46 Commits

Author SHA1 Message Date
A Thousand Ships 308dbb8c63 [Core] Add scalar versions of Vector* min/max/clamp/snap(ped)
Convenience for a number of cases operating on single values
2024-05-02 10:31:13 +02:00
A Thousand Ships a497a5cb3e [Core] Codestyle improvements to math types 2024-03-04 18:17:10 +01:00
Rémi Verschelde fa48a51183 Merge pull request #87688 from AThousandShips/what_is_this
Remove unnecessary `this->` expressions
2024-01-29 13:18:09 +01:00
A Thousand Ships 15369fdb1d Remove unnecessary this-> expressions 2024-01-29 09:59:18 +01:00
Hugo Locurcio 0437db0106 Display values in vector/quaternion math function errors
This can help track down the source of the error more easily.
2024-01-28 18:45:46 +01:00
Rémi Verschelde d95794ec8a One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
Haoyu Qiu 5da515773d Add is_finite method for checking built-in types 2022-10-08 13:25:08 +08:00
Jonathan Nicholl 15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
Hendrik Brucker 99ce0df3b1 Refactor bezier interpolation functions 2022-06-27 19:42:43 +02:00
lawnjelly 1485924a2b Float literals - fix main primitives to use real_t casting
Uses (real_t) casting to ensure appropriate calculations are done in 32 bit where real_t is compiled as 32 bit.
2022-02-24 08:15:10 +00:00
Silc 'Tokage' Renew 865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
lawnjelly 5298e16e80 Float literals - fix main primitives to use .f
Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
2022-02-10 18:43:19 +00:00
Rémi Verschelde e223bad86d Core: Move Vector2i to its own vector2i.h header
Also reduce interdependencies and clean up a bit.
2022-02-04 16:32:21 +01:00
Aaron Franke 2c52f16464 Add length and length_squared to Vector2i/3i 2022-01-06 10:06:56 -08:00
Rémi Verschelde fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio 8fb7e622a6 Rename built-in SGN() macro to SIGN()
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Tomasz Chabora 606cfa9a47 Fix Vector2.angle_to_point() being reversed 2021-11-09 16:59:58 +01:00
Rémi Verschelde 3b11e33a09 clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Anilforextra a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
kobewi 3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
Ricard Rovira Cubeles a8d12b5a61 Add constant to vector function parameters that don't actually modify their input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
2021-08-15 16:45:37 +02:00
Aaron Franke 554c776e08 Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Aaron Franke 2e13e3ed4a Allow clamping vectors and colors 2021-06-03 12:05:20 -04:00
Aaron Franke 94bc0bd919 Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
Aaron Franke b5b6d3a8ec Make is_equal_approx have explicit float and double versions 2021-05-20 06:18:11 -04:00