diff options
72 files changed, 1741 insertions, 240 deletions
diff --git a/core/extension/gdnative_interface.cpp b/core/extension/gdnative_interface.cpp index 4770c9c65f..a65408fdda 100644 --- a/core/extension/gdnative_interface.cpp +++ b/core/extension/gdnative_interface.cpp @@ -774,13 +774,13 @@ static GDNativeTypePtr gdnative_packed_vector3_array_operator_index_const(const static GDNativeVariantPtr gdnative_array_operator_index(GDNativeTypePtr p_self, GDNativeInt p_index) { Array *self = (Array *)p_self; ERR_FAIL_INDEX_V(p_index, self->size(), nullptr); - return (GDNativeTypePtr)&self[p_index]; + return (GDNativeVariantPtr)&self->operator[](p_index); } static GDNativeVariantPtr gdnative_array_operator_index_const(const GDNativeTypePtr p_self, GDNativeInt p_index) { const Array *self = (const Array *)p_self; ERR_FAIL_INDEX_V(p_index, self->size(), nullptr); - return (GDNativeTypePtr)&self[p_index]; + return (GDNativeVariantPtr)&self->operator[](p_index); } /* OBJECT API */ diff --git a/core/input/input.cpp b/core/input/input.cpp index 4b5a84f401..6fd8aca01b 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -714,11 +714,11 @@ Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, con // detect the warp: if the relative distance is greater than the half of the size of the relevant rect // (checked per each axis), it will be considered as the consequence of a former pointer warp. - const Point2i rel_sgn(p_motion->get_relative().x >= 0.0f ? 1 : -1, p_motion->get_relative().y >= 0.0 ? 1 : -1); + const Point2i rel_sign(p_motion->get_relative().x >= 0.0f ? 1 : -1, p_motion->get_relative().y >= 0.0 ? 1 : -1); const Size2i warp_margin = p_rect.size * 0.5f; const Point2i rel_warped( - Math::fmod(p_motion->get_relative().x + rel_sgn.x * warp_margin.x, p_rect.size.x) - rel_sgn.x * warp_margin.x, - Math::fmod(p_motion->get_relative().y + rel_sgn.y * warp_margin.y, p_rect.size.y) - rel_sgn.y * warp_margin.y); + Math::fmod(p_motion->get_relative().x + rel_sign.x * warp_margin.x, p_rect.size.x) - rel_sign.x * warp_margin.x, + Math::fmod(p_motion->get_relative().y + rel_sign.y * warp_margin.y, p_rect.size.y) - rel_sign.y * warp_margin.y); const Point2i pos_local = p_motion->get_global_position() - p_rect.position; const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y)); diff --git a/core/math/basis.cpp b/core/math/basis.cpp index 3d893afb4d..566300c716 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -261,7 +261,7 @@ Vector3 Basis::get_scale_abs() const { } Vector3 Basis::get_scale_local() const { - real_t det_sign = SGN(determinant()); + real_t det_sign = SIGN(determinant()); return det_sign * Vector3(elements[0].length(), elements[1].length(), elements[2].length()); } @@ -287,7 +287,7 @@ Vector3 Basis::get_scale() const { // matrix elements. // // The rotation part of this decomposition is returned by get_rotation* functions. - real_t det_sign = SGN(determinant()); + real_t det_sign = SIGN(determinant()); return det_sign * get_scale_abs(); } diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index b3eabd3e7a..e3b990d48f 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -266,8 +266,8 @@ public: float s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0f, 1.0f); return s * s * (3.0f - 2.0f * s); } - static _ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SGN(p_to - p_from) * p_delta; } - static _ALWAYS_INLINE_ float move_toward(float p_from, float p_to, float p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SGN(p_to - p_from) * p_delta; } + static _ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta; } + static _ALWAYS_INLINE_ float move_toward(float p_from, float p_to, float p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta; } static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; } static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; } diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp index df43c605f9..4bdeaa2a58 100644 --- a/core/math/transform_2d.cpp +++ b/core/math/transform_2d.cpp @@ -69,12 +69,12 @@ void Transform2D::rotate(const real_t p_phi) { real_t Transform2D::get_skew() const { real_t det = basis_determinant(); - return Math::acos(elements[0].normalized().dot(SGN(det) * elements[1].normalized())) - Math_PI * 0.5; + return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5; } void Transform2D::set_skew(const real_t p_angle) { real_t det = basis_determinant(); - elements[1] = SGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length(); + elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length(); } real_t Transform2D::get_rotation() const { @@ -111,7 +111,7 @@ Transform2D::Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t } Size2 Transform2D::get_scale() const { - real_t det_sign = SGN(basis_determinant()); + real_t det_sign = SIGN(basis_determinant()); return Size2(elements[0].length(), det_sign * elements[1].length()); } diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp index 1d3f93848e..718e94eee4 100644 --- a/core/math/vector2.cpp +++ b/core/math/vector2.cpp @@ -91,7 +91,7 @@ real_t Vector2::cross(const Vector2 &p_other) const { } Vector2 Vector2::sign() const { - return Vector2(SGN(x), SGN(y)); + return Vector2(SIGN(x), SIGN(y)); } Vector2 Vector2::floor() const { diff --git a/core/math/vector2.h b/core/math/vector2.h index 332c0475fa..0a7b9d3faf 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -345,7 +345,7 @@ struct Vector2i { bool operator!=(const Vector2i &p_vec2) const; real_t aspect() const { return width / (real_t)height; } - Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); } + Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); } Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); } Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const; diff --git a/core/math/vector3.h b/core/math/vector3.h index dc9aa60458..02a56f684e 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -217,7 +217,7 @@ Vector3 Vector3::abs() const { } Vector3 Vector3::sign() const { - return Vector3(SGN(x), SGN(y), SGN(z)); + return Vector3(SIGN(x), SIGN(y), SIGN(z)); } Vector3 Vector3::floor() const { diff --git a/core/math/vector3i.h b/core/math/vector3i.h index 9308d09045..10c28a5bb9 100644 --- a/core/math/vector3i.h +++ b/core/math/vector3i.h @@ -115,7 +115,7 @@ Vector3i Vector3i::abs() const { } Vector3i Vector3i::sign() const { - return Vector3i(SGN(x), SGN(y), SGN(z)); + return Vector3i(SIGN(x), SIGN(y), SIGN(z)); } /* Operators */ diff --git a/core/typedefs.h b/core/typedefs.h index 9ab874b2f0..95bd423817 100644 --- a/core/typedefs.h +++ b/core/typedefs.h @@ -91,8 +91,8 @@ #define ABS(m_v) (((m_v) < 0) ? (-(m_v)) : (m_v)) #endif -#ifndef SGN -#define SGN(m_v) (((m_v) == 0) ? (0.0) : (((m_v) < 0) ? (-1.0) : (+1.0))) +#ifndef SIGN +#define SIGN(m_v) (((m_v) == 0) ? (0.0) : (((m_v) < 0) ? (-1.0) : (+1.0))) #endif #ifndef MIN diff --git a/core/variant/variant_utility.cpp b/core/variant/variant_utility.cpp index e89bdd4faa..83fa4bde69 100644 --- a/core/variant/variant_utility.cpp +++ b/core/variant/variant_utility.cpp @@ -151,10 +151,10 @@ struct VariantUtilityFunctions { r_error.error = Callable::CallError::CALL_OK; switch (x.get_type()) { case Variant::INT: { - return SGN(VariantInternalAccessor<int64_t>::get(&x)); + return SIGN(VariantInternalAccessor<int64_t>::get(&x)); } break; case Variant::FLOAT: { - return SGN(VariantInternalAccessor<double>::get(&x)); + return SIGN(VariantInternalAccessor<double>::get(&x)); } break; case Variant::VECTOR2: { return VariantInternalAccessor<Vector2>::get(&x).sign(); @@ -176,11 +176,11 @@ struct VariantUtilityFunctions { } static inline double signf(double x) { - return SGN(x); + return SIGN(x); } static inline int64_t signi(int64_t x) { - return SGN(x); + return SIGN(x); } static inline double pow(double x, double y) { diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 8f0b16c09d..170cfea6f9 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -233,12 +233,15 @@ <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="AABB" /> <argument index="0" name="right" type="Transform3D" /> <description> + Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix. </description> </operator> <operator name="operator =="> @@ -250,6 +253,8 @@ <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> + Returns [code]true[/code] if the AABBs are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index ac04149c81..bb4089d67e 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -130,6 +130,14 @@ Sets the stream of the key identified by [code]key_idx[/code] to value [code]stream[/code]. The [code]track_idx[/code] must be the index of an Audio Track. </description> </method> + <method name="bezier_track_get_key_handle_mode" qualifiers="const"> + <return type="int" /> + <argument index="0" name="track_idx" type="int" /> + <argument index="1" name="key_idx" type="int" /> + <description> + Returns the handle mode of the key identified by [code]index[/code]. See [enum HandleMode] for possible values. The [code]track_idx[/code] must be the index of a Bezier Track. + </description> + </method> <method name="bezier_track_get_key_in_handle" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="track_idx" type="int" /> @@ -161,6 +169,7 @@ <argument index="2" name="value" type="float" /> <argument index="3" name="in_handle" type="Vector2" default="Vector2(0, 0)" /> <argument index="4" name="out_handle" type="Vector2" default="Vector2(0, 0)" /> + <argument index="5" name="handle_mode" type="int" enum="Animation.HandleMode" default="1" /> <description> Inserts a Bezier Track key at the given [code]time[/code] in seconds. The [code]track_idx[/code] must be the index of a Bezier Track. [code]in_handle[/code] is the left-side weight of the added Bezier curve point, [code]out_handle[/code] is the right-side one, while [code]value[/code] is the actual value at this point. @@ -174,11 +183,22 @@ Returns the interpolated value at the given [code]time[/code] (in seconds). The [code]track_idx[/code] must be the index of a Bezier Track. </description> </method> + <method name="bezier_track_set_key_handle_mode"> + <return type="void" /> + <argument index="0" name="track_idx" type="int" /> + <argument index="1" name="key_idx" type="int" /> + <argument index="2" name="key_handle_mode" type="int" enum="Animation.HandleMode" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> + <description> + Changes the handle mode of the keyframe at the given [code]index[/code]. See [enum HandleMode] for possible values. The [code]track_idx[/code] must be the index of a Bezier Track. + </description> + </method> <method name="bezier_track_set_key_in_handle"> <return type="void" /> <argument index="0" name="track_idx" type="int" /> <argument index="1" name="key_idx" type="int" /> <argument index="2" name="in_handle" type="Vector2" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> <description> Sets the in handle of the key identified by [code]key_idx[/code] to value [code]in_handle[/code]. The [code]track_idx[/code] must be the index of a Bezier Track. </description> @@ -188,6 +208,7 @@ <argument index="0" name="track_idx" type="int" /> <argument index="1" name="key_idx" type="int" /> <argument index="2" name="out_handle" type="Vector2" /> + <argument index="3" name="balanced_value_time_ratio" type="float" default="1.0" /> <description> Sets the out handle of the key identified by [code]key_idx[/code] to value [code]out_handle[/code]. The [code]track_idx[/code] must be the index of a Bezier Track. </description> @@ -619,5 +640,11 @@ <constant name="LOOP_PINGPONG" value="2" enum="LoopMode"> Repeats playback and reverse playback at both ends of the animation. </constant> + <constant name="HANDLE_MODE_FREE" value="0" enum="HandleMode"> + Assigning the free handle mode to a Bezier Track's keyframe allows you to edit the keyframe's left and right handles independently from one another. + </constant> + <constant name="HANDLE_MODE_BALANCED" value="1" enum="HandleMode"> + Assigning the balanced handle mode to a Bezier Track's keyframe makes it so the two handles of the keyframe always stay aligned when changing either the keyframe's left or right handle. + </constant> </constants> </class> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 389e115e85..bf3d20c11c 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -232,18 +232,22 @@ <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> + Returns [code]true[/code] if the [Basis] matrices are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Basis" /> <argument index="0" name="right" type="Basis" /> <description> + Composes these two basis matrices by multiplying them together. This has the effect of transforming the second basis (the child) by the first basis (the parent). </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Transforms (multiplies) the [Vector3] by the given [Basis] matrix. </description> </operator> <operator name="operator *"> @@ -269,12 +273,15 @@ <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> + Returns [code]true[/code] if the [Basis] matrices are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="Vector3" /> <argument index="0" name="index" type="int" /> <description> + Access basis components using their index. [code]b[0][/code] is equivalent to [code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and [code]b[2][/code] is equivalent to [code]b.z[/code]. </description> </operator> </operators> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 650f10a97f..22fb853b40 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -881,54 +881,64 @@ <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> + Returns [code]true[/code] if the colors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Multiplies each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Color] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Color" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Color] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Adds each component of the [Color] with the components of the given [Color]. </description> </operator> <operator name="operator -"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Subtracts each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Divides each component of the [Color] by the components of the given [Color]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Color] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Color" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Color] by the given [int]. </description> </operator> <operator name="operator =="> @@ -940,22 +950,27 @@ <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> + Returns [code]true[/code] if the colors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access color components using their index. [code]c[0][/code] is equivalent to [code]c.r[/code], [code]c[1][/code] is equivalent to [code]c.g[/code], [code]c[2][/code] is equivalent to [code]c.b[/code], and [code]c[3][/code] is equivalent to [code]c.a[/code]. </description> </operator> <operator name="operator unary+"> <return type="Color" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Color" /> <description> + Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. </description> </operator> </operators> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 1f741a19d9..37a8e00b49 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -180,6 +180,8 @@ <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> + Returns [code]true[/code] if the planes are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator =="> @@ -191,16 +193,20 @@ <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> + Returns [code]true[/code] if the planes are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator unary+"> <return type="Plane" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Plane" /> <description> + Returns the negative value of the [Plane]. This is the same as writing [code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of the normal vector and also flips the distance value, resulting in a Plane that is in the same place, but facing the opposite direction. </description> </operator> </operators> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 542b58f50b..9fa2d9b60b 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -195,54 +195,64 @@ <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> + Returns [code]true[/code] if the quaternions are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Composes these two quaternions by multiplying them together. This has the effect of rotating the second quaternion (the child) by the first quaternion (the parent). </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Rotates (multiplies) the [Vector3] by the given [Quaternion]. