Commit graph

491 commits

Author SHA1 Message Date
lawnjelly
a241aeb289 Fix BVH set_pairable and masks.
Calling set_pairable now will update collisions (rather than waiting for the next item_move).

Mask behaviour used for pairing now (hopefully) matches octree.
2021-01-17 15:00:49 +00:00
JFonS
7d7d7ef16d CPU lightmapper formatting and minor fixes. 2021-01-14 18:08:33 +01:00
JFonS
112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
lawnjelly
7b33050b3d BVH - fix physics expecting plus one based IDs.
Godot physics relies on ID zero being invalid, whereas BVH 0 is a valid ID.
2021-01-14 13:26:44 +00:00
Rémi Verschelde
b9c5e2f9eb
doc: Sync classref with current source
And fix copyright headers in new code.
2021-01-13 16:55:27 +01:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly
690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00
Andrii Doroshenko (Xrayez)
47899e67c5 Add ability to restore RandomNumberGenerator state
3.2 version of b5107715f1.

`get_seed()` still returns the previous state and not the initial seed,
because users may rely on this behavior for resetting the state in 3.2.
Documented this is going to be fixed in 4.0.

Co-authored-by: MidZik <matt.idzik1@gmail.com>
2021-01-08 15:02:02 +02:00
Mai Lavelle
43910510e0
Fix xform_inv of Plane, intermediate results were ignored
(cherry picked from commit 4cb070e590)
2021-01-05 21:33:33 +01:00
Aaron Franke
1bb81488bb
Minor clamp and float fixes
(cherry picked from commit ee79fc627c)
2020-11-11 15:30:57 +01:00
Rémi Verschelde
2652f6fc69
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.

(cherry picked from commit 35e6070a35)
2020-11-11 15:30:56 +01:00
Andrii Doroshenko (Xrayez)
943db2ca34
Make randbase member protected in RandomNumberGenerator
Allows to extend `RandomNumberGenerator` via C++ modules.

(cherry picked from commit 1923f0d302)
2020-10-28 14:05:42 +01:00
Rémi Verschelde
66cbcc1b7e
Merge pull request #41123 from lawnjelly/octree_fix
Optimize octree and fix leak
2020-09-30 23:11:31 +02:00
Aaron Franke
1dcbcaaa0d
Change inequality comparison operators to use exact equality
(cherry picked from commit d0a1399a1b)
2020-09-24 14:43:08 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Rémi Verschelde
cb78a5d7ae
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.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
Marcel Admiraal
3697cc479d
Initialise Basis elements with a default Basis in the declaration.
Ensures a valid Basis is created with all constructors.

(cherry picked from commit 9149fb760c)
2020-09-08 15:04:54 +02:00
lawnjelly
667c970b77 Optimize octree and fix octree leak
Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree.

Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree.

Fixes octants being leaked when removing elements.

Optimize octree with cached linear lists

Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant.

This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far.

This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc).

Co-authored-by: Sergey Minakov <naithar@icloud.com>
2020-08-18 11:02:21 +01:00
Aaron Franke
3ab5183ffa
[3.2] Backport core documentation changes to 3.2
Also add AABB.abs()
2020-07-21 21:22:54 -04:00
Rémi Verschelde
571a0c60c0 Revert "Implement Skew in Node2D"
This reverts commit 7f61710183.

See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.

This can be cherry-picked anew once a fix for #38868 has been found.
2020-06-22 10:26:06 +02:00
Aaron Franke
6e3a1074ce Simplify Transform2D get_rotation
(cherry picked from commit 0fa478a050)
2020-06-18 11:29:28 +02:00
Andrea Catania
74d10e766e - 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.

(cherry picked from commit 2331300989)
2020-06-18 11:29:28 +02:00
ntfs.hard
a822d1f133 Fix for Expression class: inner string can be single quoted
(cherry picked from commit ec164b2301)
2020-06-11 09:41:13 +02:00
Rémi Verschelde
7bf9787921 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.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
51de6732c9 AStar: Make get_closest_point() deterministic for equidistant points
Closes godotengine/godot-docs#3667.
Supersedes #39405.

(cherry picked from commit 187ba4c5a8)
2020-06-10 15:30:52 +02:00
Marcel Admiraal
fa11b5d754 Check for empty vectors before trying to access a pointer to the first
element in Octree<T, use_pairs, AL>::cull_convex().

(cherry picked from commit 54c36adbec)
2020-05-05 13:41:29 +02:00
Juan Linietsky
7f61710183 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

(cherry picked from commit efb1f7d76b)
2020-05-04 16:10:22 +02:00
Kiri Jolly
bac44ee19f 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.
2020-04-28 17:14:06 -07:00
Marcel Admiraal
e869da9665 Remove unnecessary check for zero determinant in Basis::orthonormalize().
(cherry picked from commit 8e6e91f2cd)
2020-04-16 12:57:22 +02:00
Yuri Roubinsky
5914fdc067 Implements estimate/compute_cost for AStar2D
(cherry picked from commit bad77bcb52)
2020-04-16 11:35:52 +02:00
Bastiaan Olij
a7438f0e61 Fix aspect ratio on hmd projection matrix 2020-04-05 16:58:33 +10:00
Michael Alexsander
bd2a2a7e40 Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
(cherry picked from commit 8c8c48a7ad)
2020-03-06 23:51:26 +01:00
Rémi Verschelde
105b7468b1 Expression: Fix parsing integers as 32-bit
(cherry picked from commit ceba2b6761)
2020-03-04 12:40:14 +01:00
nathanwfranke
2d8289579a Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit


(cherry picked from commit e5cb557b73)
2020-02-14 15:56:12 +01:00
Hugo Locurcio
a002b93d86
Add explanations for errors related to Vector/Quat normalization 2020-01-24 14:19:23 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Danil Alexeev
134755ebcf Add ord() function to Expression class
The ord() function was recently added in GDScript and VisualScript,
but was missed in the Expression class.
2019-12-29 09:20:10 +03:00
Rémi Verschelde
f111d1aaed Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.

Follow-up to #34293.
2019-12-13 23:29:52 +01:00
Rémi Verschelde
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Andrii Doroshenko (Xrayez)
749d917424 Fix severe performance drop while deflating polylines
Underscaled arc tolerance produced very small values so that changes
to this parameter were negligible when scaled internally, hence significant
performance drop (lots of intermediate points inserted in an arc). Now the
performance is mostly the same compared to other types of offsetting
(SQUARE, MITER).
2019-12-03 15:43:59 +02:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
stoofin
8abd64dcbb
Fixed bug caused by a copy/paste error in Face3::get_closest_point_to
s * edge0 = -d / a * edge0 = -edge0⋅v0 / (edge0⋅edge0) * edge0 = vector projection of -v0 onto edge0

By incorrectly using -e/c instead of -d/a, Face3::get_closest_point_to was returning the wrong point in certain cases.  Specifically, I noticed it returning vertex[0] when it should have been returning vertex[1].
2019-11-19 22:30:28 -08:00
Shiqing
aac7ddf89f Emit an error rather than crash in A* 2019-11-08 20:32:50 +08:00
Rémi Verschelde
77816fea8b
Merge pull request #32477 from aaronfranke/equal-approx-separate
Make is_equal_approx separate and make == exact again
2019-11-07 14:54:15 +01:00
Rémi Verschelde
ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Aaron Franke
8754e21f48
Fix "seperate" typos 2019-10-31 08:52:26 -04:00