Commit Graph

175 Commits

Author SHA1 Message Date
9555ee56b9 Moved Variant related classes under a variant folder in core. 2022-08-17 13:17:12 +02:00
388b88678e Moved container related classes in core under a new containers directory. 2022-08-17 12:53:49 +02:00
0d2fc2e9f2 Moved color to core/math. 2022-08-17 11:38:15 +02:00
73709fa1ae Backported from Godot4: Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
- reduz
141c375581
2022-08-17 10:42:50 +02:00
d9669b0ed0 Ported form godot4: 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).
-aaronfranke
554c776e08
2022-08-16 22:46:24 +02:00
3b4b25b5f8 Add working bindings for Projection's get_projection_plane. 2022-08-16 22:33:56 +02:00
9e1588160f Now all Variant math types are structs. 2022-08-16 22:09:26 +02:00
e71e3ed897 Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code. 2022-08-16 21:55:56 +02:00
8c2e76840c Removed CameraMatrix, and switched to Projection. 2022-08-16 10:26:35 +02:00
904c88c403 Actually fix sign compare warning. 2022-08-16 01:44:25 +02:00
7e5896d81b Bind everything in String. 2022-08-16 01:41:51 +02:00
eb43e1dfc9 Fixed an another sign compare warning. 2022-08-16 01:23:54 +02:00
b796390962 And an another one. 2022-08-16 00:14:59 +02:00
5f6c223dc4 Fix typo. 2022-08-16 00:14:08 +02:00
c5670d501f Fix an another sign compare warning. 2022-08-16 00:13:07 +02:00
220954cf08 Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
d08526393e Bind everything in Vector3i. 2022-08-15 18:31:59 +02:00
feb5c025cf Bind everything in Vector3. 2022-08-15 18:22:55 +02:00
e4aebe1783 Bind everything in Vector2i. 2022-08-15 17:40:36 +02:00
88fbeb4fe4 Bind everything in Vector2. 2022-08-15 17:20:15 +02:00
608ba7826a Ported improvements to Vector2, Vector2i, Vector3, Vector3i, Vector4, and Vector4i from Godot4. 2022-08-15 16:13:21 +02:00
4cc1e75f69 Backported improvements to Quaternion from Godot4. Also bound all eligible methods. 2022-08-15 13:00:32 +02:00
f73af59416 Bound more methods. 2022-08-15 09:34:29 +02:00
007f728438 Bound all eligible transform methods. 2022-08-15 09:20:47 +02:00
5cd44e02d0 Backported the improvements to Transform from Godot4. 2022-08-14 20:35:11 +02:00
e9bb723975 Backported some improvements to Transform2D from Godot4. Also bound all eligible methods. 2022-08-14 19:19:51 +02:00
e4cad690a3 Renamed elements in Transform2D to columns. 2022-08-14 15:37:05 +02:00
d9a8497546 Renamed translate in Transform2D to translate_local. 2022-08-14 14:59:46 +02:00
662c3a7e88 Also did Rect2i. 2022-08-14 14:00:32 +02:00
899ac5cbd8 Backported some improvements to Rect2 from Godot4. Also bound all eligible methods. 2022-08-14 13:15:22 +02:00
7650103ce7 Backported some improvements to Plane from Godot4. Also bound all eligible methods. 2022-08-14 10:52:57 +02:00
c7d2307bd5 Backported some of the improvements to Color from Godot4. Also bound all eligible methods. 2022-08-14 01:08:59 +02:00
170a41ca82 Backported improvements to Basis from Godot4. Also bound all eligible methods. 2022-08-14 00:18:21 +02:00
d9e094ab9a Renamed elements in Basis to rows. 2022-08-13 19:07:59 +02:00
c991043c95 Backported improvements to AABB from Godot 4. Also made sure all eligible methods are bound. 2022-08-13 18:21:54 +02:00
6523457c0f Backported the improvements to the Math class from Godot4. 2022-08-13 16:49:47 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
ec9eb18aaf Backported from Godot4: Make blend animation to use ResetTrack as default value - TokageItLab
860fac4e6f
2022-08-12 17:16:52 +02:00
d1fe0ae433 Backported from Godot4: Fix blend animation to solve TRS track bug & blend order inconsistency - TokageItLab
b06d253920
2022-08-12 16:48:31 +02:00
9d9271b518 Removed the SNAME macro, I'll probably keep static counting support for StringNames though. 2022-08-11 20:22:51 +02:00
22ce231a4e Backported from Godot 4: New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
5cd0ea7e60 Fix serializing variants into binary files. 2022-08-09 15:50:30 +02:00
6decccc54f Now Color::clamp() actually has an implementation. 2022-08-08 18:00:42 +02:00
0517f3e462 Fix _scs_create's implementation. 2022-08-08 17:58:43 +02:00
a23d917937 use the proper _NO_DISCARD_ macro. 2022-08-08 17:36:15 +02:00
0b1ae86963 Backported the improvements to StringName from Godot4. 2022-08-08 17:26:23 +02:00
89b1ed9263 Ported contains for String from Godot4. 2022-08-08 16:06:34 +02:00
ffd29397f8 Added clamp() to color from Godot4. 2022-08-08 02:52:30 +02:00
eff5153375 Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image. 2022-08-08 02:39:21 +02:00
2e30e9f2d6 Ported uri_encode and uri_decode to String from Godot4. 2022-08-08 01:28:25 +02:00