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator +"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Adds each component of the left [Quaternion] to the right [Quaternion]. This operation is not meaningful on its own, but it can be used as a part of a larger expression, such as approximating an intermediate rotation between two nearby rotations. </description> </operator> <operator name="operator -"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Subtracts each component of the left [Quaternion] by the right [Quaternion]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator /"> <return type="Quaternion" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator /"> <return type="Quaternion" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator =="> @@ -254,22 +264,27 @@ <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> + Returns [code]true[/code] if the quaternions are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access quaternion components using their index. [code]q[0][/code] is equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/code] is equivalent to [code]q.w[/code]. </description> </operator> <operator name="operator unary+"> <return type="Quaternion" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Quaternion" /> <description> + Returns the negative value of the [Quaternion]. This is the same as writing [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a quaternion that represents the same rotation. </description> </operator> </operators> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 22cec9f75a..4dc3859ca5 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -194,12 +194,15 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> + Returns [code]true[/code] if the rectangles are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Rect2" /> <argument index="0" name="right" type="Transform2D" /> <description> + Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator =="> @@ -211,6 +214,8 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> + Returns [code]true[/code] if the rectangles are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 42f9e9f208..d66b589ec1 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -184,6 +184,7 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> + Returns [code]true[/code] if the rectangles are not equal. </description> </operator> <operator name="operator =="> @@ -195,6 +196,7 @@ <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> + Returns [code]true[/code] if the rectangles are equal. </description> </operator> </operators> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 92122beb9d..be41cdde99 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -213,30 +213,36 @@ <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> + Returns [code]true[/code] if the transforms are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="PackedVector2Array" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> + Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> <return type="Transform2D" /> <argument index="0" name="right" type="Transform2D" /> <description> + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> <return type="Rect2" /> <argument index="0" name="right" type="Rect2" /> <description> + Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> @@ -262,12 +268,15 @@ <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> + Returns [code]true[/code] if the transforms are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator []"> <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> + Access transform components using their index. [code]t[0][/code] is equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]. </description> </operator> </operators> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 13df85c786..511574f6aa 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -147,30 +147,36 @@ <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> + Returns [code]true[/code] if the transforms are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="PackedVector3Array" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> + Transforms (multiplies) each element of the [Vector3] array by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> <return type="Transform3D" /> <argument index="0" name="right" type="Transform3D" /> <description> + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> <return type="AABB" /> <argument index="0" name="right" type="AABB" /> <description> + Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix. </description> </operator> <operator name="operator *"> @@ -196,6 +202,8 @@ <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> + Returns [code]true[/code] if the transforms are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> </operators> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 52f8f327f0..595af6222c 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -352,72 +352,97 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Multiplies each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Transform2D" /> <description> + Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector2] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector2] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Adds each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) + Vector2(3, 4)) # Prints "(13, 24)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Subtracts each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) - Vector2(3, 4)) # Prints "(7, 16)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> + Divides each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) / Vector2(2, 5)) # Prints "(5, 4)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector2] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Vector2" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector2] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -429,34 +454,41 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Returns [code]true[/code] if the vectors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> + Compares two [Vector2] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to [code]v.y[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector2" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector2" /> <description> + Returns the negative value of the [Vector2]. This is the same as writing [code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative. </description> </operator> </operators> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 7179b6196e..62362409a5 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -115,78 +115,115 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Returns [code]true[/code] if the vectors are not equal. </description> </operator> <operator name="operator %"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Gets the remainder of each component of the [Vector2i] with the components of the given [Vector2i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints "(3, -4)" + [/codeblock] </description> </operator> <operator name="operator %"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Gets the remainder of each component of the [Vector2i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20) % 7) # Prints "(3, -6)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Multiplies each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector2i] by the given [float] truncated to an integer. + [codeblock] + print(Vector2i(10, 20) * 0.9) # Prints "(0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector2i] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Adds each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints "(13, 24)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Subtracts each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints "(7, 16)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> + Divides each component of the [Vector2i] by the components of the given [Vector2i]. + [codeblock] + print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints "(5, 4)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector2i] by the given [float] truncated to an integer. + [codeblock] + print(Vector2i(10, 20) / 2.9) # Prints "(5, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector2i" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector2i] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -198,34 +235,40 @@ <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Returns [code]true[/code] if the vectors are equal. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> + Compares two [Vector2i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to [code]v.y[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector2i" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector2i" /> <description> + Returns the negative value of the [Vector2i]. This is the same as writing [code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the vector while keeping the same magnitude. </description> </operator> </operators> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 309fe08aa2..62d467c505 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -367,84 +367,111 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Returns [code]true[/code] if the vectors are not equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Multiplies each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Basis" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Quaternion" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Quaternion]. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Transform3D" /> <description> + Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector3] by the given [float]. </description> </operator> <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector3] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Adds each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints "(13, 24, 35)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Subtracts each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints "(7, 16, 25)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> + Divides each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints "(5, 4, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector3] by the given [float]. </description> </operator> <operator name="operator /"> <return type="Vector3" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector3] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -456,34 +483,41 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Returns [code]true[/code] if the vectors are exactly equal. + [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> + Compares two [Vector3] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="float" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector3" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector3" /> <description> + Returns the negative value of the [Vector3]. This is the same as writing [code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative. </description> </operator> </operators> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 0500ab9a00..17febdea83 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -133,78 +133,115 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Returns [code]true[/code] if the vectors are not equal. </description> </operator> <operator name="operator %"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Gets the remainder of each component of the [Vector3i] with the components of the given [Vector3i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints "(3, -4, 3)" + [/codeblock] </description> </operator> <operator name="operator %"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. + [codeblock] + print(Vector2i(10, -20, 30) % 7) # Prints "(3, -6, 2)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Multiplies each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="float" /> <description> + Multiplies each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(Vector3i(10, 20, 30) * 0.9) # Prints "(0, 0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Multiplies each component of the [Vector3i] by the given [int]. </description> </operator> <operator name="operator +"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Adds each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints "(13, 24, 35)" + [/codeblock] </description> </operator> <operator name="operator -"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Subtracts each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints "(7, 16, 25)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> + Divides each component of the [Vector3i] by the components of the given [Vector3i]. + [codeblock] + print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints "(5, 4, 10)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="float" /> <description> + Divides each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(Vector3i(10, 20, 30) / 2.9) # Prints "(5, 10, 15)" + [/codeblock] </description> </operator> <operator name="operator /"> <return type="Vector3i" /> <argument index="0" name="right" type="int" /> <description> + Divides each component of the [Vector3i] by the given [int]. </description> </operator> <operator name="operator <"> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator <="> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator =="> @@ -216,34 +253,40 @@ <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Returns [code]true[/code] if the vectors are equal. </description> </operator> <operator name="operator >"> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator >="> <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> + Compares two [Vector3i] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, and then with the Z values. This operator is useful for sorting vectors. </description> </operator> <operator name="operator []"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> + Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]. </description> </operator> <operator name="operator unary+"> <return type="Vector3i" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </operator> <operator name="operator unary-"> <return type="Vector3i" /> <description> + Returns the negative value of the [Vector3i]. This is the same as writing [code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of the vector while keeping the same magnitude. </description> </operator> </operators> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 8231173bac..c96360e6ba 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -72,7 +72,7 @@ <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> - Multiplies each component of the [Quaternion] by the given [float]. + Multiplies each component of the [Quaternion] by the given [float]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> @@ -81,7 +81,7 @@ <description> Multiplies each component of the [Vector2] by the given [float]. [codeblock] - print(2.5 * Vector2(1, 1)) # Vector2(2.5, 2.5) + print(2.5 * Vector2(1, 3)) # Prints "(2.5, 7.5)" [/codeblock] </description> </operator> @@ -89,9 +89,9 @@ <return type="Vector2i" /> <argument index="0" name="right" type="Vector2i" /> <description> - Multiplies each component of the [Vector2i] by the given [float]. + Multiplies each component of the [Vector2i] by the given [float] truncated to an integer. [codeblock] - print(2.0 * Vector2i(1, 1)) # Vector2i(2.0, 2.0) + print(0.9 * Vector2i(10, 20)) # Prints "(0, 0)" [/codeblock] </description> </operator> @@ -106,7 +106,10 @@ <return type="Vector3i" /> <argument index="0" name="right" type="Vector3i" /> <description> - Multiplies each component of the [Vector3i] by the given [float]. + Multiplies each component of the [Vector3i] by the given [float] truncated to an integer. + [codeblock] + print(0.9 * Vector3i(10, 20, 30)) # Prints "(0, 0, 0)" + [/codeblock] </description> </operator> <operator name="operator *"> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 94c2601e4a..bb36d83741 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -91,11 +91,11 @@ <return type="int" /> <argument index="0" name="right" type="int" /> <description> - Returns the result of the modulo operator for two integers, i.e. the remainder after dividing both numbers. + Returns the remainder after dividing two integers. