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path: root/scene/3d/spatial.cpp
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-848/+0
| | | | Fixes #30736.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Fixes crash in Spatial::notificationHaoyu Qiu2020-01-251-0/+1
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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.
* Update transform property in the inspector when changing ↵PouleyKetchoupp2019-11-301-0/+3
| | | | translation/rotation/scale
* fix #32711 : Spatial::look_at wrong re-scalingRodolfo Ribeiro Gomes2019-10-111-3/+2
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* Remove ERR_EXPLAIN from scene/* codeTomasz Chabora2019-08-091-9/+2
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* fix some crashesFurkan Türkal2019-07-011-0/+2
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* Merge pull request #29125 from rodolforg/fix_spatial_look_at_affecting_scaleRémi Verschelde2019-05-231-11/+12
|\ | | | | fix un-scaling in Spatial::look_at_from_position
| * fix un-scaling in Spatial::look_at_from_positionRodolfo Ribeiro Gomes2019-05-231-11/+12
| | | | | | | | | | | | | | | | | | | | | | As mentioned in https://github.com/godotengine/godot/pull/26897#issuecomment-491178089 the look-at scaling issue solved by PR #26897 happens also in another look-at method. Spatial::look_at_from_position() also does not have same input checking Spatial::look_at() has. Therefore, I fixed it too at same time.
* | Merge pull request #26897 from rodolforg/fix_spatial_look_at_affecting_scaleRémi Verschelde2019-04-301-2/+4
|\| | | | | Spatial::look_at() now preserves its scale values
| * Spatial::look_at() now preserves its scale valuesRodolfo Ribeiro Gomes2019-04-261-2/+4
| | | | | | | | | | | | | | | | | | It always normalized basis after look_at() computation. Now it applies previous scale back, in order to avoid distortions when global scale was different of (1,1,1). fix #10003 and #19000 Related to #17924
* | Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
|/ | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* No longer crash due to wrongly requesting a gizmo, fixes #26735Juan Linietsky2019-03-071-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #24506 from JFonS/expose_gizmosRémi Verschelde2018-12-301-0/+3
|\ | | | | Expose the new gizmo plugin system to scripting
| * Expose the new gizmo plugin system to scriptingJFonS2018-12-211-0/+3
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* | -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-3/+3
|/ | | | -Removed one and zero hints for properties, replaced by default value
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | 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.
* Add a function to force transform update, fixes #17628Juan Linietsky2018-09-061-0/+12
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* Fix selection of instanced scenes in 3DJFonS2018-09-021-14/+8
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* New gizmo structure and new gizmo disabling menuJFonS2018-08-091-0/+1
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* Several improvements to inspector.Juan Linietsky2018-08-071-2/+2
| | | | | -Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3) -Some clean ups with fonts and styles
* Merge pull request #18955 from tagcup/fix_set_scaleRémi Verschelde2018-07-261-6/+2
|\ | | | | Removed incorrect Basis::set_scale().
| * Removed incorrect Basis::set_scale().tagcup2018-05-171-6/+2
| | | | | | | | Also added a missing constructor in Basis, and fixed usage of inverse and affine inverse in Transform.
* | Ability to disable scale in nodes, closes #19927Juan Linietsky2018-07-181-9/+17
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* Implemented ragdollAndreaCatania2018-05-071-0/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Fix binding some core API methods only in tools buildsIgnacio Etcheverry2018-04-291-6/+3
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* Avoid converting Quat to Euler angles when not necessary.tagcup2018-04-141-3/+1
| | | | | | | | Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968.
* Fix visibility of gizmos on scene loadJFonS2018-02-241-2/+6
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+3
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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.
* Merge pull request #15083 from tagcup/spatial_rot_fixJuan Linietsky2018-01-021-28/+64
|\ | | | | Restore the behavior of Spatial rotations recently changed in c1153f5.
| * Restore the behavior of Spatial rotations recently changed in c1153f5.tagcup2017-12-271-28/+64
| | | | | | | | | | | | | | | | | | | | | | | | | | That change was borne out of a confusion regarding the meaning of "local" in #14569. Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system. This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself. To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs. This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale. This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Change the rotate function of Spatial to be local, makes more sense. Closes ↵Juan Linietsky2017-12-261-4/+4
| | | | #14569
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+2
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* Unify degree members and propertiesletheed2017-11-101-7/+7
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* Remove deprecated rotation methodsletheed2017-11-101-18/+0
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-2/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Dead code tells no talesRémi Verschelde2017-08-271-31/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-6/+17
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-4/+4
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+4
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* Merge pull request #10202 from neikeq/how-do-you-turn-this-onRémi Verschelde2017-08-111-4/+4
|\ | | | | Improves method bind's detecting of signarute types
| * Removes type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* | Gizmos properly follow the edited object, closes #7837Juan Linietsky2017-08-091-2/+8
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* Merge pull request #9791 from bojidar-bg/6087-add-global-local-convRémi Verschelde2017-07-241-0/+13
|\ | | | | Add .to_local/.to_global methods on Node2D and Spatial