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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)
2021-05-10Dynamic BVH broadphase in 2D & 3D Godot PhysicsPouleyKetchoupp
Port lawnjelly's dynamic BVH implementation from 3.x to be used in both 2D and 3D broadphases. Removed alternative broadphase implementations which are not meant to be used anymore since they are much slower. Includes changes in Rect2, Vector2, Vector3 that help with the template implementation of the dynamic BVH by uniformizing the interface between 2D and 3D math. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-06Rename Vector2.tangent() to Vector2.orthogonal()Marcel Admiraal
2020-11-07Refactored variant setters/gettersreduz
-Discern between named, indexed and keyed -Get direct access to functions for typed GDScript and GDNative bindings -Small changes to some classes in order to work with the new setget binder
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-04Implement DirectionalLight2Dreduz
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
2020-10-14Refactored binding system for core typesreduz
Moved to a system using variadic templates, shared with CallableBind. New code is cleaner, faster and allows for much better optimization of core type functions from GDScript and GDNative. Added Variant::InternalMethod function for direct call access.
2020-05-19Style: Remove unnecessary semicolons from `core`Rémi Verschelde
Semicolons are not necessary after function definitions or control flow blocks, and having some code use them makes things inconsistent (and occasionally can mess up `clang-format`'s formatting). Removing them is tedious work though, I had to do this manually (regex + manual review) as I couldn't find a tool for that. All other code folders would need to get the same treatment.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-04Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'Michael Alexsander
2020-02-22Add support for Vector2i, Rect2i and Vector3i to VariantJuan Linietsky
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous operator problems in Variant. This was added for this commit (and future C++17 uses) in #36457.
2020-02-07Fix bug where Control at origin with 0 size not renderednathanwfranke
Make a new method instead to make the code more elegant Move Function down a bit
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-10-14Make is_equal_approx separate for structuresAaron Franke
This commit adds exposed behavior for C#
2019-10-02Make Rect2.encloses return true on same sizeAlexander Holland
2019-05-01Merge pull request #27676 from qarmin/small_fixes_2Rémi Verschelde
Small fixes to static analyzer bugs
2019-04-04Small fixes to static analyzer bugsqarmin
2019-03-21Add missing methods to Rect2ilupoDharkael
Replace inline with _FORCE_INLINE_ in short methods. Remove unused and redundant method no_area() as we already have has_no_area(). Add grow_individual() grow_margin() and expand() to Rect2i.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-11[Core] Move Vector2i and Rect2i out of math_2d.hAaron Franke
2018-08-10[Core] Move Rect2 and Transform2D to their own filesAaron Franke
Math2D includes Transform2D, which includes Rect2, which includes Vector2.