Commit graph

12 commits

Author SHA1 Message Date
Silc Renew
90dc2f961e Make spherical_cubic_interpolate() more stable 2022-07-29 17:39:22 +09:00
Silc Renew
4211e68d80 rename and unify notation for spherical interpolation 2022-07-27 23:22:50 +09:00
Silc 'Tokage' Renew
e252d4e6fe Fix cubic_slerp
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
Co-authored-by: Pasi Nuutinmaki <gnssstylist@sci.fi>
2022-07-25 22:44:39 +09:00
Silc 'Tokage' Renew
b06d253920 Fix blend animation to solve TRS track bug & blend order inconsistency 2022-03-16 05:11:55 +09:00
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
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
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
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
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
Aaron Franke
93b494d4ae
Add Quaternion angle_to method 2021-06-17 23:57:00 -04:00
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
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Renamed from core/math/quat.cpp (Browse further)