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. [codeblock] print(5 % 2) # 1 print(12 % 4) # 0 - print(12 % 2) # 2 + print(-5 % 3) # -2 [/codeblock] </description> </operator> @@ -121,12 +121,14 @@ <return type="Color" /> <argument index="0" name="right" type="Color" /> <description> + Multiplies each component of the [Color] by the given [int]. </description> </operator> <operator name="operator *"> <return type="Quaternion" /> <argument index="0" name="right" type="Quaternion" /> <description> + Multiplies each component of the [Quaternion] by the given [int]. This operation is not meaningful on its own, but it can be used as a part of a larger expression. </description> </operator> <operator name="operator *"> diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp index 520d4808fb..403feb149e 100644 --- a/drivers/wasapi/audio_driver_wasapi.cpp +++ b/drivers/wasapi/audio_driver_wasapi.cpp @@ -387,14 +387,17 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c ERR_FAIL_COND_V(hr != S_OK, ERR_CANT_OPEN); // Due to WASAPI Shared Mode we have no control of the buffer size - buffer_frames = max_frames; - - int64_t latency = 0; - audio_output.audio_client->GetStreamLatency(&latency); - // WASAPI REFERENCE_TIME units are 100 nanoseconds per unit - // https://docs.microsoft.com/en-us/windows/win32/directshow/reference-time - // Convert REFTIME to seconds as godot uses for latency - real_latency = (float)latency / (float)REFTIMES_PER_SEC; + if (!p_capture) { + buffer_frames = max_frames; + + int64_t latency = 0; + audio_output.audio_client->GetStreamLatency(&latency); + // WASAPI REFERENCE_TIME units are 100 nanoseconds per unit + // https://docs.microsoft.com/en-us/windows/win32/directshow/reference-time + // Convert REFTIME to seconds as godot uses for latency + real_latency = (float)latency / (float)REFTIMES_PER_SEC; + } + } else { IAudioClient3 *device_audio_client_3 = (IAudioClient3 *)p_device->audio_client; diff --git a/editor/action_map_editor.cpp b/editor/action_map_editor.cpp index 9581c3cd45..3ca3576de6 100644 --- a/editor/action_map_editor.cpp +++ b/editor/action_map_editor.cpp @@ -260,7 +260,7 @@ void InputEventConfigurationDialog::_listen_window_input(const Ref<InputEvent> & return; } else { // Always make the value 1 or -1 for display consistency - joym->set_axis_value(SGN(axis_value)); + joym->set_axis_value(SIGN(axis_value)); } } diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp index e9cf22af85..f7f88ad0d5 100644 --- a/editor/animation_bezier_editor.cpp +++ b/editor/animation_bezier_editor.cpp @@ -187,7 +187,7 @@ void AnimationBezierTrackEdit::_draw_line_clipped(const Vector2 &p_from, const V Vector2 from = p_from; Vector2 to = p_to; - if (from.x == to.x) { + if (from.x == to.x && from.y == to.y) { return; } if (to.x < from.x) { @@ -222,11 +222,6 @@ void AnimationBezierTrackEdit::_notification(int p_what) { bezier_icon = get_theme_icon(SNAME("KeyBezierPoint"), SNAME("EditorIcons")); bezier_handle_icon = get_theme_icon(SNAME("KeyBezierHandle"), SNAME("EditorIcons")); selected_icon = get_theme_icon(SNAME("KeyBezierSelected"), SNAME("EditorIcons")); - if (handle_mode_option->get_item_count() == 0) { - handle_mode_option->add_icon_item(get_theme_icon(SNAME("BezierHandlesFree"), SNAME("EditorIcons")), TTR("Free"), HANDLE_MODE_FREE); - handle_mode_option->add_icon_item(get_theme_icon(SNAME("BezierHandlesBalanced"), SNAME("EditorIcons")), TTR("Balanced"), HANDLE_MODE_BALANCED); - handle_mode_option->add_icon_item(get_theme_icon(SNAME("BezierHandlesMirror"), SNAME("EditorIcons")), TTR("Mirror"), HANDLE_MODE_MIRROR); - } } if (p_what == NOTIFICATION_RESIZED) { int right_limit = get_size().width - timeline->get_buttons_width(); @@ -420,9 +415,9 @@ void AnimationBezierTrackEdit::_notification(int p_what) { //draw editor handles { - float scale = timeline->get_zoom_scale(); edit_points.clear(); + float scale = timeline->get_zoom_scale(); for (int i = 0; i < animation->track_get_key_count(track); i++) { float offset = animation->track_get_key_time(track, i); float value = animation->bezier_track_get_key_value(track, i); @@ -438,7 +433,7 @@ void AnimationBezierTrackEdit::_notification(int p_what) { if (moving_handle != 0 && moving_handle_key == i) { in_vec = moving_handle_left; } - Vector2 pos_in = Vector2(((offset + in_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + in_vec.y)); + Vector2 pos_in(((offset + in_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + in_vec.y)); Vector2 out_vec = animation->bezier_track_get_key_out_handle(track, i); @@ -446,7 +441,7 @@ void AnimationBezierTrackEdit::_notification(int p_what) { out_vec = moving_handle_right; } - Vector2 pos_out = Vector2(((offset + out_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + out_vec.y)); + Vector2 pos_out(((offset + out_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + out_vec.y)); _draw_line_clipped(pos, pos_in, accent, limit, right_limit); _draw_line_clipped(pos, pos_out, accent, limit, right_limit); @@ -581,11 +576,21 @@ void AnimationBezierTrackEdit::_clear_selection() { update(); } +void AnimationBezierTrackEdit::_change_selected_keys_handle_mode(Animation::HandleMode p_mode) { + undo_redo->create_action(TTR("Update Selected Key Handles")); + double ratio = timeline->get_zoom_scale() * v_zoom; + for (Set<int>::Element *E = selection.back(); E; E = E->prev()) { + const int key_index = E->get(); + undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key_index, animation->bezier_track_get_key_handle_mode(track, key_index), ratio); + undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key_index, p_mode, ratio); + } + undo_redo->commit_action(); +} + void AnimationBezierTrackEdit::_clear_selection_for_anim(const Ref<Animation> &p_anim) { if (!(animation == p_anim)) { return; } - //selection.clear(); _clear_selection(); } @@ -667,6 +672,9 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) { menu->add_icon_item(get_theme_icon(SNAME("Duplicate"), SNAME("EditorIcons")), TTR("Duplicate Selected Key(s)"), MENU_KEY_DUPLICATE); menu->add_separator(); menu->add_icon_item(get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")), TTR("Delete Selected Key(s)"), MENU_KEY_DELETE); + menu->add_separator(); + menu->add_icon_item(get_theme_icon(SNAME("BezierHandlesFree"), SNAME("EditorIcons")), TTR("Make Handles Free"), MENU_KEY_SET_HANDLE_FREE); + menu->add_icon_item(get_theme_icon(SNAME("BezierHandlesBalanced"), SNAME("EditorIcons")), TTR("Make Handles Balanced"), MENU_KEY_SET_HANDLE_BALANCED); } menu->set_as_minsize(); @@ -676,10 +684,6 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) { } if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) { - if (close_icon_rect.has_point(mb->get_position())) { - emit_signal(SNAME("close_request")); - return; - } for (const KeyValue<int, Rect2> &E : subtracks) { if (E.value.has_point(mb->get_position())) { set_animation_and_track(animation, E.key); @@ -746,7 +750,7 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) { //insert new point if (mb->is_command_pressed() && mb->get_position().x >= timeline->get_name_limit() && mb->get_position().x < get_size().width - timeline->get_buttons_width()) { Array new_point; - new_point.resize(5); + new_point.resize(6); float h = (get_size().height / 2 - mb->get_position().y) * v_zoom + v_scroll; @@ -755,6 +759,7 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) { new_point[2] = 0; new_point[3] = 0.25; new_point[4] = 0; + new_point[5] = 0; float time = ((mb->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value(); while (animation->track_find_key(track, time, true) != -1) { @@ -986,33 +991,49 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) { if (moving_handle == -1) { moving_handle_left = moving_handle_value; - if (moving_handle_left.x > 0) { - moving_handle_left.x = 0; - } - if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) { - Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom); - moving_handle_right = (-(moving_handle_left * scale).normalized() * (moving_handle_right * scale).length()) / scale; + if (animation->bezier_track_get_key_handle_mode(track, moving_handle_key) == Animation::HANDLE_MODE_BALANCED) { + double ratio = timeline->get_zoom_scale() * v_zoom; + Transform2D xform; + xform.set_scale(Vector2(1.0, 1.0 / ratio)); - } else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) { - moving_handle_right = -moving_handle_left; - } - } + Vector2 vec_out = xform.xform(moving_handle_right); + Vector2 vec_in = xform.xform(moving_handle_left); - if (moving_handle == 1) { - moving_handle_right = moving_handle_value; - if (moving_handle_right.x < 0) { - moving_handle_right.x = 0; + moving_handle_right = xform.affine_inverse().xform(-vec_in.normalized() * vec_out.length()); } + } else if (moving_handle == 1) { + moving_handle_right = moving_handle_value; + + if (animation->bezier_track_get_key_handle_mode(track, moving_handle_key) == Animation::HANDLE_MODE_BALANCED) { + double ratio = timeline->get_zoom_scale() * v_zoom; + Transform2D xform; + xform.set_scale(Vector2(1.0, 1.0 / ratio)); - if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) { - Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom); - moving_handle_left = (-(moving_handle_right * scale).normalized() * (moving_handle_left * scale).length()) / scale; - } else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) { - moving_handle_left = -moving_handle_right; + Vector2 vec_in = xform.xform(moving_handle_left); + Vector2 vec_out = xform.xform(moving_handle_right); + + moving_handle_left = xform.affine_inverse().xform(-vec_out.normalized() * vec_in.length()); } } + update(); + } + + bool is_finishing_key_handle_drag = moving_handle != 0 && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT; + if (is_finishing_key_handle_drag) { + undo_redo->create_action(TTR("Move Bezier Points")); + if (moving_handle == -1) { + double ratio = timeline->get_zoom_scale() * v_zoom; + undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, moving_handle_left, ratio); + undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, animation->bezier_track_get_key_in_handle(track, moving_handle_key), ratio); + } else if (moving_handle == 1) { + double ratio = timeline->get_zoom_scale() * v_zoom; + undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, moving_handle_right, ratio); + undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, animation->bezier_track_get_key_out_handle(track, moving_handle_key), ratio); + } + undo_redo->commit_action(); + moving_handle = 0; update(); } } @@ -1021,7 +1042,7 @@ void AnimationBezierTrackEdit::_menu_selected(int p_index) { switch (p_index) { case MENU_KEY_INSERT: { Array new_point; - new_point.resize(5); + new_point.resize(6); float h = (get_size().height / 2 - menu_insert_key.y) * v_zoom + v_scroll; @@ -1030,6 +1051,7 @@ void AnimationBezierTrackEdit::_menu_selected(int p_index) { new_point[2] = 0; new_point[3] = 0.25; new_point[4] = 0; + new_point[5] = Animation::HANDLE_MODE_BALANCED; float time = ((menu_insert_key.x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value(); while (animation->track_find_key(track, time, true) != -1) { @@ -1048,6 +1070,12 @@ void AnimationBezierTrackEdit::_menu_selected(int p_index) { case MENU_KEY_DELETE: { delete_selection(); } break; + case MENU_KEY_SET_HANDLE_FREE: { + _change_selected_keys_handle_mode(Animation::HANDLE_MODE_FREE); + } break; + case MENU_KEY_SET_HANDLE_BALANCED: { + _change_selected_keys_handle_mode(Animation::HANDLE_MODE_BALANCED); + } break; } } @@ -1118,6 +1146,7 @@ void AnimationBezierTrackEdit::delete_selection() { undo_redo->add_do_method(this, "_clear_selection_for_anim", animation); undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation); undo_redo->commit_action(); + //selection.clear(); } } @@ -1150,8 +1179,6 @@ AnimationBezierTrackEdit::AnimationBezierTrackEdit() { set_focus_mode(FOCUS_CLICK); set_clip_contents(true); - handle_mode = HANDLE_MODE_FREE; - handle_mode_option = memnew(OptionButton); close_button = memnew(Button); close_button->connect("pressed", Callable(this, SNAME("emit_signal")), varray(SNAME("close_request"))); @@ -1160,7 +1187,6 @@ AnimationBezierTrackEdit::AnimationBezierTrackEdit() { right_column = memnew(VBoxContainer); right_column->add_child(close_button); right_column->add_spacer(); - right_column->add_child(handle_mode_option); add_child(right_column); menu = memnew(PopupMenu); diff --git a/editor/animation_bezier_editor.h b/editor/animation_bezier_editor.h index 578c6f9337..4b46777cfe 100644 --- a/editor/animation_bezier_editor.h +++ b/editor/animation_bezier_editor.h @@ -36,21 +36,14 @@ class AnimationBezierTrackEdit : public Control { GDCLASS(AnimationBezierTrackEdit, Control); - enum HandleMode { - HANDLE_MODE_FREE, - HANDLE_MODE_BALANCED, - HANDLE_MODE_MIRROR - }; - enum { MENU_KEY_INSERT, MENU_KEY_DUPLICATE, - MENU_KEY_DELETE + MENU_KEY_DELETE, + MENU_KEY_SET_HANDLE_FREE, + MENU_KEY_SET_HANDLE_BALANCED, }; - HandleMode handle_mode; - OptionButton *handle_mode_option; - VBoxContainer *right_column; Button *close_button; @@ -69,8 +62,6 @@ class AnimationBezierTrackEdit : public Control { Ref<Texture2D> bezier_handle_icon; Ref<Texture2D> selected_icon; - Rect2 close_icon_rect; - Map<int, Rect2> subtracks; float v_scroll = 0; @@ -104,10 +95,12 @@ class AnimationBezierTrackEdit : public Control { int moving_handle_key = 0; Vector2 moving_handle_left; Vector2 moving_handle_right; + int moving_handle_mode; // value from Animation::HandleMode void _clear_selection(); void _clear_selection_for_anim(const Ref<Animation> &p_anim); void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos); + void _change_selected_keys_handle_mode(Animation::HandleMode p_mode); Vector2 menu_insert_key; diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp index f8f66d08d4..6fce55f8e3 100644 --- a/editor/animation_track_editor.cpp +++ b/editor/animation_track_editor.cpp @@ -334,6 +334,22 @@ public: setting = false; return true; } + + if (name == "handle_mode") { + const Variant &value = p_value; + + setting = true; + undo_redo->create_action(TTR("Anim Change Keyframe Value"), UndoRedo::MERGE_ENDS); + int prev = animation->bezier_track_get_key_handle_mode(track, key); + undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key, value); + undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key, prev); + undo_redo->add_do_method(this, "_update_obj", animation); + undo_redo->add_undo_method(this, "_update_obj", animation); + undo_redo->commit_action(); + + setting = false; + return true; + } } break; case Animation::TYPE_AUDIO: { if (name == "stream") { @@ -498,6 +514,11 @@ public: return true; } + if (name == "handle_mode") { + r_ret = animation->bezier_track_get_key_handle_mode(track, key); + return true; + } + } break; case Animation::TYPE_AUDIO: { if (name == "stream") { @@ -610,6 +631,7 @@ public: p_list->push_back(PropertyInfo(Variant::FLOAT, "value")); p_list->push_back(PropertyInfo(Variant::VECTOR2, "in_handle")); p_list->push_back(PropertyInfo(Variant::VECTOR2, "out_handle")); + p_list->push_back(PropertyInfo(Variant::INT, "handle_mode", PROPERTY_HINT_ENUM, "Free,Balanced")); } break; case Animation::TYPE_AUDIO: { @@ -949,6 +971,17 @@ public: undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_out_handle", track, key, value); undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_out_handle", track, key, prev); update_obj = true; + } else if (name == "handle_mode") { + const Variant &value = p_value; + + if (!setting) { + setting = true; + undo_redo->create_action(TTR("Anim Multi Change Keyframe Value"), UndoRedo::MERGE_ENDS); + } + int prev = animation->bezier_track_get_key_handle_mode(track, key); + undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key, value); + undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_handle_mode", track, key, prev); + update_obj = true; } } break; case Animation::TYPE_AUDIO: { @@ -1120,6 +1153,11 @@ public: return true; } + if (name == "handle_mode") { + r_ret = animation->bezier_track_get_key_handle_mode(track, key); + return true; + } + } break; case Animation::TYPE_AUDIO: { if (name == "stream") { @@ -1273,6 +1311,7 @@ public: p_list->push_back(PropertyInfo(Variant::FLOAT, "value")); p_list->push_back(PropertyInfo(Variant::VECTOR2, "in_handle")); p_list->push_back(PropertyInfo(Variant::VECTOR2, "out_handle")); + p_list->push_back(PropertyInfo(Variant::INT, "handle_mode", PROPERTY_HINT_ENUM, "Free,Balanced")); } break; case Animation::TYPE_AUDIO: { p_list->push_back(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream")); @@ -2607,6 +2646,17 @@ String AnimationTrackEdit::get_tooltip(const Point2 &p_pos) const { text += "In-Handle: " + ih + "\n"; Vector2 oh = animation->bezier_track_get_key_out_handle(track, key_idx); text += "Out-Handle: " + oh + "\n"; + int hm = animation->bezier_track_get_key_handle_mode(track, key_idx); + text += "Handle mode: "; + switch (hm) { + case Animation::HANDLE_MODE_FREE: { + text += "Free"; + } break; + case Animation::HANDLE_MODE_BALANCED: { + text += "Balanced"; + } break; + } + text += "\n"; } break; case Animation::TYPE_AUDIO: { String stream_name = "null"; @@ -4796,12 +4846,13 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) { Variant value; _find_hint_for_track(p_track, bp, &value); Array arr; - arr.resize(5); + arr.resize(6); arr[0] = value; arr[1] = -0.25; arr[2] = 0; arr[3] = 0.25; arr[4] = 0; + arr[5] = 0; undo_redo->create_action(TTR("Add Track Key")); undo_redo->add_do_method(animation.ptr(), "track_insert_key", p_track, p_ofs, arr); diff --git a/editor/debugger/script_editor_debugger.cpp b/editor/debugger/script_editor_debugger.cpp index a312c161a8..e0d32756ca 100644 --- a/editor/debugger/script_editor_debugger.cpp +++ b/editor/debugger/script_editor_debugger.cpp @@ -578,6 +578,12 @@ void ScriptEditorDebugger::_parse_message(const String &p_msg, const Array &p_da error->set_tooltip(0, tooltip); error->set_tooltip(1, tooltip); + if (warning_count == 0 && error_count == 0) { + expand_all_button->set_disabled(false); + collapse_all_button->set_disabled(false); + clear_button->set_disabled(false); + } + if (oe.warning) { warning_count++; } else { @@ -1404,6 +1410,11 @@ void ScriptEditorDebugger::_clear_errors_list() { error_tree->clear(); error_count = 0; warning_count = 0; + update_tabs(); + + expand_all_button->set_disabled(true); + collapse_all_button->set_disabled(true); + clear_button->set_disabled(true); } // Right click on specific file(s) or folder(s). @@ -1662,28 +1673,31 @@ ScriptEditorDebugger::ScriptEditorDebugger(EditorNode *p_editor) { errors_tab = memnew(VBoxContainer); errors_tab->set_name(TTR("Errors")); - HBoxContainer *errhb = memnew(HBoxContainer); - errors_tab->add_child(errhb); + HBoxContainer *error_hbox = memnew(HBoxContainer); + errors_tab->add_child(error_hbox); - Button *expand_all = memnew(Button); - expand_all->set_text(TTR("Expand All")); - expand_all->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_expand_errors_list)); - errhb->add_child(expand_all); + expand_all_button = memnew(Button); + expand_all_button->set_text(TTR("Expand