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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Merge pull request #90582 from Repiteo/core/remove-macro-_NO_DISCARD_Rémi Verschelde2024-06-251-1/+1
|\ | | | | | | Core: Replace `_NO_DISCARD_` macro with `[[nodiscard]]`
| * Core: Replace `_NO_DISCARD_` macro with attributeThaddeus Crews2024-04-121-1/+1
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* | [Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`A Thousand Ships2024-05-021-0/+10
|/ | | | Convenience for a number of cases operating on single values
* [Core] Codestyle improvements to math typesA Thousand Ships2024-03-041-19/+19
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* Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to`Jakub Marcowski2023-10-121-0/+11
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* Added component-wise `min` and `max` functions for vectorsAndrés Botero2023-02-111-0/+8
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* 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".
* Implement snappedi, snappedf, and Vector[2/3/4]i.snappedVolTer2022-11-191-0/+1
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* Merge pull request #66133 from aaronfranke/set-allRémi Verschelde2022-10-031-3/+0
|\ | | | | | | Delete `set_all`, `set_axis`, and `get_axis` methods from Vector2/3/3i/4/4i
| * Remove set_axis and get_axis methods from Vector2/2i/3/3i/4/4iAaron Franke2022-09-191-3/+0
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* | Define AXIS_COUNT in all vector typesAaron Franke2022-09-191-0/+2
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* Minor fixes to Vector4Aaron Franke2022-09-041-1/+1
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* Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+338
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.