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IndexClassesCategoriesInheritance

@GDScript

- Built-in GDScript functions. -

Category: Core

Public Methods:

real sin ( real s )
real cos ( real s )
real tan ( real s )
real sinh ( real s )
real cosh ( real s )
real tanh ( real s )
real asin ( real s )
real acos ( real s )
real atan ( real s )
real atan2 ( real x, real y )
real sqrt ( real s )
real fmod ( real x, real y )
real fposmod ( real x, real y )
real floor ( real s )
real ceil ( real s )
real round ( real s )
real abs ( real s )
real sign ( real s )
real pow ( real x, real y )
real log ( real s )
real exp ( real s )
real isnan ( real s )
real isinf ( real s )
real ease ( real s, real curve )
real decimals ( real step )
real stepify ( real s, real step )
int rand ()
real randf ()
real rand_range ( real from, real to )
Array rand_seed ( real seed )
real deg2rad ( real deg )
real rad2deg ( real rad )
real linear2db ( real nrg )
real db2linear ( real db )
real max ( real a, real b )
real min ( real a, real b )
real clamp ( real val, real min, real max )
int nearest_po2 ( int val )
Object weakref ( Object obj )
Object convert ( var what, int type )
String str ( var what, var ... )
Nil print ( var what, var ... )
Nil printerr ( var what, var ... )
Nil printraw ( var what, var ... )
Array range ( var ... )

Description:

- This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects. -

Method Documentation:

- Standard sine function. -
- Standard cosine function. -
- Standard tangent function. -
- Hyperbolic sine. -
- Hyperbolic tangent. -
- Arc-sine. -
- Arc-cosine. -
- Arc-tangent. -
- Arc-tangent that takes a 2D vector as argument, retuns the full -pi to +pi range. -
- Square root. -
- Module (remainder of x/y). -
- Module (remainder of x/y) that wraps equally in positive and negative. -
- Floor (rounds down to nearest integer). -
- Ceiling (rounds up to nearest integer). -
- Round to nearest integer. -
- Remove sign (works for integer and float). -
- Return sign (-1 or +1). -
- Power function, x elevate to y. -
- Natural logarithm. -
- Exponential logarithm. -
- Return true if the float is not a number. -
- Return true if the float is infinite. -
- Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in. -
- Return the amount of decimals in the floating point value. -
- Snap float value to a given step. -
- Random value (integer). -
- Random value (0 to 1 float). -
- Random range. -
- random from seed, pass a seed and an array with both number and new seed is returned. -
- Convert from degrees to radians. -
- Convert from radias to degrees. -
- Convert from linear energy to decibels (audio). -
- Convert from decibels to linear energy (audio). -
- Return the maximum of two values. -
- Return the minimum of two values. -
- Clamp both values to a range. -
- Return the nearest larger power of 2 for an integer. -
- Return a weak reference to an object. -
- Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in Global Scope. -
String @GDScript::str ( var what, var ... )
- Convert one or more arguments to strings in the best way possible. -
Nil @GDScript::print ( var what, var ... )
- Print one or more arguments to strings in the best way possible to a console line. -
Nil @GDScript::printerr ( var what, var ... )
- Print one or more arguments to strings in the best way possible to standard error line. -
Nil @GDScript::printraw ( var what, var ... )
- Print one or more arguments to strings in the best way possible to console. No newline is added at the end. -
- Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial,final-1,increment). -

Copyright 2008-2010 Codenix SRL \ No newline at end of file diff --git a/doc/html/@Global Scope.html b/doc/html/@Global Scope.html deleted file mode 100644 index 3324383c3d..0000000000 --- a/doc/html/@Global Scope.html +++ /dev/null @@ -1,459 +0,0 @@ -
IndexClassesCategoriesInheritance

@Global Scope

- Global scope constants and variables. -

Category: Core

Public Variables:

  • Globals Globals -
  • IP IP -
  • Geometry Geometry -
  • ResourceLoader ResourceLoader -
  • ResourceSaver ResourceSaver -
  • PathRemap PathRemap -
  • OS OS -
  • TranslationServer TranslationServer -
  • SceneIO SceneIO -
  • VisualServer VisualServer -
  • AudioServer AudioServer -
  • PhysicsServer PhysicsServer -
  • Physics2DServer Physics2DServer -
  • SpatialSound2DServer SpatialSoundServer -
  • SpatialSound2DServer SpatialSound2DServer -
  • Constants:

  • MARGIN_LEFT = 0 -
  • MARGIN_TOP = 1 -
  • MARGIN_RIGHT = 2 -
  • MARGIN_BOTTOM = 3 -
  • VERTICAL = 1 -
  • HORIZONTAL = 0 -
  • HALIGN_LEFT = 0 -
  • HALIGN_CENTER = 1 -
  • HALIGN_RIGHT = 2 -
  • VALIGN_TOP = 0 -
  • VALIGN_CENTER = 1 -
  • VALIGN_BOTTOM = 2 -
  • SPKEY = 16777216 -
  • KEY_ESCAPE = 16777217 -
  • KEY_TAB = 16777218 -
  • KEY_BACKTAB = 16777219 -
  • KEY_BACKSPACE = 16777220 -
  • KEY_RETURN = 16777221 -
  • KEY_ENTER = 16777222 -
  • KEY_INSERT = 16777223 -
  • KEY_DELETE = 16777224 -
  • KEY_PAUSE = 16777225 -
  • KEY_PRINT = 16777226 -
  • KEY_SYSREQ = 16777227 -
  • KEY_CLEAR = 16777228 -
  • KEY_HOME = 16777229 -
  • KEY_END = 16777230 -
  • KEY_LEFT = 16777231 -
  • KEY_UP = 16777232 -
  • KEY_RIGHT = 16777233 -
  • KEY_DOWN = 16777234 -
  • KEY_PAGEUP = 16777235 -
  • KEY_PAGEDOWN = 16777236 -
  • KEY_SHIFT = 16777237 -
  • KEY_CONTROL = 16777238 -
  • KEY_META = 16777239 -
  • KEY_ALT = 16777240 -
  • KEY_CAPSLOCK = 16777241 -
  • KEY_NUMLOCK = 16777242 -
  • KEY_SCROLLLOCK = 16777243 -
  • KEY_F1 = 16777244 -
  • KEY_F2 = 16777245 -
  • KEY_F3 = 16777246 -
  • KEY_F4 = 16777247 -
  • KEY_F5 = 16777248 -
  • KEY_F6 = 16777249 -
  • KEY_F7 = 16777250 -
  • KEY_F8 = 16777251 -
  • KEY_F9 = 16777252 -
  • KEY_F10 = 16777253 -
  • KEY_F11 = 16777254 -
  • KEY_F12 = 16777255 -
  • KEY_F13 = 16777256 -
  • KEY_F14 = 16777257 -
  • KEY_F15 = 16777258 -
  • KEY_F16 = 16777259 -
  • KEY_KP_ENTER = 16777344 -
  • KEY_KP_MULTIPLY = 16777345 -
  • KEY_KP_DIVIDE = 16777346 -
  • KEY_KP_SUBSTRACT = 16777347 -
  • KEY_KP_PERIOD = 16777348 -
  • KEY_KP_ADD = 16777349 -
  • KEY_KP_0 = 16777350 -
  • KEY_KP_1 = 16777351 -
  • KEY_KP_2 = 16777352 -
  • KEY_KP_3 = 16777353 -
  • KEY_KP_4 = 16777354 -
  • KEY_KP_5 = 16777355 -
  • KEY_KP_6 = 16777356 -