All")); + expand_all_button->set_disabled(true); + expand_all_button->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_expand_errors_list)); + error_hbox->add_child(expand_all_button); - Button *collapse_all = memnew(Button); - collapse_all->set_text(TTR("Collapse All")); - collapse_all->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_collapse_errors_list)); - errhb->add_child(collapse_all); + collapse_all_button = memnew(Button); + collapse_all_button->set_text(TTR("Collapse All")); + collapse_all_button->set_disabled(true); + collapse_all_button->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_collapse_errors_list)); + error_hbox->add_child(collapse_all_button); Control *space = memnew(Control); space->set_h_size_flags(SIZE_EXPAND_FILL); - errhb->add_child(space); - - clearbutton = memnew(Button); - clearbutton->set_text(TTR("Clear")); - clearbutton->set_h_size_flags(0); - clearbutton->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_clear_errors_list)); - errhb->add_child(clearbutton); + error_hbox->add_child(space); + + clear_button = memnew(Button); + clear_button->set_text(TTR("Clear")); + clear_button->set_h_size_flags(0); + clear_button->set_disabled(true); + clear_button->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_clear_errors_list)); + error_hbox->add_child(clear_button); error_tree = memnew(Tree); error_tree->set_columns(2); diff --git a/editor/debugger/script_editor_debugger.h b/editor/debugger/script_editor_debugger.h index 1c1c0fd3e5..76209aef46 100644 --- a/editor/debugger/script_editor_debugger.h +++ b/editor/debugger/script_editor_debugger.h @@ -94,7 +94,9 @@ private: VBoxContainer *errors_tab; Tree *error_tree; - Button *clearbutton; + Button *expand_all_button; + Button *collapse_all_button; + Button *clear_button; PopupMenu *item_menu; EditorFileDialog *file_dialog; diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 5c57c0d65c..7b942adb54 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -52,6 +52,7 @@ #include "scene/gui/texture_rect.h" #include "scene/main/window.h" #include "servers/display_server.h" +#include "servers/navigation_server_3d.h" static inline String get_project_key_from_path(const String &dir) { return dir.replace("/", "::"); @@ -2382,6 +2383,11 @@ ProjectManager::ProjectManager() { EditorSettings::create(); } + // Turn off some servers we aren't going to be using in the Project Manager. + NavigationServer3D::get_singleton()->set_active(false); + PhysicsServer3D::get_singleton()->set_active(false); + PhysicsServer2D::get_singleton()->set_active(false); + EditorSettings::get_singleton()->set_optimize_save(false); //just write settings as they came { diff --git a/misc/hooks/README.md b/misc/hooks/README.md index e420c6cb5c..8732237244 100644 --- a/misc/hooks/README.md +++ b/misc/hooks/README.md @@ -28,7 +28,7 @@ so they should work out of the box on Linux/macOS. #### Windows ##### clang-format -- Download LLVM for Windows (version 8 or later) from +- Download LLVM for Windows (version 13 or later) from <https://releases.llvm.org/download.html> - Make sure LLVM is added to the `PATH` during installation diff --git a/modules/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp index ccd2b0d473..d827ce2fb0 100644 --- a/modules/gridmap/grid_map_editor_plugin.cpp +++ b/modules/gridmap/grid_map_editor_plugin.cpp @@ -759,7 +759,7 @@ EditorPlugin::AfterGUIInput GridMapEditor::forward_spatial_input_event(Camera3D accumulated_floor_delta += delta; int step = 0; if (ABS(accumulated_floor_delta) > 1.0) { - step = SGN(accumulated_floor_delta); + step = SIGN(accumulated_floor_delta); accumulated_floor_delta -= step; } if (step) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs index 70a2cf5695..850ae7fc3b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs @@ -666,21 +666,40 @@ namespace Godot _size = new Vector3(width, height, depth); } + /// <summary> + /// Returns <see langword="true"/> if the AABBs are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left AABB.</param> + /// <param name="right">The right AABB.</param> + /// <returns>Whether or not the AABBs are exactly equal.</returns> public static bool operator ==(AABB left, AABB right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the AABBs are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left AABB.</param> + /// <param name="right">The right AABB.</param> + /// <returns>Whether or not the AABBs are not equal.</returns> public static bool operator !=(AABB left, AABB right) { return !left.Equals(right); } /// <summary> - /// Returns <see langword="true"/> if this AABB and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the AABB is exactly equal + /// to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the AABB structure and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the AABB and the object are equal.</returns> public override bool Equals(object obj) { if (obj is AABB) @@ -692,10 +711,12 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this AABB and <paramref name="other"/> are equal + /// Returns <see langword="true"/> if the AABBs are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="other">The other AABB to compare.</param> - /// <returns>Whether or not the AABBs are equal.</returns> + /// <param name="other">The other AABB.</param> + /// <returns>Whether or not the AABBs are exactly equal.</returns> public bool Equals(AABB other) { return _position == other._position && _size == other._size; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index 0fb1df6c2f..bfbf1a097e 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -827,6 +827,14 @@ namespace Godot Row2 = new Vector3(xz, yz, zz); } + /// <summary> + /// Composes these two basis matrices by multiplying them + /// together. This has the effect of transforming the second basis + /// (the child) by the first basis (the parent). + /// </summary> + /// <param name="left">The parent basis.</param> + /// <param name="right">The child basis.</param> + /// <returns>The composed basis.</returns> public static Basis operator *(Basis left, Basis right) { return new Basis @@ -837,21 +845,40 @@ namespace Godot ); } + /// <summary> + /// Returns <see langword="true"/> if the basis matrices are exactly + /// equal. Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left basis.</param> + /// <param name="right">The right basis.</param> + /// <returns>Whether or not the basis matrices are exactly equal.</returns> public static bool operator ==(Basis left, Basis right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the basis matrices are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left basis.</param> + /// <param name="right">The right basis.</param> + /// <returns>Whether or not the basis matrices are not equal.</returns> public static bool operator !=(Basis left, Basis right) { return !left.Equals(right); } /// <summary> - /// Returns <see langword="true"/> if this basis and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the <see cref="Basis"/> is + /// exactly equal to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the basis and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the basis matrix and the object are exactly equal.</returns> public override bool Equals(object obj) { if (obj is Basis) @@ -863,10 +890,12 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this basis and <paramref name="other"/> are equal + /// Returns <see langword="true"/> if the basis matrices are exactly + /// equal. Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="other">The other basis to compare.</param> - /// <returns>Whether or not the bases are equal.</returns> + /// <param name="other">The other basis.</param> + /// <returns>Whether or not the basis matrices are exactly equal.</returns> public bool Equals(Basis other) { return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs index 2a869bc335..fc9d40ca48 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs @@ -878,6 +878,13 @@ namespace Godot return true; } + /// <summary> + /// Adds each component of the <see cref="Color"/> + /// with the components of the given <see cref="Color"/>. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>The added color.</returns> public static Color operator +(Color left, Color right) { left.r += right.r; @@ -887,6 +894,13 @@ namespace Godot return left; } + /// <summary> + /// Subtracts each component of the <see cref="Color"/> + /// by the components of the given <see cref="Color"/>. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>The subtracted color.</returns> public static Color operator -(Color left, Color right) { left.r -= right.r; @@ -896,11 +910,25 @@ namespace Godot return left; } + /// <summary> + /// Inverts the given color. This is equivalent to + /// <c>Colors.White - c</c> or + /// <c>new Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)</c>. + /// </summary> + /// <param name="color">The color to invert.</param> + /// <returns>The inverted color</returns> public static Color operator -(Color color) { return Colors.White - color; } + /// <summary> + /// Multiplies each component of the <see cref="Color"/> + /// by the given <see langword="float"/>. + /// </summary> + /// <param name="color">The color to multiply.</param> + /// <param name="scale">The value to multiply by.</param> + /// <returns>The multiplied color.</returns> public static Color operator *(Color color, float scale) { color.r *= scale; @@ -910,6 +938,13 @@ namespace Godot return color; } + /// <summary> + /// Multiplies each component of the <see cref="Color"/> + /// by the given <see langword="float"/>. + /// </summary> + /// <param name="scale">The value to multiply by.</param> + /// <param name="color">The color to multiply.</param> + /// <returns>The multiplied color.</returns> public static Color operator *(float scale, Color color) { color.r *= scale; @@ -919,6 +954,13 @@ namespace Godot return color; } + /// <summary> + /// Multiplies each component of the <see cref="Color"/> + /// by the components of the given <see cref="Color"/>. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>The multiplied color.</returns> public static Color operator *(Color left, Color right) { left.r *= right.r; @@ -928,6 +970,13 @@ namespace Godot return left; } + /// <summary> + /// Divides each component of the <see cref="Color"/> + /// by the given <see langword="float"/>. + /// </summary> + /// <param name="color">The dividend vector.</param> + /// <param name="scale">The divisor value.</param> + /// <returns>The divided color.</returns> public static Color operator /(Color color, float scale) { color.r /= scale; @@ -937,6 +986,13 @@ namespace Godot return color; } + /// <summary> + /// Divides each component of the <see cref="Color"/> + /// by the components of the given <see cref="Color"/>. + /// </summary> + /// <param name="left">The dividend color.</param> + /// <param name="right">The divisor color.</param> + /// <returns>The divided color.</returns> public static Color operator /(Color left, Color right) { left.r /= right.r; @@ -946,23 +1002,51 @@ namespace Godot return left; } + /// <summary> + /// Returns <see langword="true"/> if the colors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the colors are equal.</returns> public static bool operator ==(Color left, Color right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the colors are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the colors are equal.</returns> public static bool operator !=(Color left, Color right) { return !left.Equals(right); } + /// <summary> + /// Compares two <see cref="Color"/>s by first checking if + /// the red value of the <paramref name="left"/> color is less than + /// the red value of the <paramref name="right"/> color. + /// If the red values are exactly equal, then it repeats this check + /// with the green values of the two colors, then with the blue values, + /// and then with the alpha value. + /// This operator is useful for sorting colors. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the left is less than the right.</returns> public static bool operator <(Color left, Color right) { - if (Mathf.IsEqualApprox(left.r, right.r)) + if (left.r == right.r) { - if (Mathf.IsEqualApprox(left.g, right.g)) + if (left.g == right.g) { - if (Mathf.IsEqualApprox(left.b, right.b)) + if (left.b == right.b) { return left.a < right.a; } @@ -973,13 +1057,25 @@ namespace Godot return left.r < right.r; } + /// <summary> + /// Compares two <see cref="Color"/>s by first checking if + /// the red value of the <paramref name="left"/> color is greater than + /// the red value of the <paramref name="right"/> color. + /// If the red values are exactly equal, then it repeats this check + /// with the green values of the two colors, then with the blue values, + /// and then with the alpha value. + /// This operator is useful for sorting colors. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the left is greater than the right.</returns> public static bool operator >(Color left, Color right) { - if (Mathf.IsEqualApprox(left.r, right.r)) + if (left.r == right.r) { - if (Mathf.IsEqualApprox(left.g, right.g)) + if (left.g == right.g) { - if (Mathf.IsEqualApprox(left.b, right.b)) + if (left.b == right.b) { return left.a > right.a; } @@ -991,6 +1087,64 @@ namespace Godot } /// <summary> + /// Compares two <see cref="Color"/>s by first checking if + /// the red value of the <paramref name="left"/> color is less than + /// or equal to the red value of the <paramref name="right"/> color. + /// If the red values are exactly equal, then it repeats this check + /// with the green values of the two colors, then with the blue values, + /// and then with the alpha value. + /// This operator is useful for sorting colors. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the left is less than or equal to the right.</returns> + public static bool operator <=(Color left, Color right) + { + if (left.r == right.r) + { + if (left.g == right.g) + { + if (left.b == right.b) + { + return left.a <= right.a; + } + return left.b < right.b; + } + return left.g < right.g; + } + return left.r < right.r; + } + + /// <summary> + /// Compares two <see cref="Color"/>s by first checking if + /// the red value of the <paramref name="left"/> color is greater than + /// or equal to the red value of the <paramref name="right"/> color. + /// If the red values are exactly equal, then it repeats this check + /// with the green values of the two colors, then with the blue values, + /// and then with the alpha value. + /// This operator is useful for sorting colors. + /// </summary> + /// <param name="left">The left color.</param> + /// <param name="right">The right color.</param> + /// <returns>Whether or not the left is greater than or equal to the right.</returns> + public static bool operator >=(Color left, Color right) + { + if (left.r == right.r) + { + if (left.g == right.g) + { + if (left.b == right.b) + { + return left.a >= right.a; + } + return left.b > right.b; + } + return left.g > right.g; + } + return left.r > right.r; + } + + /// <summary> /// Returns <see langword="true"/> if this color and <paramref name="obj"/> are equal. /// </summary> /// <param name="obj">The other object to compare.</param> @@ -1006,9 +1160,11 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this color and <paramref name="other"/> are equal + /// Returns <see langword="true"/> if the colors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="other">The other color to compare.</param> + /// <param name="other">The other color.</param> /// <returns>Whether or not the colors are equal.</returns> public bool Equals(Color other) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs index d64c8b563e..68c821b447 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs @@ -158,6 +158,7 @@ namespace Godot {"YELLOWGREEN", new Color(0.60f, 0.80f, 0.20f)}, }; +#pragma warning disable CS1591 // Disable warning: "Missing XML comment for publicly visible type or member" public static Color AliceBlue { get { return namedColors["ALICEBLUE"]; } } public static Color AntiqueWhite { get { return namedColors["ANTIQUEWHITE"]; } } public static Color Aqua { get { return namedColors["AQUA"]; } } @@ -304,5 +305,6 @@ namespace Godot public static Color WhiteSmoke { get { return namedColors["WHITESMOKE"]; } } public static Color Yellow { get { return namedColors["YELLOW"]; } } public static Color YellowGreen { get { return namedColors["YELLOWGREEN"]; } } +#pragma warning restore CS1591 } } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs index 2dfe304aaa..75240b0c09 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs @@ -314,13 +314,13 @@ namespace Godot.Collections internal static extern int godot_icall_Dictionary_Count(IntPtr ptr); [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static int godot_icall_Dictionary_KeyValuePairs(IntPtr ptr, out IntPtr keys, out IntPtr values); + internal static extern int godot_icall_Dictionary_KeyValuePairs(IntPtr ptr, out IntPtr keys, out IntPtr values); [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static void godot_icall_Dictionary_KeyValuePairAt(IntPtr ptr, int index, out object key, out object value); + internal static extern void godot_icall_Dictionary_KeyValuePairAt(IntPtr ptr, int index, out object key, out object value); [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static void godot_icall_Dictionary_Add(IntPtr ptr, object key, object value); + internal static extern void godot_icall_Dictionary_Add(IntPtr ptr, object key, object value); [MethodImpl(MethodImplOptions.InternalCall)] internal static extern void godot_icall_Dictionary_Clear(IntPtr ptr); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs index 66f7b745f7..63af1c5892 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs @@ -309,16 +309,43 @@ namespace Godot D = _normal.Dot(v1); } + /// <summary> + /// Returns the negative value of the <see cref="Plane"/>. + /// This is the same as writing <c>new Plane(-p.Normal, -p.D)</c>. + /// This operation flips the direction of the normal vector and + /// also flips the distance value, resulting in a Plane that is + /// in the same place, but facing the opposite direction. + /// </summary> + /// <param name="plane">The plane to negate/flip.