Commit graph

59 commits

Author SHA1 Message Date
lawnjelly
eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde
140350d767
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
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
PouleyKetchoupp
c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
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
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
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
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
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
Andrii Doroshenko (Xrayez)
08272585e9 Remove redundant transform method in Geometry singleton
Transform2D's xform method can be used instead which handles
`PoolVector2Array` now (as well as 3D version).
2019-09-01 14:34:51 +03:00
Michael Alexsander Silva Dias
6cc54a5864 Add 'is_point_in_circle()' to Geometry class, and general file cleanup 2019-08-27 18:01:05 -03:00
Braden Bodily
71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Simon Puchert
4b78e17b15 Optimize get_closest_point_to_segment*.
By combining all scalar factors we can get rid of a scalar * vector
multiplication and a square root operation, since the resulting formula
only uses the squared length.
2019-07-06 17:41:13 +02:00
Andrii Doroshenko (Xrayez)
24e9a881c0 Expose 2D Delaunay triangulation in Geometry singleton
Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`

The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
2019-05-24 13:10:13 +03:00
Andrii Doroshenko (Xrayez)
883ef8570a Expose 2D polygon boolean operations in Geometry singleton
Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:

```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor

Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)

Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons

// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```

All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
2019-05-22 17:12:39 +03:00
Rémi Verschelde
e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
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
```
2019-05-19 13:10:35 +02:00
Aaron Franke
b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
Christoph Schroeder
dcbe55a1fa Fixes Geometry.segment_intersects_circle working only one way. 2019-03-06 12:28:54 +01:00
Mariano Suligoy
078b869d9a TileSet/TileMap: Decompose solid non-convex polygons into convexes. Real fix for #24003 2019-03-04 21:03:10 -03:00
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Juan Linietsky
e46f28e02d Removed splits in Polygon editor, replace by internal vertices and polygon support. 2019-01-08 19:11:08 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky
16022da187 Ensure that array passed to physics is always counter clockwise, fixes #15361. 2018-11-14 15:55:50 -03:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Aaron Franke
cf136a91d6 [Core] Completely kill math_2d.h, change includes 2018-08-11 03:08:34 -05:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky
69a96ff4a6
Merge pull request #15943 from poke1024/geometry-line-line
Add Geometry::line_intersects_line_2d()
2018-05-07 17:54:33 -03:00
Chaosus
f2c22791ce Fix is_point_in_triangle 2018-02-08 19:59:52 +03:00
Bernhard Liebl
c1e099b48f Add Geometry::line_intersects_line_2d() 2018-01-21 15:31:34 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
459ee51338
Merge pull request #15093 from poke1024/canvas-editor-select
More exact picking for canvas editor
2018-01-03 11:15:28 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bernhard Liebl
8505871a87 More exact picking for canvas editor 2017-12-27 20:24:58 +01:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
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
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00