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* Rename Quat to QuaternionMarcel Admiraal2021-06-041-232/+0
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* Make is_equal_approx have explicit float and double versionsAaron Franke2021-05-201-1/+1
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* Fix Quat multiplicationrafallus2021-03-291-3/+6
| | | | x, y, z values were updated too early
* Remove Quat set methods in favour of constructorsMarcel Admiraal2021-01-261-64/+43
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Improve argument names for core typesAaron Franke2020-12-071-36/+36
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-3/+4
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-5/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Add explanations for errors related to Vector/Quat normalizationHugo Locurcio2020-01-241-9/+9
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Make is_equal_approx separate for structuresAaron Franke2019-10-141-0/+5
| | | | This commit adds exposed behavior for C#
* Several fixes to make GLES2 on HTML5 work much better.Juan Linietsky2019-02-251-1/+1
| | | | Changed math class error reporting to be a bit less paranoid.
* [Core] Rename Matrix3 file to BasisAaron Franke2019-02-091-1/+1
| | | The code already referred to "Basis", it's just the file name that was different for some reason.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove redundant "== false" codeAaron Franke2018-10-061-9/+9
| | | | | | Some of this code has been re-organized. f
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+3
| | | | | | 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.
* mono: Quat - add some missing constructors and methodsKelly Thomas2018-08-241-1/+1
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* Fixed Basis -> Quat conversions, added a few safety checks.tagcup2018-05-271-5/+11
| | | | Fixes #19027.
* Add SLERP to Vector{2,3}, optimize Quat's Vector3 rotation.tagcup2018-05-121-2/+14
| | | | Also even out Basis and Quat APIs a little.
* Resolves Inccorect Quaternion ConversionCrazy-P2018-04-091-1/+1
| | | | Fixes https://github.com/godotengine/godot/issues/18025
* 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!
* Dead code tells no talesRémi Verschelde2017-08-271-90/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Use YXZ convention for Euler angles.Ferenc Arn2017-08-091-9/+46
| | | | | | | As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases. This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905). Internally, both XYZ and YXZ functions are kept, for potential future applications.
* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-0/+4
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-0/+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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-56/+46
| | | | | | | | | | | | | | | | | | | | | | | | 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 Linietsky2017-02-141-19/+0
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* Make nan==nan true for GDScriptHein-Pieter van Braam2017-02-141-0/+19
| | | | | | | | | | | | | 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 Arn2017-01-161-9/+9
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-36/+55
| | | | | | | | 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!
* Fix regression with str() improvements for math typesIgnacio Etcheverry2016-07-281-1/+1
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* Prettier str() for some math typesIgnacio Etcheverry2016-07-271-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-6/+6
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+267