summaryrefslogtreecommitdiffstats
path: root/core/math/vector4.cpp
Commit message (Collapse)AuthorAgeFilesLines
* [Core] Codestyle improvements to math typesA Thousand Ships2024-03-041-4/+4
|
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Refactor interpolating functions in some classes to use Math classSilc Renew2022-11-241-5/+6
|
* Add `is_finite` method for checking built-in typesHaoyu Qiu2022-10-081-0/+4
|
* Use float literals for float calculations in ColorAaron Franke2022-10-071-2/+1
|
* Remove set_axis and get_axis methods from Vector2/2i/3/3i/4/4iAaron Franke2022-09-191-10/+0
|
* Minor fixes to Vector4Aaron Franke2022-09-041-3/+16
|
* Add `is_zero_approx` methods to `Vector2`, `3`, and `4`Jonathan Nicholl2022-09-021-0/+4
|
* Make `cubic_interpolate()` consider key time in animationSilc Renew2022-08-191-0/+9
|
* vector4 distance_squared_to and update csharpantonWetzel2022-08-091-0/+4
|
* Vector4/Vector4i: Add missing methods, tests and fix change of sign operatorHendrik Brucker2022-08-071-22/+72
|
* Fix `Vector4::min_axis_index` for equal componentsRaul Santos2022-08-011-1/+1
| | | | The documentation says if all components are equal it must return AXIS_W but it was returning AXIS_X.
* Add some missing Vector4 methodskobewi2022-07-261-1/+21
|
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+102
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.