  • KEY_KP_7 = 16777357 -
  • KEY_KP_8 = 16777358 -
  • KEY_KP_9 = 16777359 -
  • KEY_SUPER_L = 16777260 -
  • KEY_SUPER_R = 16777261 -
  • KEY_MENU = 16777262 -
  • KEY_HYPER_L = 16777263 -
  • KEY_HYPER_R = 16777264 -
  • KEY_HELP = 16777265 -
  • KEY_DIRECTION_L = 16777266 -
  • KEY_DIRECTION_R = 16777267 -
  • KEY_BACK = 16777280 -
  • KEY_FORWARD = 16777281 -
  • KEY_STOP = 16777282 -
  • KEY_REFRESH = 16777283 -
  • KEY_VOLUMEDOWN = 16777284 -
  • KEY_VOLUMEMUTE = 16777285 -
  • KEY_VOLUMEUP = 16777286 -
  • KEY_BASSBOOST = 16777287 -
  • KEY_BASSUP = 16777288 -
  • KEY_BASSDOWN = 16777289 -
  • KEY_TREBLEUP = 16777290 -
  • KEY_TREBLEDOWN = 16777291 -
  • KEY_MEDIAPLAY = 16777292 -
  • KEY_MEDIASTOP = 16777293 -
  • KEY_MEDIAPREVIOUS = 16777294 -
  • KEY_MEDIANEXT = 16777295 -
  • KEY_MEDIARECORD = 16777296 -
  • KEY_HOMEPAGE = 16777297 -
  • KEY_FAVORITES = 16777298 -
  • KEY_SEARCH = 16777299 -
  • KEY_STANDBY = 16777300 -
  • KEY_OPENURL = 16777301 -
  • KEY_LAUNCHMAIL = 16777302 -
  • KEY_LAUNCHMEDIA = 16777303 -
  • KEY_LAUNCH0 = 16777304 -
  • KEY_LAUNCH1 = 16777305 -
  • KEY_LAUNCH2 = 16777306 -
  • KEY_LAUNCH3 = 16777307 -
  • KEY_LAUNCH4 = 16777308 -
  • KEY_LAUNCH5 = 16777309 -
  • KEY_LAUNCH6 = 16777310 -
  • KEY_LAUNCH7 = 16777311 -
  • KEY_LAUNCH8 = 16777312 -
  • KEY_LAUNCH9 = 16777313 -
  • KEY_LAUNCHA = 16777314 -
  • KEY_LAUNCHB = 16777315 -
  • KEY_LAUNCHC = 16777316 -
  • KEY_LAUNCHD = 16777317 -
  • KEY_LAUNCHE = 16777318 -
  • KEY_LAUNCHF = 16777319 -
  • KEY_UNKNOWN = 33554431 -
  • KEY_SPACE = 32 -
  • KEY_EXCLAM = 33 -
  • KEY_QUOTEDBL = 34 -
  • KEY_NUMBERSIGN = 35 -
  • KEY_DOLLAR = 36 -
  • KEY_PERCENT = 37 -
  • KEY_AMPERSAND = 38 -
  • KEY_APOSTROPHE = 39 -
  • KEY_PARENLEFT = 40 -
  • KEY_PARENRIGHT = 41 -
  • KEY_ASTERISK = 42 -
  • KEY_PLUS = 43 -
  • KEY_COMMA = 44 -
  • KEY_MINUS = 45 -
  • KEY_PERIOD = 46 -
  • KEY_SLASH = 47 -
  • KEY_0 = 48 -
  • KEY_1 = 49 -
  • KEY_2 = 50 -
  • KEY_3 = 51 -
  • KEY_4 = 52 -
  • KEY_5 = 53 -
  • KEY_6 = 54 -
  • KEY_7 = 55 -
  • KEY_8 = 56 -
  • KEY_9 = 57 -
  • KEY_COLON = 58 -
  • KEY_SEMICOLON = 59 -
  • KEY_LESS = 60 -
  • KEY_EQUAL = 61 -
  • KEY_GREATER = 62 -
  • KEY_QUESTION = 63 -
  • KEY_AT = 64 -
  • KEY_A = 65 -
  • KEY_B = 66 -
  • KEY_C = 67 -
