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path: root/core/math/quaternion.cpp
AgeCommit message (Collapse)Author
2022-07-29Make `spherical_cubic_interpolate()` more stableSilc Renew
2022-07-27rename and unify notation for spherical interpolationSilc Renew
2022-07-25Fix cubic_slerpSilc 'Tokage' Renew
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> Co-authored-by: Pasi Nuutinmaki <gnssstylist@sci.fi>
2022-03-16Fix blend animation to solve TRS track bug & blend order inconsistencySilc 'Tokage' Renew
2022-02-24Float literals - fix main primitives to use real_t castinglawnjelly
Uses (real_t) casting to ensure appropriate calculations are done in 32 bit where real_t is compiled as 32 bit.
2022-02-10Float literals - fix main primitives to use .flawnjelly
Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
2022-01-03Update copyright statements to 2022RĂ©mi Verschelde
Happy new year to the wonderful Godot community!
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-21Implement Animation Compressionreduz
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different). * Implement bitwidth based animation compression (see animation.h for format). * Can compress imported animations up to 10 times. * Compression format opens the door to streaming. * Works transparently (happens all inside animation.h)
2021-06-17Add Quaternion angle_to methodAaron Franke
2021-06-11Reformat structure string operatorsAaron Franke
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-04Rename Quat to QuaternionMarcel Admiraal