec164b2301 Fix for Expression class: inner string can be single quoted 2020-06-02 13:44:53 +03:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
85220fec01 Style: Remove unnecessary semicolons from core
Semicolons are not necessary after function definitions or control flow
blocks, and having some code use them makes things inconsistent (and
occasionally can mess up `clang-format`'s formatting).

Removing them is tedious work though, I had to do this manually (regex
+ manual review) as I couldn't find a tool for that. All other code
folders would need to get the same treatment.
2020-05-19 15:57:56 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
710b34b702 Style: Fix missing/invalid copyright headers 2020-05-14 16:54:54 +02:00
Rémi Verschelde
1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
83b630b8c2 thirdparty: Cleanup after #38386, document provenance and copyright
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-11 14:50:06 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Marcel Admiraal
54c36adbec Check for empty vectors before trying to access a pointer to the first
element in Octree<T, use_pairs, AL>::cull_convex().
2020-05-04 21:02:58 +01:00
Juan Linietsky
efb1f7d76b Implement Skew in Node2D
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it  to the rotation to get the effect on y-axis
2020-05-01 13:38:04 -03:00
Kiri Jolly
87ba4daf4b Fixed false positives in the culling system.
This fixes numerous false positives coming out of the culling system.

AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.

Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
2020-04-29 19:33:42 -07:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Aaron Franke
23a349c427
Improve the Vector2 rotated code 2020-04-21 14:06:41 -04:00
Marcel Admiraal
8e6e91f2cd Remove unnecessary check for zero determinant in Basis::orthonormalize(). 2020-04-14 17:20:45 +01:00
Bastiaan Olij
94fab21348 Fix aspect ratio on hmd projection matrix
(cherry picked from commit a7438f0e61)
2020-04-05 12:41:29 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut
359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde
13a9bfbca7 Style: Harmonize header guards to style guide [Core] 2020-03-25 11:22:19 +01:00
Rémi Verschelde
256ac9a51d
Merge pull request #37039 from Chaosus/astar2d_cost
Implements estimate/compute_cost for AStar2D
2020-03-19 08:19:59 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Yuri Roubinsky
bad77bcb52 Implements estimate/compute_cost for AStar2D 2020-03-14 18:01:06 +03:00
Rémi Verschelde
36a414eb03
Merge pull request #36994 from akien-mga/typedefs-cleanup
typedefs: Cleanup unused macros and unnecessary checks
2020-03-12 22:02:18 +01:00
Rémi Verschelde
1c2f2a805d typedefs: Cleanup unused macros and unnecessary checks
We now require a compiler with C++17 support, so we don't need to
check for features added to GCC 5 or Clang 3.2.

Clang builtin availability checks were unused anyway as Clang defines
`__GNUC__` as it's also a GNU C implementation.

Fixes #36986.
2020-03-11 21:44:56 +01:00