  • KEY_D = 68 -
  • KEY_E = 69 -
  • KEY_F = 70 -
  • KEY_G = 71 -
  • KEY_H = 72 -
  • KEY_I = 73 -
  • KEY_J = 74 -
  • KEY_K = 75 -
  • KEY_L = 76 -
  • KEY_M = 77 -
  • KEY_N = 78 -
  • KEY_O = 79 -
  • KEY_P = 80 -
  • KEY_Q = 81 -
  • KEY_R = 82 -
  • KEY_S = 83 -
  • KEY_T = 84 -
  • KEY_U = 85 -
  • KEY_V = 86 -
  • KEY_W = 87 -
  • KEY_X = 88 -
  • KEY_Y = 89 -
  • KEY_Z = 90 -
  • KEY_BRACKETLEFT = 91 -
  • KEY_BACKSLASH = 92 -
  • KEY_BRACKETRIGHT = 93 -
  • KEY_ASCIICIRCUM = 94 -
  • KEY_UNDERSCORE = 95 -
  • KEY_QUOTELEFT = 96 -
  • KEY_BRACELEFT = 123 -
  • KEY_BAR = 124 -
  • KEY_BRACERIGHT = 125 -
  • KEY_ASCIITILDE = 126 -
  • KEY_NOBREAKSPACE = 160 -
  • KEY_EXCLAMDOWN = 161 -
  • KEY_CENT = 162 -
  • KEY_STERLING = 163 -
  • KEY_CURRENCY = 164 -
  • KEY_YEN = 165 -
  • KEY_BROKENBAR = 166 -
  • KEY_SECTION = 167 -
  • KEY_DIAERESIS = 168 -
  • KEY_COPYRIGHT = 169 -
  • KEY_ORDFEMININE = 170 -
  • KEY_GUILLEMOTLEFT = 171 -
  • KEY_NOTSIGN = 172 -
  • KEY_HYPHEN = 173 -
  • KEY_REGISTERED = 174 -
  • KEY_MACRON = 175 -
  • KEY_DEGREE = 176 -
  • KEY_PLUSMINUS = 177 -
  • KEY_TWOSUPERIOR = 178 -
  • KEY_THREESUPERIOR = 179 -
  • KEY_ACUTE = 180 -
  • KEY_MU = 181 -
  • KEY_PARAGRAPH = 182 -
  • KEY_PERIODCENTERED = 183 -
  • KEY_CEDILLA = 184 -
  • KEY_ONESUPERIOR = 185 -
  • KEY_MASCULINE = 186 -
  • KEY_GUILLEMOTRIGHT = 187 -
  • KEY_ONEQUARTER = 188 -
  • KEY_ONEHALF = 189 -
  • KEY_THREEQUARTERS = 190 -
  • KEY_QUESTIONDOWN = 191 -
  • KEY_AGRAVE = 192 -
  • KEY_AACUTE = 193 -
  • KEY_ACIRCUMFLEX = 194 -
  • KEY_ATILDE = 195 -
  • KEY_ADIAERESIS = 196 -
  • KEY_ARING = 197 -
  • KEY_AE = 198 -
  • KEY_CCEDILLA = 199 -
  • KEY_EGRAVE = 200 -
  • KEY_EACUTE = 201 -
  • KEY_ECIRCUMFLEX = 202 -
  • KEY_EDIAERESIS = 203 -
  • KEY_IGRAVE = 204 -
  • KEY_IACUTE = 205 -
  • KEY_ICIRCUMFLEX = 206 -
  • KEY_IDIAERESIS = 207 -
  • KEY_ETH = 208 -
  • KEY_NTILDE = 209 -
  • KEY_OGRAVE = 210 -
  • KEY_OACUTE = 211 -
  • KEY_OCIRCUMFLEX = 212 -
  • KEY_OTILDE = 213 -
  • KEY_ODIAERESIS = 214 -
  • KEY_MULTIPLY = 215 -
  • KEY_OOBLIQUE = 216 -
  • KEY_UGRAVE = 217 -
  • KEY_UACUTE = 218 -
  • KEY_UCIRCUMFLEX = 219 -
  • KEY_UDIAERESIS = 220 -
  • KEY_YACUTE = 221 -
  • KEY_THORN = 222 -
  • KEY_SSHARP = 223 -
  • KEY_DIVISION = 247 -