</param> + /// <returns>The negated/flipped plane.</returns> public static Plane operator -(Plane plane) { return new Plane(-plane._normal, -plane.D); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Plane"/>s are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the planes are exactly equal.</returns> public static bool operator ==(Plane left, Plane right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Plane"/>s are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the planes are not equal.</returns> public static bool operator !=(Plane left, Plane right) { return !left.Equals(right); @@ -328,7 +355,7 @@ namespace Godot /// Returns <see langword="true"/> if this plane and <paramref name="obj"/> are equal. /// </summary> /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the plane and the other object are equal.</returns> + /// <returns>Whether or not the plane and the other object are exactly equal.</returns> public override bool Equals(object obj) { if (obj is Plane) @@ -343,7 +370,7 @@ namespace Godot /// Returns <see langword="true"/> if this plane and <paramref name="other"/> are equal. /// </summary> /// <param name="other">The other plane to compare.</param> - /// <returns>Whether or not the planes are equal.</returns> + /// <returns>Whether or not the planes are exactly equal.</returns> public bool Equals(Plane other) { return _normal == other._normal && D == other.D; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index c18f818ed2..dfb8e87bce 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -446,6 +446,14 @@ namespace Godot } } + /// <summary> + /// Composes these two quaternions by multiplying them together. + /// This has the effect of rotating the second quaternion + /// (the child) by the first quaternion (the parent). + /// </summary> + /// <param name="left">The parent quaternion.</param> + /// <param name="right">The child quaternion.</param> + /// <returns>The composed quaternion.</returns> public static Quaternion operator *(Quaternion left, Quaternion right) { return new Quaternion @@ -457,21 +465,55 @@ namespace Godot ); } + /// <summary> + /// Adds each component of the left <see cref="Quaternion"/> + /// to the right <see cref="Quaternion"/>. This operation is not + /// meaningful on its own, but it can be used as a part of a + /// larger expression, such as approximating an intermediate + /// rotation between two nearby rotations. + /// </summary> + /// <param name="left">The left quaternion to add.</param> + /// <param name="right">The right quaternion to add.</param> + /// <returns>The added quaternion.</returns> public static Quaternion operator +(Quaternion left, Quaternion right) { return new Quaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w); } + /// <summary> + /// Subtracts each component of the left <see cref="Quaternion"/> + /// by the right <see cref="Quaternion"/>. This operation is not + /// meaningful on its own, but it can be used as a part of a + /// larger expression. + /// </summary> + /// <param name="left">The left quaternion to subtract.</param> + /// <param name="right">The right quaternion to subtract.</param> + /// <returns>The subtracted quaternion.</returns> public static Quaternion operator -(Quaternion left, Quaternion right) { return new Quaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w); } - public static Quaternion operator -(Quaternion left) + /// <summary> + /// Returns the negative value of the <see cref="Quaternion"/>. + /// This is the same as writing + /// <c>new Quaternion(-q.x, -q.y, -q.z, -q.w)</c>. This operation + /// results in a quaternion that represents the same rotation. + /// </summary> + /// <param name="quat">The quaternion to negate.</param> + /// <returns>The negated quaternion.</returns> + public static Quaternion operator -(Quaternion quat) { - return new Quaternion(-left.x, -left.y, -left.z, -left.w); + return new Quaternion(-quat.x, -quat.y, -quat.z, -quat.w); } + /// <summary> + /// Rotates (multiplies) the <see cref="Vector3"/> + /// by the given <see cref="Quaternion"/>. + /// </summary> + /// <param name="quat">The quaternion to rotate by.</param> + /// <param name="vec">The vector to rotate.</param> + /// <returns>The rotated vector.</returns> public static Vector3 operator *(Quaternion quat, Vector3 vec) { #if DEBUG @@ -485,31 +527,81 @@ namespace Godot return vec + (((uv * quat.w) + u.Cross(uv)) * 2); } + /// <summary> + /// Inversely rotates (multiplies) the <see cref="Vector3"/> + /// by the given <see cref="Quaternion"/>. + /// </summary> + /// <param name="vec">The vector to rotate.</param> + /// <param name="quat">The quaternion to rotate by.</param> + /// <returns>The inversely rotated vector.</returns> public static Vector3 operator *(Vector3 vec, Quaternion quat) { return quat.Inverse() * vec; } + /// <summary> + /// Multiplies each component of the <see cref="Quaternion"/> + /// by the given <see cref="real_t"/>. This operation is not + /// meaningful on its own, but it can be used as a part of a + /// larger expression. + /// </summary> + /// <param name="left">The quaternion to multiply.</param> + /// <param name="right">The value to multiply by.</param> + /// <returns>The multiplied quaternion.</returns> public static Quaternion operator *(Quaternion left, real_t right) { return new Quaternion(left.x * right, left.y * right, left.z * right, left.w * right); } + /// <summary> + /// Multiplies each component of the <see cref="Quaternion"/> + /// by the given <see cref="real_t"/>. This operation is not + /// meaningful on its own, but it can be used as a part of a + /// larger expression. + /// </summary> + /// <param name="left">The value to multiply by.</param> + /// <param name="right">The quaternion to multiply.</param> + /// <returns>The multiplied quaternion.</returns> public static Quaternion operator *(real_t left, Quaternion right) { return new Quaternion(right.x * left, right.y * left, right.z * left, right.w * left); } + /// <summary> + /// Divides each component of the <see cref="Quaternion"/> + /// by the given <see cref="real_t"/>. This operation is not + /// meaningful on its own, but it can be used as a part of a + /// larger expression. + /// </summary> + /// <param name="left">The quaternion to divide.</param> + /// <param name="right">The value to divide by.</param> + /// <returns>The divided quaternion.</returns> public static Quaternion operator /(Quaternion left, real_t right) { return left * (1.0f / right); } + /// <summary> + /// Returns <see langword="true"/> if the quaternions are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left quaternion.</param> + /// <param name="right">The right quaternion.</param> + /// <returns>Whether or not the quaternions are exactly equal.</returns> public static bool operator ==(Quaternion left, Quaternion right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the quaternions are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left quaternion.</param> + /// <param name="right">The right quaternion.</param> + /// <returns>Whether or not the quaternions are not equal.</returns> public static bool operator !=(Quaternion left, Quaternion right) { return !left.Equals(right); @@ -519,7 +611,7 @@ namespace Godot /// Returns <see langword="true"/> if this quaternion and <paramref name="obj"/> are equal. /// </summary> /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the quaternion and the other object are equal.</returns> + /// <returns>Whether or not the quaternion and the other object are exactly equal.</returns> public override bool Equals(object obj) { if (obj is Quaternion) @@ -534,7 +626,7 @@ namespace Godot /// Returns <see langword="true"/> if this quaternion and <paramref name="other"/> are equal. /// </summary> /// <param name="other">The other quaternion to compare.</param> - /// <returns>Whether or not the quaternions are equal.</returns> + /// <returns>Whether or not the quaternions are exactly equal.</returns> public bool Equals(Quaternion other) { return x == other.x && y == other.y && z == other.z && w == other.w; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs index af94484577..ec16920fed 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs @@ -396,11 +396,29 @@ namespace Godot _size = new Vector2(width, height); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Rect2"/>s are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the rects are exactly equal.</returns> public static bool operator ==(Rect2 left, Rect2 right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Rect2"/>s are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the rects are not equal.</returns> public static bool operator !=(Rect2 left, Rect2 right) { return !left.Equals(right); @@ -410,7 +428,7 @@ namespace Godot /// Returns <see langword="true"/> if this rect and <paramref name="obj"/> are equal. /// </summary> /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the rect and the other object are equal.</returns> + /// <returns>Whether or not the rect and the other object are exactly equal.</returns> public override bool Equals(object obj) { if (obj is Rect2) @@ -425,7 +443,7 @@ namespace Godot /// Returns <see langword="true"/> if this rect and <paramref name="other"/> are equal. /// </summary> /// <param name="other">The other rect to compare.</param> - /// <returns>Whether or not the rects are equal.</returns> + /// <returns>Whether or not the rects are exactly equal.</returns> public bool Equals(Rect2 other) { return _position.Equals(other._position) && _size.Equals(other._size); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs index 03f406a910..5d53b8330e 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs @@ -377,11 +377,25 @@ namespace Godot _size = new Vector2i(width, height); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Rect2i"/>s are exactly equal. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the rects are equal.</returns> public static bool operator ==(Rect2i left, Rect2i right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the + /// <see cref="Rect2i"/>s are not equal. + /// </summary> + /// <param name="left">The left rect.</param> + /// <param name="right">The right rect.</param> + /// <returns>Whether or not the rects are not equal.</returns> public static bool operator !=(Rect2i left, Rect2i right) { return !left.Equals(right); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs index 6b3eb09581..d9ee684c5b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs @@ -1345,7 +1345,7 @@ namespace Godot } [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static string godot_icall_String_simplify_path(string str); + internal static extern string godot_icall_String_simplify_path(string str); /// <summary> /// Split the string by a divisor string, return an array of the substrings. diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs index c82c5f4588..6f1d9574a8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs @@ -447,6 +447,14 @@ namespace Godot this.origin = origin; } + /// <summary> + /// Composes these two transformation matrices by multiplying them + /// together. This has the effect of transforming the second transform + /// (the child) by the first transform (the parent). + /// </summary> + /// <param name="left">The parent transform.</param> + /// <param name="right">The child transform.</param> + /// <returns>The composed transform.</returns> public static Transform2D operator *(Transform2D left, Transform2D right) { left.origin = left * right.origin; @@ -554,31 +562,52 @@ namespace Godot return newArray; } + /// <summary> + /// Returns <see langword="true"/> if the transforms are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left transform.</param> + /// <param name="right">The right transform.</param> + /// <returns>Whether or not the transforms are exactly equal.</returns> public static bool operator ==(Transform2D left, Transform2D right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the transforms are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left transform.</param> + /// <param name="right">The right transform.</param> + /// <returns>Whether or not the transforms are not equal.</returns> public static bool operator !=(Transform2D left, Transform2D right) { return !left.Equals(right); } /// <summary> - /// Returns <see langword="true"/> if this transform and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the transform is exactly equal + /// to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the transform and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the transform and the object are exactly equal.</returns> public override bool Equals(object obj) { return obj is Transform2D transform2D && Equals(transform2D); } /// <summary> - /// Returns <see langword="true"/> if this transform and <paramref name="other"/> are equal. + /// Returns <see langword="true"/> if the transforms are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> /// <param name="other">The other transform to compare.</param> - /// <returns>Whether or not the matrices are equal.</returns> + /// <returns>Whether or not the matrices are exactly equal.</returns> public bool Equals(Transform2D other) { return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs index 7176cd60dc..4bb8308c12 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs @@ -352,6 +352,14 @@ namespace Godot this.origin = origin; } + /// <summary> + /// Composes these two transformation matrices by multiplying them + /// together. This has the effect of transforming the second transform + /// (the child) by the first transform (the parent). + /// </summary> + /// <param name="left">The parent transform.</param> + /// <param name="right">The child transform.</param> + /// <returns>The composed transform.</returns> public static Transform3D operator *(Transform3D left, Transform3D right) { left.origin = left.Xform(right.origin); @@ -359,21 +367,40 @@ namespace Godot return left; } + /// <summary> + /// Returns <see langword="true"/> if the transforms are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left transform.</param> + /// <param name="right">The right transform.</param> + /// <returns>Whether or not the transforms are exactly equal.</returns> public static bool operator ==(Transform3D left, Transform3D right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the transforms are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left transform.</param> + /// <param name="right">The right transform.</param> + /// <returns>Whether or not the transforms are not equal.</returns> public static bool operator !=(Transform3D left, Transform3D right) { return !left.Equals(right); } /// <summary> - /// Returns <see langword="true"/> if this transform and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the transform is exactly equal + /// to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the transform and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the transform and the object are exactly equal.</returns> public override bool Equals(object obj) { if (obj is Transform3D) @@ -385,10 +412,12 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this transform and <paramref name="other"/> are equal. + /// Returns <see langword="true"/> if the transforms are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> /// <param name="other">The other transform to compare.</param> - /// <returns>Whether or not the matrices are equal.</returns> + /// <returns>Whether or not the matrices are exactly equal.</returns> public bool Equals(Transform3D other) { return basis.Equals(other.basis) && origin.Equals(other.origin); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index fe70d71cce..0c3331900a 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -642,6 +642,13 @@ namespace Godot return new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); } + /// <summary> + /// Adds each component of the <see cref="Vector2"/> + /// with the components of the given <see cref="Vector2"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The added vector.</returns> public static Vector2 operator +(Vector2 left, Vector2 right) { left.x += right.x; @@ -649,6 +656,13 @@ namespace Godot return left; } + /// <summary> + /// Subtracts each component of the <see cref="Vector2"/> + /// by the components of the given <see cref="Vector2"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The subtracted vector.