Commit graph

8 commits

Author SHA1 Message Date
Hei
cc245ff8a6
Fix "p_zfar" to "p_znear" in Projection.create_orthogonal
Was confused why it always gave inf:s.
2022-12-15 19:03:33 +02:00
Andy Maloney
cb6cffbfd9 Static analysis: remove "break" after "return"
Changes as requested to keep in sync with godotengine/godot-cpp#929
2022-11-18 17:57:33 -05:00
Aaron Franke
43722dbcbc
Use float literals for float calculations in Color 2022-10-07 11:28:47 -05:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Aaron Franke
97d232c11d
Enhancements to includes in core data structures 2022-10-05 23:11:02 -05:00
Aaron Franke
2cea42cc7f
Rename Projection matrix to columns 2022-10-04 12:34:19 -05:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
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
Renamed from core/math/camera_matrix.cpp (Browse further)