  • KEY_YDIAERESIS = 255 -
  • KEY_CODE_MASK = 33554431 -
  • KEY_MODIFIER_MASK = -16777216 -
  • KEY_MASK_SHIFT = 33554432 -
  • KEY_MASK_ALT = 67108864 -
  • KEY_MASK_META = 134217728 -
  • KEY_MASK_CTRL = 268435456 -
  • KEY_MASK_KPAD = 536870912 -
  • KEY_MASK_GROUP_SWITCH = 1073741824 -
  • BUTTON_LEFT = 1 -
  • BUTTON_RIGHT = 2 -
  • BUTTON_MIDDLE = 3 -
  • BUTTON_WHEEL_UP = 4 -
  • BUTTON_WHEEL_DOWN = 5 -
  • BUTTON_MASK_LEFT = 1 -
  • BUTTON_MASK_RIGHT = 2 -
  • BUTTON_MASK_MIDDLE = 4 -
  • JOY_BUTTON_0 = 0 -
  • JOY_BUTTON_1 = 1 -
  • JOY_BUTTON_2 = 2 -
  • JOY_BUTTON_3 = 3 -
  • JOY_BUTTON_4 = 4 -
  • JOY_BUTTON_5 = 5 -
  • JOY_BUTTON_6 = 6 -
  • JOY_BUTTON_7 = 7 -
  • JOY_BUTTON_8 = 8 -
  • JOY_BUTTON_9 = 9 -
  • JOY_BUTTON_10 = 10 -
  • JOY_BUTTON_11 = 11 -
  • JOY_BUTTON_12 = 12 -
  • JOY_BUTTON_13 = 13 -
  • JOY_BUTTON_14 = 14 -
  • JOY_BUTTON_15 = 15 -
  • JOY_BUTTON_MAX = 16 -
  • JOY_SNES_A = 1 -
  • JOY_SNES_B = 0 -
  • JOY_SNES_X = 3 -
  • JOY_SNES_Y = 2 -
  • JOY_SONY_CIRCLE = 1 -
  • JOY_SONY_X = 0 -
  • JOY_SONY_SQUARE = 2 -
  • JOY_SONY_TRIANGLE = 3 -
  • JOY_SEGA_B = 1 -
  • JOY_SEGA_A = 0 -
  • JOY_SEGA_X = 2 -
  • JOY_SEGA_Y = 3 -
  • JOY_XBOX_B = 1 -
  • JOY_XBOX_A = 0 -
  • JOY_XBOX_X = 2 -
  • JOY_XBOX_Y = 3 -
  • JOY_DS_A = 1 -
  • JOY_DS_B = 0 -
  • JOY_DS_X = 3 -
  • JOY_DS_Y = 2 -
  • JOY_SELECT = 10 -
  • JOY_START = 11 -
  • JOY_DPAD_UP = 12 -
  • JOY_DPAD_DOWN = 13 -
  • JOY_DPAD_LEFT = 14 -
  • JOY_DPAD_RIGHT = 15 -
  • JOY_L = 4 -
  • JOY_L2 = 6 -
  • JOY_L3 = 8 -
  • JOY_R = 5 -
  • JOY_R2 = 7 -
  • JOY_R3 = 9 -
  • JOY_AXIS_0 = 0 -
  • JOY_AXIS_1 = 1 -
  • JOY_AXIS_2 = 2 -
  • JOY_AXIS_3 = 3 -
  • JOY_AXIS_4 = 4 -
  • JOY_AXIS_5 = 5 -
  • JOY_AXIS_6 = 6 -
  • JOY_AXIS_7 = 7 -
  • JOY_AXIS_MAX = 8 -
  • JOY_ANALOG_0_X = 0 -
  • JOY_ANALOG_0_Y = 1 -
  • JOY_ANALOG_1_X = 2 -
  • JOY_ANALOG_1_Y = 3 -
  • JOY_ANALOG_2_X = 4 -
  • JOY_ANALOG_2_Y = 5 -
  • OK = 0 -
  • FAILED = 1 -
  • ERR_UNAVAILABLE = 2 -
  • ERR_UNCONFIGURED = 3 -
  • ERR_UNAUTHORIZED = 4 -
  • ERR_PARAMETER_RANGE_ERROR = 5 -
  • ERR_OUT_OF_MEMORY = 6 -
  • ERR_FILE_NOT_FOUND = 7 -
  • ERR_FILE_BAD_DRIVE = 8 -
  • ERR_FILE_BAD_PATH = 9 -
  • ERR_FILE_NO_PERMISSION = 10 -
  • ERR_FILE_ALREADY_IN_USE = 11 -
  • ERR_FILE_CANT_OPEN = 12 -