</returns> public static Vector2 operator -(Vector2 left, Vector2 right) { left.x -= right.x; @@ -656,6 +670,15 @@ namespace Godot return left; } + /// <summary> + /// Returns the negative value of the <see cref="Vector2"/>. + /// This is the same as writing <c>new Vector2(-v.x, -v.y)</c>. + /// This operation flips the direction of the vector while + /// keeping the same magnitude. + /// With floats, the number zero can be either positive or negative. + /// </summary> + /// <param name="vec">The vector to negate/flip.</param> + /// <returns>The negated/flipped vector.</returns> public static Vector2 operator -(Vector2 vec) { vec.x = -vec.x; @@ -663,6 +686,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="vec">The vector to multiply.</param> + /// <param name="scale">The scale to multiply by.</param> + /// <returns>The multiplied vector.</returns> public static Vector2 operator *(Vector2 vec, real_t scale) { vec.x *= scale; @@ -670,6 +700,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="scale">The scale to multiply by.</param> + /// <param name="vec">The vector to multiply.</param> + /// <returns>The multiplied vector.</returns> public static Vector2 operator *(real_t scale, Vector2 vec) { vec.x *= scale; @@ -677,6 +714,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2"/> + /// by the components of the given <see cref="Vector2"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The multiplied vector.</returns> public static Vector2 operator *(Vector2 left, Vector2 right) { left.x *= right.x; @@ -684,6 +728,13 @@ namespace Godot return left; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The divided vector.</returns> public static Vector2 operator /(Vector2 vec, real_t divisor) { vec.x /= divisor; @@ -691,6 +742,13 @@ namespace Godot return vec; } + /// <summary> + /// Divides each component of the <see cref="Vector2"/> + /// by the components of the given <see cref="Vector2"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The divided vector.</returns> public static Vector2 operator /(Vector2 vec, Vector2 divisorv) { vec.x /= divisorv.x; @@ -698,6 +756,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector2"/> + /// with the components of the given <see cref="real_t"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(real_t)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector2(10, -20) % 7); // Prints "(3, -6)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The remainder vector.</returns> public static Vector2 operator %(Vector2 vec, real_t divisor) { vec.x %= divisor; @@ -705,6 +779,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector2"/> + /// with the components of the given <see cref="Vector2"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(Vector2)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector2(10, -20) % new Vector2(7, 8)); // Prints "(3, -4)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The remainder vector.</returns> public static Vector2 operator %(Vector2 vec, Vector2 divisorv) { vec.x %= divisorv.x; @@ -712,16 +802,43 @@ namespace Godot return vec; } + /// <summary> + /// Returns <see langword="true"/> if the vectors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are exactly equal.</returns> public static bool operator ==(Vector2 left, Vector2 right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the vectors are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are not equal.</returns> public static bool operator !=(Vector2 left, Vector2 right) { return !left.Equals(right); } + /// <summary> + /// Compares two <see cref="Vector2"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than the right.</returns> public static bool operator <(Vector2 left, Vector2 right) { if (left.x == right.x) @@ -731,6 +848,17 @@ namespace Godot return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector2"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than the right.</returns> public static bool operator >(Vector2 left, Vector2 right) { if (left.x == right.x) @@ -740,29 +868,54 @@ namespace Godot return left.x > right.x; } + /// <summary> + /// Compares two <see cref="Vector2"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than or equal to the right.</returns> public static bool operator <=(Vector2 left, Vector2 right) { if (left.x == right.x) { return left.y <= right.y; } - return left.x <= right.x; + return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector2"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than or equal to the right.</returns> public static bool operator >=(Vector2 left, Vector2 right) { if (left.x == right.x) { return left.y >= right.y; } - return left.x >= right.x; + return left.x > right.x; } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the vector is exactly equal + /// to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the vector and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the vector and the object are equal.</returns> public override bool Equals(object obj) { if (obj is Vector2) @@ -773,10 +926,12 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal. + /// Returns <see langword="true"/> if the vectors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="other">The other vector to compare.</param> - /// <returns>Whether or not the vectors are equal.</returns> + /// <param name="other">The other vector.</param> + /// <returns>Whether or not the vectors are exactly equal.</returns> public bool Equals(Vector2 other) { return x == other.x && y == other.y; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs index ca4531d885..6cac16d53b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs @@ -366,6 +366,13 @@ namespace Godot this.y = Mathf.RoundToInt(v.y); } + /// <summary> + /// Adds each component of the <see cref="Vector2i"/> + /// with the components of the given <see cref="Vector2i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The added vector.</returns> public static Vector2i operator +(Vector2i left, Vector2i right) { left.x += right.x; @@ -373,6 +380,13 @@ namespace Godot return left; } + /// <summary> + /// Subtracts each component of the <see cref="Vector2i"/> + /// by the components of the given <see cref="Vector2i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The subtracted vector.</returns> public static Vector2i operator -(Vector2i left, Vector2i right) { left.x -= right.x; @@ -380,6 +394,14 @@ namespace Godot return left; } + /// <summary> + /// Returns the negative value of the <see cref="Vector2i"/>. + /// This is the same as writing <c>new Vector2i(-v.x, -v.y)</c>. + /// This operation flips the direction of the vector while + /// keeping the same magnitude. + /// </summary> + /// <param name="vec">The vector to negate/flip.</param> + /// <returns>The negated/flipped vector.</returns> public static Vector2i operator -(Vector2i vec) { vec.x = -vec.x; @@ -387,6 +409,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The vector to multiply.</param> + /// <param name="scale">The scale to multiply by.</param> + /// <returns>The multiplied vector.</returns> public static Vector2i operator *(Vector2i vec, int scale) { vec.x *= scale; @@ -394,6 +423,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="scale">The scale to multiply by.</param> + /// <param name="vec">The vector to multiply.</param> + /// <returns>The multiplied vector.</returns> public static Vector2i operator *(int scale, Vector2i vec) { vec.x *= scale; @@ -401,6 +437,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2i"/> + /// by the components of the given <see cref="Vector2i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The multiplied vector.</returns> public static Vector2i operator *(Vector2i left, Vector2i right) { left.x *= right.x; @@ -408,6 +451,13 @@ namespace Godot return left; } + /// <summary> + /// Multiplies each component of the <see cref="Vector2i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The divided vector.</returns> public static Vector2i operator /(Vector2i vec, int divisor) { vec.x /= divisor; @@ -415,6 +465,13 @@ namespace Godot return vec; } + /// <summary> + /// Divides each component of the <see cref="Vector2i"/> + /// by the components of the given <see cref="Vector2i"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The divided vector.</returns> public static Vector2i operator /(Vector2i vec, Vector2i divisorv) { vec.x /= divisorv.x; @@ -422,6 +479,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector2i"/> + /// with the components of the given <see langword="int"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(int)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector2i(10, -20) % 7); // Prints "(3, -6)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The remainder vector.</returns> public static Vector2i operator %(Vector2i vec, int divisor) { vec.x %= divisor; @@ -429,6 +502,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector2i"/> + /// with the components of the given <see cref="Vector2i"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(Vector2i)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector2i(10, -20) % new Vector2i(7, 8)); // Prints "(3, -4)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The remainder vector.</returns> public static Vector2i operator %(Vector2i vec, Vector2i divisorv) { vec.x %= divisorv.x; @@ -436,6 +525,13 @@ namespace Godot return vec; } + /// <summary> + /// Performs a bitwise AND operation with this <see cref="Vector2i"/> + /// and the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The vector to AND with.</param> + /// <param name="and">The integer to AND with.</param> + /// <returns>The result of the bitwise AND.</returns> public static Vector2i operator &(Vector2i vec, int and) { vec.x &= and; @@ -443,6 +539,13 @@ namespace Godot return vec; } + /// <summary> + /// Performs a bitwise AND operation with this <see cref="Vector2i"/> + /// and the given <see cref="Vector2i"/>. + /// </summary> + /// <param name="vec">The left vector to AND with.</param> + /// <param name="andv">The right vector to AND with.</param> + /// <returns>The result of the bitwise AND.</returns> public static Vector2i operator &(Vector2i vec, Vector2i andv) { vec.x &= andv.x; @@ -450,50 +553,106 @@ namespace Godot return vec; } + /// <summary> + /// Returns <see langword="true"/> if the vectors are equal. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are equal.</returns> public static bool operator ==(Vector2i left, Vector2i right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the vectors are not equal. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are not equal.</returns> public static bool operator !=(Vector2i left, Vector2i right) { return !left.Equals(right); } + /// <summary> + /// Compares two <see cref="Vector2i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than the right.</returns> public static bool operator <(Vector2i left, Vector2i right) { - if (left.x.Equals(right.x)) + if (left.x == right.x) { return left.y < right.y; } return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector2i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than the right.</returns> public static bool operator >(Vector2i left, Vector2i right) { - if (left.x.Equals(right.x)) + if (left.x == right.x) { return left.y > right.y; } return left.x > right.x; } + /// <summary> + /// Compares two <see cref="Vector2i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than or equal to the right.</returns> public static bool operator <=(Vector2i left, Vector2i right) { - if (left.x.Equals(right.x)) + if (left.x == right.x) { return left.y <= right.y; } - return left.x <= right.x; + return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector2i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than or equal to the right.</returns> public static bool operator >=(Vector2i left, Vector2i right) { - if (left.x.Equals(right.x)) + if (left.x == right.x) { return left.y >= right.y; } - return left.x >= right.x; + return left.x > right.x; } /// <summary> @@ -515,10 +674,11 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the vector is equal + /// to the given object (<see paramref="obj"/>). /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the vector and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the vector and the object are equal.</returns> public override bool Equals(object obj) { if (obj is Vector2i) @@ -530,9 +690,9 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal. + /// Returns <see langword="true"/> if the vectors are equal. /// </summary> - /// <param name="other">The other vector to compare.</param> + /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are equal.</returns> public bool Equals(Vector2i other) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 01e3a71bcb..63d9be0a6d 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -699,6 +699,13 @@ namespace Godot z = v.z; } + /// <summary> + /// Adds each component of the <see cref="Vector3"/> + /// with the components of the given <see cref="Vector3"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The added vector.</returns> public static Vector3 operator +(Vector3 left, Vector3 right) { left.x += right.x; @@ -707,6 +714,13 @@ namespace Godot return left; } + /// <summary> + /// Subtracts each component of the <see cref="Vector3"/> + /// by the components of the given <see cref="Vector3"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The subtracted vector.</returns> public static Vector3 operator -(Vector3 left, Vector3 right) { left.x -= right.x; @@ -715,6 +729,15 @@ namespace Godot return left; } + /// <summary> + /// Returns the negative value of the <see cref="Vector3"/>. + /// This is the same as writing <c>new Vector3(-v.x, -v.y, -v.z)</c>. + /// This operation flips the direction of the vector while + /// keeping the same magnitude. + /// With floats, the number zero can be either positive or negative. + /// </summary> + /// <param name="vec">The vector to negate/flip.</param> + /// <returns>The negated/flipped vector.</returns> public static Vector3 operator -(Vector3 vec) { vec.x = -vec.x; @@ -723,6 +746,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="vec">The vector to multiply.</param> + /// <param name="scale">The scale to multiply by.</param> + /// <returns>The multiplied vector.</returns> public static Vector3 operator *(Vector3 vec, real_t scale) { vec.x *= scale; @@ -731,6 +761,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="scale">The scale to multiply by.</param> + /// <param name="vec">The vector to multiply.</param> + /// <returns>The multiplied vector.</returns> public static Vector3 operator *(real_t scale, Vector3 vec) { vec.x *= scale; @@ -739,6 +776,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3"/> + /// by the components of the given <see cref="Vector3"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The multiplied vector.</returns> public static Vector3 operator *(Vector3 left, Vector3 right) { left.x *= right.x; @@ -747,6 +791,13 @@ namespace Godot return left; } + /// <summary> + /// Divides each component of the <see cref="Vector3"/> + /// by the given <see cref="real_t"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The divided vector.</returns> public static Vector3 operator /(Vector3 vec, real_t divisor) { vec.x /= divisor; @@ -755,6 +806,13 @@ namespace Godot return vec; } + /// <summary> + /// Divides each component of the <see cref="Vector3"/> + /// by the components of the given <see cref="Vector3"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The divided vector.</returns> public static Vector3 operator /(Vector3 vec, Vector3 divisorv) { vec.x /= divisorv.x; @@ -763,6 +821,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector3"/> + /// with the components of the given <see cref="real_t"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(real_t)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector3(10, -20, 30) % 7); // Prints "(3, -6, 2)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The remainder vector.</returns> public static Vector3 operator %(Vector3 vec, real_t divisor) { vec.x %= divisor; @@ -771,6 +845,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector3"/> + /// with the components of the given <see cref="Vector3"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(Vector3)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector3(10, -20, 30) % new Vector3(7, 8, 9)); // Prints "(3, -4, 3)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The remainder vector.</returns> public static Vector3 operator %(Vector3 vec, Vector3 divisorv) { vec.x %= divisorv.x; @@ -779,16 +869,43 @@ namespace Godot return vec; } + /// <summary> + /// Returns <see langword="true"/> if the vectors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are exactly equal.</returns> public static bool operator ==(Vector3 left, Vector3 right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the vectors are not equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are not equal.</returns> public static bool operator !=(Vector3 left, Vector3 right) { return !left.Equals(right); } + /// <summary> + /// Compares two <see cref="Vector3"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than the right.</returns> public static bool operator <(Vector3 left, Vector3 right) { if (left.x == right.x) @@ -802,6 +919,17 @@ namespace Godot return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector3"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than the right.