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* Add SLERP to Vector{2,3}, optimize Quat's Vector3 rotation.tagcup2018-05-121-0/+10
| | | | Also even out Basis and Quat APIs a little.
* Vector3::round, Vector2::round & Vector2::ceil methods were added.Alexander Alekseev2018-05-041-0/+6
| | | | | Now both structs (Vector2 & Vector3) have round, floor & ceil methods. (see #18603)
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-11/+11
| | | | Fixes #10244.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+6
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-2/+2
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* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-3/+4
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-3/+4
| | | | | | | | | | | | | | | | for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn2017-04-031-5/+15
| | | | | | | This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
* Merge pull request #8132 from tagcup/vector3_angle_toRémi Verschelde2017-03-241-1/+1
|\ | | | | Use atan2 rather than acos in Vector3.angle_to.
| * Use atan2 rather than acos in Vector3.angle_to.Ferenc Arn2017-03-241-1/+1
| | | | | | | | Fixes #8111.
* | Explicitly documented that Transform.basis is not necessarily an orthogonal ↵Ferenc Arn2017-03-231-0/+5
|/ | | | | | | | matrix. Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly. Fixes #8113.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-138/+136
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Revert "Make nan==nan true for GDScript"Juan Linietsky2017-02-141-1/+0
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* Make nan==nan true for GDScriptHein-Pieter van Braam2017-02-141-0/+1
| | | | | | | | | | | | | After discussing this with Reduz this seemed like the best way to fix #7354. This will make composite values that contain NaN in the same places as well as the same other values compare as the same. Additionally non-composite values now also compare equal if they are both NaN. This breaks IEEE specifications but this is probably what most users expect. There is a GDScript function check for NaN if the user needs this information. This fixes #7354 and probably also fixes #6947
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-8/+8
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky2017-01-101-0/+20
|\ | | | | Fixed inertia tensor computation and center of mass
| * Fixed inertia tensor computation and center of massm4nu3lf2017-01-091-0/+20
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* | Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-1/+0
|/ | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Vector3: added angle_to(Vector3 other)J08nY2016-10-031-5/+7
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* Vector3: format properly, fix indentsJ08nY2016-10-031-91/+94
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* Remove USE_QUAD_VECTORS unused checkJ08nY2016-06-191-13/+0
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* added floor() and ceil() to Vector3MrGreenTea2015-07-151-9/+21
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* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+16
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+373