Commit graph

32 commits

Author SHA1 Message Date
Juan Linietsky
1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
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
cfb9cae23a
Merge pull request #62814 from KoBeWi/strint
Restore numeric from String constructors
2022-11-15 22:29:55 +01:00
Aaron Franke
83634119d4
Replace Quaternion Euler constructor with from_euler method 2022-11-01 09:28:12 -05:00
bruvzg
163257d51b
[GDExtension] Implement support for typed arrays. 2022-09-22 23:31:27 +03:00
kobewi
a43319b6c9 Restore numeric from String constructors 2022-09-19 14:31:16 +02:00
Yuri Rubinsky
e97ece55aa Add constructor accepting four Vector4's to Projection 2022-08-24 08:30:40 +03:00
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
Rémi Verschelde
e7a58a7eb6 Core: Rename math 'phi' arguments to 'angle' 2022-05-05 14:17:39 +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
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
mennomax
b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
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
reduz
2c81e5fa0e Make some variant internal functions public.
-Make constructors, ops and setget inline functions public
-Should help optimizing the GDScript VM
2021-06-17 19:59:28 -03:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Alex Hirsch
6985967c3b Add missing ERR_FAIL_INDEX check to Variant::construct
Other functions in the same file validate parameters using the ERR_FAIL
macros. This validation was missing for Variant::construct resulting in
a crash when called with invalid data (p_type < 0).

fix #46067
2021-03-04 18:50:37 +01:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor 2021-02-01 17:27:19 -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
Rémi Verschelde
cb42bf113c
Merge pull request #44406 from vnen/variant-ptr-construct
Add PtrConstruct template to use in Variant constructors
2020-12-15 22:59:32 +01:00
George Marques
35e7490c95
Add PtrConstruct template to use in Variant constructors
Since the PtrToArg::encode requires the value to be constructed
previously. With PtrConstruct this is not required.
2020-12-15 16:57:44 -03:00
George Marques
e4e9231420
Use pointer parameters in Variant function pointers
Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
2020-12-10 18:18:47 -03:00
George Marques
029fd88adb
Fix VariantInternal initialization and setting of object
- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
  as intended.
2020-11-30 14:49:52 -03:00
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
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
reduz
9979abce74 Change how no-arg constructor is handled internally in Variant. 2020-11-09 16:28:15 -03:00
Rémi Verschelde
aa6a1094a5
Merge pull request #43415 from bruvzg/var_ctr_af32
Fix duplicate variant constructor typo.
2020-11-09 19:21:20 +01:00
bruvzg
a4a21654b1
Fix duplicate variant constructor typo. 2020-11-09 18:34:17 +02:00
Rémi Verschelde
9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
reduz
221a2a1742 Refactored variant constructor logic 2020-11-09 08:54:43 -03:00