</returns> public static bool operator >(Vector3 left, Vector3 right) { if (left.x == right.x) @@ -815,6 +943,17 @@ namespace Godot return left.x > right.x; } + /// <summary> + /// Compares two <see cref="Vector3"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than or equal to the right.</returns> public static bool operator <=(Vector3 left, Vector3 right) { if (left.x == right.x) @@ -828,6 +967,17 @@ namespace Godot return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector3"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than or equal to the right.</returns> public static bool operator >=(Vector3 left, Vector3 right) { if (left.x == right.x) @@ -842,10 +992,13 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the vector is exactly equal + /// to the given object (<see paramref="obj"/>). + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the vector and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the vector and the object are equal.</returns> public override bool Equals(object obj) { if (obj is Vector3) @@ -857,10 +1010,12 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal + /// Returns <see langword="true"/> if the vectors are exactly equal. + /// Note: Due to floating-point precision errors, consider using + /// <see cref="IsEqualApprox"/> instead, which is more reliable. /// </summary> - /// <param name="other">The other vector to compare.</param> - /// <returns>Whether or not the vectors are equal.</returns> + /// <param name="other">The other vector.</param> + /// <returns>Whether or not the vectors are exactly equal.</returns> public bool Equals(Vector3 other) { return x == other.x && y == other.y && z == other.z; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs index 2a7771cdfc..474876fc91 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs @@ -347,6 +347,13 @@ namespace Godot this.z = Mathf.RoundToInt(v.z); } + /// <summary> + /// Adds each component of the <see cref="Vector3i"/> + /// with the components of the given <see cref="Vector3i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The added vector.</returns> public static Vector3i operator +(Vector3i left, Vector3i right) { left.x += right.x; @@ -355,6 +362,13 @@ namespace Godot return left; } + /// <summary> + /// Subtracts each component of the <see cref="Vector3i"/> + /// by the components of the given <see cref="Vector3i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The subtracted vector.</returns> public static Vector3i operator -(Vector3i left, Vector3i right) { left.x -= right.x; @@ -363,6 +377,14 @@ namespace Godot return left; } + /// <summary> + /// Returns the negative value of the <see cref="Vector3i"/>. + /// This is the same as writing <c>new Vector3i(-v.x, -v.y, -v.z)</c>. + /// This operation flips the direction of the vector while + /// keeping the same magnitude. + /// </summary> + /// <param name="vec">The vector to negate/flip.</param> + /// <returns>The negated/flipped vector.</returns> public static Vector3i operator -(Vector3i vec) { vec.x = -vec.x; @@ -371,6 +393,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The vector to multiply.</param> + /// <param name="scale">The scale to multiply by.</param> + /// <returns>The multiplied vector.</returns> public static Vector3i operator *(Vector3i vec, int scale) { vec.x *= scale; @@ -379,6 +408,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="scale">The scale to multiply by.</param> + /// <param name="vec">The vector to multiply.</param> + /// <returns>The multiplied vector.</returns> public static Vector3i operator *(int scale, Vector3i vec) { vec.x *= scale; @@ -387,6 +423,13 @@ namespace Godot return vec; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3i"/> + /// by the components of the given <see cref="Vector3i"/>. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>The multiplied vector.</returns> public static Vector3i operator *(Vector3i left, Vector3i right) { left.x *= right.x; @@ -395,6 +438,13 @@ namespace Godot return left; } + /// <summary> + /// Multiplies each component of the <see cref="Vector3i"/> + /// by the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The divided vector.</returns> public static Vector3i operator /(Vector3i vec, int divisor) { vec.x /= divisor; @@ -403,6 +453,13 @@ namespace Godot return vec; } + /// <summary> + /// Divides each component of the <see cref="Vector3i"/> + /// by the components of the given <see cref="Vector3i"/>. + /// </summary> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The divided vector.</returns> public static Vector3i operator /(Vector3i vec, Vector3i divisorv) { vec.x /= divisorv.x; @@ -411,6 +468,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector3i"/> + /// with the components of the given <see langword="int"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(int)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector3i(10, -20, 30) % 7); // Prints "(3, -6, 2)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisor">The divisor value.</param> + /// <returns>The remainder vector.</returns> public static Vector3i operator %(Vector3i vec, int divisor) { vec.x %= divisor; @@ -419,6 +492,22 @@ namespace Godot return vec; } + /// <summary> + /// Gets the remainder of each component of the <see cref="Vector3i"/> + /// with the components of the given <see cref="Vector3i"/>. + /// This operation uses truncated division, which is often not desired + /// as it does not work well with negative numbers. + /// Consider using <see cref="PosMod(Vector3i)"/> instead + /// if you want to handle negative numbers. + /// </summary> + /// <example> + /// <code> + /// GD.Print(new Vector3i(10, -20, 30) % new Vector3i(7, 8, 9)); // Prints "(3, -4, 3)" + /// </code> + /// </example> + /// <param name="vec">The dividend vector.</param> + /// <param name="divisorv">The divisor vector.</param> + /// <returns>The remainder vector.</returns> public static Vector3i operator %(Vector3i vec, Vector3i divisorv) { vec.x %= divisorv.x; @@ -427,6 +516,13 @@ namespace Godot return vec; } + /// <summary> + /// Performs a bitwise AND operation with this <see cref="Vector3i"/> + /// and the given <see langword="int"/>. + /// </summary> + /// <param name="vec">The vector to AND with.</param> + /// <param name="and">The integer to AND with.</param> + /// <returns>The result of the bitwise AND.</returns> public static Vector3i operator &(Vector3i vec, int and) { vec.x &= and; @@ -435,6 +531,13 @@ namespace Godot return vec; } + /// <summary> + /// Performs a bitwise AND operation with this <see cref="Vector3i"/> + /// and the given <see cref="Vector3i"/>. + /// </summary> + /// <param name="vec">The left vector to AND with.</param> + /// <param name="andv">The right vector to AND with.</param> + /// <returns>The result of the bitwise AND.</returns> public static Vector3i operator &(Vector3i vec, Vector3i andv) { vec.x &= andv.x; @@ -443,65 +546,121 @@ namespace Godot return vec; } + /// <summary> + /// Returns <see langword="true"/> if the vectors are equal. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are equal.</returns> public static bool operator ==(Vector3i left, Vector3i right) { return left.Equals(right); } + /// <summary> + /// Returns <see langword="true"/> if the vectors are not equal. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the vectors are not equal.</returns> public static bool operator !=(Vector3i left, Vector3i right) { return !left.Equals(right); } + /// <summary> + /// Compares two <see cref="Vector3i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than the right.</returns> public static bool operator <(Vector3i left, Vector3i right) { if (left.x == right.x) { if (left.y == right.y) + { return left.z < right.z; - else - return left.y < right.y; + } + return left.y < right.y; } - return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector3i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than the right.</returns> public static bool operator >(Vector3i left, Vector3i right) { if (left.x == right.x) { if (left.y == right.y) + { return left.z > right.z; - else - return left.y > right.y; + } + return left.y > right.y; } - return left.x > right.x; } + /// <summary> + /// Compares two <see cref="Vector3i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is less than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is less than or equal to the right.</returns> public static bool operator <=(Vector3i left, Vector3i right) { if (left.x == right.x) { if (left.y == right.y) + { return left.z <= right.z; - else - return left.y < right.y; + } + return left.y < right.y; } - return left.x < right.x; } + /// <summary> + /// Compares two <see cref="Vector3i"/> vectors by first checking if + /// the X value of the <paramref name="left"/> vector is greater than + /// or equal to the X value of the <paramref name="right"/> vector. + /// If the X values are exactly equal, then it repeats this check + /// with the Y values of the two vectors, and then with the Z values. + /// This operator is useful for sorting vectors. + /// </summary> + /// <param name="left">The left vector.</param> + /// <param name="right">The right vector.</param> + /// <returns>Whether or not the left is greater than or equal to the right.</returns> public static bool operator >=(Vector3i left, Vector3i right) { if (left.x == right.x) { if (left.y == right.y) + { return left.z >= right.z; - else - return left.y > right.y; + } + return left.y > right.y; } - return left.x > right.x; } @@ -524,10 +683,11 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal. + /// Returns <see langword="true"/> if the vector is equal + /// to the given object (<see paramref="obj"/>). /// </summary> - /// <param name="obj">The other object to compare.</param> - /// <returns>Whether or not the vector and the other object are equal.</returns> + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the vector and the object are equal.</returns> public override bool Equals(object obj) { if (obj is Vector3i) @@ -539,9 +699,9 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal + /// Returns <see langword="true"/> if the vectors are equal. /// </summary> - /// <param name="other">The other vector to compare.</param> + /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are equal.</returns> public bool Equals(Vector3i other) { diff --git a/platform/osx/crash_handler_osx.mm b/platform/osx/crash_handler_osx.mm index 2252d5eb4f..57bca7a5b9 100644 --- a/platform/osx/crash_handler_osx.mm +++ b/platform/osx/crash_handler_osx.mm @@ -134,8 +134,13 @@ static void handle_crash(int sig) { args.push_back("-o"); args.push_back(_execpath); +#if defined(__x86_64) || defined(__x86_64__) || defined(__amd64__) args.push_back("-arch"); args.push_back("x86_64"); +#elif defined(__aarch64__) + args.push_back("-arch"); + args.push_back("arm64"); +#endif args.push_back("-l"); snprintf(str, 1024, "%p", load_addr); args.push_back(str); diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp index b4ee85120e..bf5671be19 100644 --- a/scene/2d/camera_2d.cpp +++ b/scene/2d/camera_2d.cpp @@ -232,6 +232,7 @@ void Camera2D::_notification(int p_what) { } break; case NOTIFICATION_ENTER_TREE: { + ERR_FAIL_COND(!is_inside_tree()); if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) { viewport = custom_viewport; } else { diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index 6ac9364b1a..2235de1599 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -256,10 +256,10 @@ void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, cons Vector2 pq1 = v1 - e1 * CLAMP(v1.dot(e1) / e1.dot(e1), 0.0, 1.0); Vector2 pq2 = v2 - e2 * CLAMP(v2.dot(e2) / e2.dot(e2), 0.0, 1.0); - float s = SGN(e0.x * e2.y - e0.y * e2.x); + float s = SIGN(e0.x * e2.y - e0.y * e2.x); Vector2 d2 = Vector2(pq0.dot(pq0), s * (v0.x * e0.y - v0.y * e0.x)).min(Vector2(pq1.dot(pq1), s * (v1.x * e1.y - v1.y * e1.x))).min(Vector2(pq2.dot(pq2), s * (v2.x * e2.y - v2.y * e2.x))); - inside_d = -Math::sqrt(d2.x) * SGN(d2.y); + inside_d = -Math::sqrt(d2.x) * SIGN(d2.y); } //make sure distance to planes is not shorter if inside @@ -288,7 +288,7 @@ void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, cons Vector3 nor = ba.cross(ac); inside_d = Math::sqrt( - (SGN(ba.cross(nor).dot(pa)) + SGN(cb.cross(nor).dot(pb)) + SGN(ac.cross(nor).dot(pc)) < 2.0) + (SIGN(ba.cross(nor).dot(pa)) + SIGN(cb.cross(nor).dot(pb)) + SIGN(ac.cross(nor).dot(pc)) < 2.0) ? MIN(MIN( Vector3_dot2(ba * CLAMP(ba.dot(pa) / Vector3_dot2(ba), 0.0, 1.0) - pa), Vector3_dot2(cb * CLAMP(cb.dot(pb) / Vector3_dot2(cb), 0.0, 1.0) - pb)), diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp index 40d4d822c9..f7f19596a7 100644 --- a/scene/3d/reflection_probe.cpp +++ b/scene/3d/reflection_probe.cpp @@ -94,7 +94,7 @@ void ReflectionProbe::set_extents(const Vector3 &p_extents) { } if (extents[i] - 0.01 < ABS(origin_offset[i])) { - origin_offset[i] = SGN(origin_offset[i]) * (extents[i] - 0.01); + origin_offset[i] = SIGN(origin_offset[i]) * (extents[i] - 0.01); } } @@ -113,7 +113,7 @@ void ReflectionProbe::set_origin_offset(const Vector3 &p_extents) { for (int i = 0; i < 3; i++) { if (extents[i] - 0.01 < ABS(origin_offset[i])) { - origin_offset[i] = SGN(origin_offset[i]) * (extents[i] - 0.01); + origin_offset[i] = SIGN(origin_offset[i]) * (extents[i] - 0.01); } } RS::get_singleton()->reflection_probe_set_extents(probe, extents); diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp index 013358e75c..7b2ea46e17 100644 --- a/scene/gui/scroll_container.cpp +++ b/scene/gui/scroll_container.cpp @@ -320,7 +320,9 @@ void ScrollContainer::_notification(int p_what) { }; if (p_what == NOTIFICATION_READY) { - get_viewport()->connect("gui_focus_changed", callable_mp(this, &ScrollContainer::_gui_focus_changed)); + Viewport *viewport = get_viewport(); + ERR_FAIL_COND(!viewport); + viewport->connect("gui_focus_changed", callable_mp(this, &ScrollContainer::_gui_focus_changed)); _update_dimensions(); } diff --git a/scene/gui/spin_box.cpp b/scene/gui/spin_box.cpp index 4497c20772..f30206c943 100644 --- a/scene/gui/spin_box.cpp +++ b/scene/gui/spin_box.cpp @@ -166,7 +166,7 @@ void SpinBox::gui_input(const Ref<InputEvent> &p_event) { if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) { if (drag.enabled) { drag.diff_y += mm->get_relative().y; - float diff_y = -0.01 * Math::pow(ABS(drag.diff_y), 1.8f) * SGN(drag.diff_y); + float diff_y = -0.01 * Math::pow(ABS(drag.diff_y), 1.8f) * SIGN(drag.diff_y); set_value(CLAMP(drag.base_val + get_step() * diff_y, get_min(), get_max())); } else if (drag.allowed && drag.capture_pos.distance_to(mm->get_position()) > 2) { Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED); diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index 8ffbe479be..fbfeea5722 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -3396,7 +3396,7 @@ Point2i TextEdit::get_line_column_at_pos(const Point2i &p_pos) const { int wrap_index = 0; if (get_line_wrapping_mode() != LineWrappingMode::LINE_WRAPPING_NONE || _is_hiding_enabled()) { - Point2i f_ofs = get_next_visible_line_index_offset_from(first_vis_line, caret.wrap_ofs, rows + (1 * SGN(rows))); + Point2i f_ofs = get_next_visible_line_index_offset_from(first_vis_line, caret.wrap_ofs, rows + (1 * SIGN(rows))); wrap_index = f_ofs.y; if (rows < 0) { row = first_vis_line - (f_ofs.x - 1); @@ -3471,7 +3471,7 @@ int TextEdit::get_minimap_line_at_pos(const Point2i &p_pos) const { int row = minimap_line + Math::floor(rows); if (get_line_wrapping_mode() != LineWrappingMode::LINE_WRAPPING_NONE || _is_hiding_enabled()) { - int f_ofs = get_next_visible_line_index_offset_from(minimap_line, caret.wrap_ofs, rows + (1 * SGN(rows))).x - 1; + int f_ofs = get_next_visible_line_index_offset_from(minimap_line, caret.wrap_ofs, rows + (1 * SIGN(rows))).x - 1; if (rows < 0) { row = minimap_line - f_ofs; } else { @@ -5762,7 +5762,7 @@ double TextEdit::_get_v_scroll_offset() const { } void TextEdit::_scroll_up(real_t p_delta) { - if (scrolling && smooth_scroll_enabled && SGN(target_v_scroll - v_scroll->get_value()) != SGN(-p_delta)) { + if (scrolling && smooth_scroll_enabled && SIGN(target_v_scroll - v_scroll->get_value()) != SIGN(-p_delta)) { scrolling = false; minimap_clicked = false; } @@ -5789,7 +5789,7 @@ void TextEdit::_scroll_up(real_t p_delta) { } void TextEdit::_scroll_down(real_t p_delta) { - if (scrolling && smooth_scroll_enabled && SGN(target_v_scroll - v_scroll->get_value()) != SGN(p_delta)) { + if (scrolling && smooth_scroll_enabled && SIGN(target_v_scroll - v_scroll->get_value()) != SIGN(p_delta)) { scrolling = false; minimap_clicked = false; } diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index 7c4cdf828b..27e617bdd0 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -3164,7 +3164,7 @@ void Tree::gui_input(const Ref<InputEvent> &p_event) { } else { const TreeItem::Cell &c = popup_edited_item->cells[popup_edited_item_col]; float diff_y = -mm->get_relative().y; - diff_y = Math::pow(ABS(diff_y), 1.8f) * SGN(diff_y); + diff_y = Math::pow(ABS(diff_y), 1.8f) * SIGN(diff_y); diff_y *= 0.1; range_drag_base = CLAMP(range_drag_base + c.step * diff_y, c.min, c.max); popup_edited_item->set_range(popup_edited_item_col, range_drag_base); diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index 5065684839..22e3c3bf24 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -274,6 +274,7 @@ void CanvasItem::_exit_canvas() { void CanvasItem::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { + ERR_FAIL_COND(!is_inside_tree()); _update_texture_filter_changed(false); _update_texture_repeat_changed(false); diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 3700e87839..29aca6b321 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -317,7 +317,7 @@ bool Animation::_set(const StringName &p_name, const Variant &p_value) { Vector<real_t> times = d["times"]; Vector<real_t> values = d["points"]; - ERR_FAIL_COND_V(times.size() * 5 != values.size(), false); + ERR_FAIL_COND_V(times.size() * 6 != values.size(), false); if (times.size()) { int valcount = times.size(); @@ -330,11 +330,12 @@ bool Animation::_set(const StringName &p_name, const Variant &p_value) { for (int i = 0; i < valcount; i++) { bt->values.write[i].time = rt[i]; bt->values.write[i].transition = 0; //unused in bezier - bt->values.write[i].value.value = rv[i * 5 + 0]; - bt->values.write[i].value.in_handle.x = rv[i * 5 + 1]; - bt->values.write[i].value.in_handle.y = rv[i * 5 + 2]; - bt->values.write[i].value.out_handle.x = rv[i * 5 + 3]; - bt->values.write[i].value.out_handle.y = rv[i * 5 + 4]; + bt->values.write[i].value.value = rv[i * 6 + 0]; + bt->values.write[i].value.in_handle.x = rv[i * 6 + 1]; + bt->values.write[i].value.in_handle.y = rv[i * 6 + 2]; + bt->values.write[i].value.out_handle.x = rv[i * 6 + 3]; + bt->values.write[i].value.out_handle.y = rv[i * 6 + 4]; + bt->values.write[i].value.handle_mode = (HandleMode)rv[i * 6 + 5]; } } @@ -698,7 +699,7 @@ bool Animation::_get(const StringName &p_name, Variant &r_ret) const { int kk = bt->values.size(); key_times.resize(kk); - key_points.resize(kk * 5); + key_points.resize(kk * 6); real_t *wti = key_times.ptrw(); real_t *wpo = key_points.ptrw(); @@ -709,11 +710,12 @@ bool Animation::_get(const StringName &p_name, Variant &r_ret) const { for (int i = 0; i < kk; i++) { wti[idx] = vls[i].time; - wpo[idx * 5 + 0] = vls[i].value.value; - wpo[idx * 5 + 1] = vls[i].value.in_handle.x; - wpo[idx * 5 + 2] = vls[i].value.in_handle.y; - wpo[idx * 5 + 3] = vls[i].value.out_handle.x; - wpo[idx * 5 + 4] = vls[i].value.out_handle.y; + wpo[idx * 6 + 0] = vls[i].value.value; + wpo[idx * 6 + 1] = vls[i].value.in_handle.x; + wpo[idx * 6 + 2] = vls[i].value.in_handle.y; + wpo[idx * 6 + 3] = vls[i].value.out_handle.x; + wpo[idx * 6 + 4] = vls[i].value.out_handle.y; + wpo[idx * 6 + 5] = (double)vls[i].value.handle_mode; idx++; } @@ -1623,7 +1625,7 @@ void Animation::track_insert_key(int p_track, double p_time, const Variant &p_ke BezierTrack *bt = static_cast<BezierTrack *>(t); Array arr = p_key; - ERR_FAIL_COND(arr.size() != 5); + ERR_FAIL_COND(arr.size() != 6); TKey<BezierKey> k; k.time = p_time; @@ -1632,6 +1634,7 @@ void Animation::track_insert_key(int p_track, double p_time, const Variant &p_ke k.value.in_handle.y = arr[2]; k.value.out_handle.x = arr[3]; k.value.out_handle.y = arr[4]; + k.value.handle_mode = (HandleMode) int(arr[5]); _insert(p_time, bt->values, k); } break; @@ -1770,12 +1773,13 @@ Variant Animation::track_get_key_value(int p_track, int p_key_idx) const { ERR_FAIL_INDEX_V(p_key_idx, bt->values.size(), Variant()); Array arr; - arr.resize(5); + arr.resize(6); arr[0] = bt->values[p_key_idx].value.value; arr[1] = bt->values[p_key_idx].value.in_handle.x; arr[2] = bt->values[p_key_idx].value.in_handle.y; arr[3] = bt->values[p_key_idx].value.out_handle.x; arr[4] = bt->values[p_key_idx].value.out_handle.y; + arr[5] = (double)bt->values[p_key_idx].value.handle_mode; return arr; } break; @@ -2144,13 +2148,14 @@ void Animation::track_set_key_value(int p_track, int p_key_idx, const Variant &p ERR_FAIL_INDEX(p_key_idx, bt->values.size()); Array arr = p_value; - ERR_FAIL_COND(arr.size() != 5); + ERR_FAIL_COND(arr.size() != 6); bt->values.write[p_key_idx].value.value = arr[0]; bt->values.write[p_key_idx].value.in_handle.x = arr[1]; bt->values.write[p_key_idx].value.in_handle.y = arr[2]; bt->values.write[p_key_idx].value.out_handle.x = arr[3]; bt->values.write[p_key_idx].value.out_handle.y = arr[4]; + bt->values.write[p_key_idx].value.handle_mode = (HandleMode) int(arr[5]); } break; case TYPE_AUDIO: { @@ -3203,7 +3208,7 @@ StringName Animation::method_track_get_name(int p_track, int p_key_idx) const { return pm->methods[p_key_idx].method; } -int Animation::bezier_track_insert_key(int p_track, double p_time, real_t p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle) { +int Animation::bezier_track_insert_key(int p_track, double p_time, real_t p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle, const HandleMode p_handle_mode) { ERR_FAIL_INDEX_V(p_track, tracks.size(), -1); Track *t = tracks[p_track]; ERR_FAIL_COND_V(t->type != TYPE_BEZIER, -1); @@ -3221,6 +3226,7 @@ int Animation::bezier_track_insert_key(int p_track, double p_time, real_t p_valu if (k.value.out_handle.x < 0) { k.value.out_handle.x = 0; } + k.value.handle_mode = p_handle_mode; int key = _insert(p_time, bt->values, k); @@ -3229,6 +3235,30 @@ int Animation::bezier_track_insert_key(int p_track, double p_time, real_t p_valu return key; } +void Animation::bezier_track_set_key_handle_mode(int p_track, int p_index, HandleMode p_mode, double p_balanced_value_time_ratio) { + ERR_FAIL_INDEX(p_track, tracks.size()); + Track *t = tracks[p_track]; + ERR_FAIL_COND(t->type != TYPE_BEZIER); + + BezierTrack *bt = static_cast<BezierTrack *>(t); + + ERR_FAIL_INDEX(p_index, bt->values.size()); + + bt->values.write[p_index].value.handle_mode = p_mode; + + if (p_mode == HANDLE_MODE_BALANCED) { + Transform2D xform; + xform.set_scale(Vector2(1.0, 1.0 / p_balanced_value_time_ratio)); + + Vector2 vec_in = xform.xform(bt->values[p_index].value.in_handle); + Vector2 vec_out = xform.xform(bt->values[p_index].value.out_handle); + + bt->values.write[p_index].value.in_handle = xform.affine_inverse().xform(-vec_out.normalized() * vec_in.length()); + } + + emit_changed(); +} + void Animation::bezier_track_set_key_value(int p_track, int p_index, real_t p_value) { ERR_FAIL_INDEX(p_track, tracks.size()); Track *t = tracks[p_track]; @@ -3242,7 +3272,7 @@ void Animation::bezier_track_set_key_value(int p_track, int p_index, real_t p_va emit_changed(); } -void Animation::bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle) { +void Animation::bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio) { ERR_FAIL_INDEX(p_track, tracks.size()); Track *t = tracks[p_track]; ERR_FAIL_COND(t->type != TYPE_BEZIER); @@ -3251,14 +3281,26 @@ void Animation::bezier_track_set_key_in_handle(int p_track, int p_index, const V ERR_FAIL_INDEX(p_index, bt->values.size()); - bt->values.write[p_index].value.in_handle = p_handle; - if (bt->values[p_index].value.in_handle.x > 0) { - bt->values.write[p_index].value.in_handle.x = 0; + Vector2 in_handle = p_handle; + if (in_handle.x > 0) { + in_handle.x = 0; + } + bt->values.write[p_index].value.in_handle = in_handle; + + if (bt->values[p_index].value.handle_mode == HANDLE_MODE_BALANCED) { + Transform2D xform; + xform.set_scale(Vector2(1.0, 1.0 / p_balanced_value_time_ratio)); + + Vector2 vec_out = xform.xform(bt->values[p_index].value.out_handle); + Vector2 vec_in = xform.xform(in_handle); + + bt->values.write[p_index].value.out_handle = xform.affine_inverse().xform(-vec_in.normalized() * vec_out.length()); } + emit_changed(); } -void Animation::bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle) { +void Animation::bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio) { ERR_FAIL_INDEX(p_track, tracks.size()); Track *t = tracks[p_track]; ERR_FAIL_COND(t->type != TYPE_BEZIER); @@ -3267,10 +3309,22 @@ void Animation::bezier_track_set_key_out_handle(int p_track, int p_index, const ERR_FAIL_INDEX(p_index, bt->values.size()); - bt->values.write[p_index].value.out_handle = p_handle; - if (bt->values[p_index].value.out_handle.x < 0) { - bt->values.write[p_index].value.out_handle.x = 0; + Vector2 out_handle = p_handle; + if (out_handle.x < 0) { + out_handle.x = 0; + } + bt->values.write[p_index].value.out_handle = out_handle; + + if (bt->values[p_index].value.handle_mode == HANDLE_MODE_BALANCED) { + Transform2D xform; + xform.set_scale(Vector2(1.0, 1.0 / p_balanced_value_time_ratio)); + + Vector2 vec_in = xform.xform(bt->values[p_index].value.in_handle); + Vector2 vec_out = xform.xform(out_handle); + + bt->values.write[p_index].value.in_handle = xform.affine_inverse().xform(-vec_out.normalized() * vec_in.length()); } + emit_changed(); } @@ -3286,6 +3340,18 @@ real_t Animation::bezier_track_get_key_value(int p_track, int p_index) const { return bt->values[p_index].value.value; } +int Animation::bezier_track_get_key_handle_mode(int p_track, int p_index) const { + ERR_FAIL_INDEX_V(p_track, tracks.size(), 0); + Track *t = tracks[p_track]; + ERR_FAIL_COND_V(t->type != TYPE_BEZIER, 0); + + BezierTrack *bt = static_cast<BezierTrack *>(t); + + ERR_FAIL_INDEX_V(p_index, bt->values.size(), 0); + + return bt->values[p_index].value.handle_mode; +} + Vector2 Animation::bezier_track_get_key_in_handle(int p_track, int p_index) const { ERR_FAIL_INDEX_V(p_track, tracks.size(), Vector2()); Track *t = tracks[p_track]; @@ -3718,11 +3784,11 @@ void Animation::_bind_methods() { ClassDB::bind_method(D_METHOD("method_track_get_name", "track_idx", "key_idx"), &Animation::method_track_get_name); ClassDB::bind_method(D_METHOD("method_track_get_params", "track_idx", "key_idx"), &Animation::method_track_get_params); - ClassDB::bind_method(D_METHOD("bezier_track_insert_key", "track_idx", "time", "value", "in_handle", "out_handle"), &Animation::bezier_track_insert_key, DEFVAL(Vector2()), DEFVAL(Vector2())); + ClassDB::bind_method(D_METHOD("bezier_track_insert_key", "track_idx", "time", "value", "in_handle", "out_handle", "handle_mode"), &Animation::bezier_track_insert_key, DEFVAL(Vector2()), DEFVAL(Vector2()), DEFVAL(Animation::HandleMode::HANDLE_MODE_BALANCED)); ClassDB::bind_method(D_METHOD("bezier_track_set_key_value", "track_idx", "key_idx", "value"), &Animation::bezier_track_set_key_value); - ClassDB::bind_method(D_METHOD("bezier_track_set_key_in_handle", "track_idx", "key_idx", "in_handle"), &Animation::bezier_track_set_key_in_handle); - ClassDB::bind_method(D_METHOD("bezier_track_set_key_out_handle", "track_idx", "key_idx", "out_handle"), &Animation::bezier_track_set_key_out_handle); + ClassDB::bind_method(D_METHOD("bezier_track_set_key_in_handle", "track_idx", "key_idx", "in_handle", "balanced_value_time_ratio"), &Animation::bezier_track_set_key_in_handle, DEFVAL(1.0)); + ClassDB::bind_method(D_METHOD("bezier_track_set_key_out_handle", "track_idx", "key_idx", "out_handle", "balanced_value_time_ratio"), &Animation::bezier_track_set_key_out_handle, DEFVAL(1.0)); ClassDB::bind_method(D_METHOD("bezier_track_get_key_value", "track_idx", "key_idx"), &Animation::bezier_track_get_key_value); ClassDB::bind_method(D_METHOD("bezier_track_get_key_in_handle", "track_idx", "key_idx"), &Animation::bezier_track_get_key_in_handle); @@ -3738,6 +3804,9 @@ void Animation::_bind_methods() { ClassDB::bind_method(D_METHOD("audio_track_get_key_start_offset", "track_idx", "key_idx"), &Animation::audio_track_get_key_start_offset); ClassDB::bind_method(D_METHOD("audio_track_get_key_end_offset", "track_idx", "key_idx"), &Animation::audio_track_get_key_end_offset); + ClassDB::bind_method(D_METHOD("bezier_track_set_key_handle_mode", "track_idx", "key_idx", "key_handle_mode", "balanced_value_time_ratio"), &Animation::bezier_track_set_key_handle_mode, DEFVAL(1.0)); + ClassDB::bind_method(D_METHOD("bezier_track_get_key_handle_mode", "track_idx", "key_idx"), &Animation::bezier_track_get_key_handle_mode); + ClassDB::bind_method(D_METHOD("animation_track_insert_key", "track_idx", "time", "animation"), &Animation::animation_track_insert_key); ClassDB::bind_method(D_METHOD("animation_track_set_key_animation", "track_idx", "key_idx", "animation"), &Animation::animation_track_set_key_animation); ClassDB::bind_method(D_METHOD("animation_track_get_key_animation", "track_idx", "key_idx"), &Animation::animation_track_get_key_animation); @@ -3784,6 +3853,9 @@ void Animation::_bind_methods() { BIND_ENUM_CONSTANT(LOOP_NONE); BIND_ENUM_CONSTANT(LOOP_LINEAR); BIND_ENUM_CONSTANT(LOOP_PINGPONG); + + BIND_ENUM_CONSTANT(HANDLE_MODE_FREE); + BIND_ENUM_CONSTANT(HANDLE_MODE_BALANCED); } void Animation::clear() { diff --git a/scene/resources/animation.h b/scene/resources/animation.h index 510d6c8323..8e4287e4fb 100644 --- a/scene/resources/animation.h +++ b/scene/resources/animation.h @@ -72,6 +72,11 @@ public: LOOP_PINGPONG, }; + enum HandleMode { + HANDLE_MODE_FREE, + HANDLE_MODE_BALANCED, + }; + private: struct Track { TrackType type = TrackType::TYPE_ANIMATION; @@ -157,10 +162,10 @@ private: }; /* BEZIER TRACK */ - struct BezierKey { Vector2 in_handle; //relative (x always <0) Vector2 out_handle; //relative (x always >0) + HandleMode handle_mode = HANDLE_MODE_BALANCED; real_t value = 0.0; }; @@ -419,11 +424,13 @@ public: void track_set_interpolation_type(int p_track, InterpolationType p_interp); InterpolationType track_get_interpolation_type(int p_track) const; - int bezier_track_insert_key(int p_track, double p_time, real_t p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle); + int bezier_track_insert_key(int p_track, double p_time, real_t p_value, const Vector2 &p_in_handle, const Vector2 &p_out_handle, const HandleMode p_handle_mode = HandleMode::HANDLE_MODE_BALANCED); + void bezier_track_set_key_handle_mode(int p_track, int p_index, HandleMode p_mode, double p_balanced_value_time_ratio = 1.0); void bezier_track_set_key_value(int p_track, int p_index, real_t p_value); - void bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle); - void bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle); + void bezier_track_set_key_in_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio = 1.0); + void bezier_track_set_key_out_handle(int p_track, int p_index, const Vector2 &p_handle, double p_balanced_value_time_ratio = 1.0); real_t bezier_track_get_key_value(int p_track, int p_index) const; + int bezier_track_get_key_handle_mode(int p_track, int p_index) const; Vector2 bezier_track_get_key_in_handle(int p_track, int p_index) const; Vector2 bezier_track_get_key_out_handle(int p_track, int p_index) const; @@ -478,6 +485,7 @@ public: VARIANT_ENUM_CAST(Animation::TrackType); VARIANT_ENUM_CAST(Animation::InterpolationType); VARIANT_ENUM_CAST(Animation::UpdateMode); +VARIANT_ENUM_CAST(Animation::HandleMode); VARIANT_ENUM_CAST(Animation::LoopMode); #endif diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp index 84ec0e3c63..00d11acdab 100644 --- a/servers/physics_2d/godot_step_2d.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) p_space->set_active_objects(active_count); + // Update the broadphase to register collision pairs. + p_space->update(); + { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); @@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) all_constraints.clear(); - p_space->update(); p_space->unlock(); _step++; } diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index b520ee45c7..d1e919ab6a 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -430,7 +430,7 @@ Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const { if (outside == 1) { //use plane if only one side matches Vector3 n; - n[i] = SGN(p_point[i]); + n[i] = SIGN(p_point[i]); Plane p(n, half_extents[i]); min_point = p.project(p_point); diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp index 331d65df49..5453c4415c 100644 --- a/servers/physics_3d/godot_step_3d.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) p_space->set_active_objects(active_count); + // Update the broadphase to register collision pairs. + p_space->update(); + { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); @@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) all_constraints.clear(); - p_space->update(); p_space->unlock(); _step++; } diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 6ae76c9bf2..61f2031a70 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -585,6 +585,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; // not implemented but need these just in case code is in the shaders actions.renames["VIEW_INDEX"] = "0"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 3a6c945052..5d5cb7a6b7 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -573,6 +573,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 64be176d24..04753d7a9b 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -2868,7 +2868,7 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false); + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 83c02d08a7..20982a466c 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -6,6 +6,8 @@ #include "scene_forward_clustered_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -358,6 +360,8 @@ void main() { #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants (Toggles) */ layout(constant_id = 0) const bool sc_use_forward_gi = false; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index cfafde493b..b6fd89d912 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -7,6 +7,8 @@ /* Include our forward mobile UBOs definitions etc. */ #include "scene_forward_mobile_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -370,6 +372,8 @@ void main() { #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants */ #if !defined(MODE_RENDER_DEPTH) |