  • ERR_FILE_CANT_WRITE = 13 -
  • ERR_FILE_CANT_READ = 14 -
  • ERR_FILE_UNRECOGNIZED = 15 -
  • ERR_FILE_CORRUPT = 16 -
  • ERR_FILE_EOF = 17 -
  • ERR_CANT_OPEN = 18 -
  • ERR_CANT_CREATE = 19 -
  • ERROR_QUERY_FAILED = 20 -
  • ERR_ALREADY_IN_USE = 21 -
  • ERR_LOCKED = 22 -
  • ERR_TIMEOUT = 23 -
  • ERR_CANT_AQUIRE_RESOURCE = 24 -
  • ERR_INVALID_DATA = 26 -
  • ERR_INVALID_PARAMETER = 27 -
  • ERR_ALREADY_EXISTS = 28 -
  • ERR_DOES_NOT_EXIST = 29 -
  • ERR_DATABASE_CANT_READ = 30 -
  • ERR_DATABASE_CANT_WRITE = 31 -
  • ERR_COMPILATION_FAILED = 32 -
  • ERR_METHOD_NOT_FOUND = 33 -
  • ERR_LINK_FAILED = 34 -
  • ERR_SCRIPT_FAILED = 35 -
  • ERR_CYCLIC_LINK = 36 -
  • ERR_BUSY = 40 -
  • ERR_HELP = 42 -
  • ERR_BUG = 43 -
  • ERR_WTF = 45 -
  • PROPERTY_HINT_NONE = 0 - No hint for edited property. -
  • PROPERTY_HINT_RANGE = 1 -
  • PROPERTY_HINT_EXP_RANGE = 2 - Hint string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats. -
  • PROPERTY_HINT_ENUM = 3 - Property hint is an enumerated value, like "Hello,Something,Else". This is valid for integers, floats and strings properties. -
  • PROPERTY_HINT_LENGTH = 5 -
  • PROPERTY_HINT_FLAGS = 7 - Property hint is a bitmask description, for bits 0,1,2,3 abd 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers. -
  • PROPERTY_HINT_FILE = 8 - String property is a file (so pop up a file dialog when edited). Hint string can be a set of wildcards like "*.doc". -
  • PROPERTY_HINT_DIR = 9 - String property is a directory (so pop up a file dialog when edited). -
  • PROPERTY_HINT_RESOURCE_TYPE = 10 - String property is a resource, so open the resource popup menu when edited. -
  • PROPERTY_USAGE_STORAGE = 1 - Property will be used as storage (default). -
  • PROPERTY_USAGE_STORAGE = 1 - Property will be used as storage (default). -
  • PROPERTY_USAGE_EDITOR = 2 - Property will be visible in editor (default). -
  • PROPERTY_USAGE_NETWORK = 4 -
  • PROPERTY_USAGE_DEFAULT = 7 - Default usage (storage and editor). -
  • TYPE_NIL = 0 -
  • TYPE_BOOL = 1 -
  • TYPE_INT = 2 -
  • TYPE_REAL = 3 -
  • TYPE_STRING = 4 -
  • TYPE_VECTOR2 = 5 -
  • TYPE_RECT2 = 6 -
  • TYPE_VECTOR3 = 7 -
  • TYPE_MATRIX32 = 8 -
  • TYPE_PLANE = 9 -
  • TYPE_QUAT = 10 -
  • TYPE_AABB = 11 -
  • TYPE_MATRIX3 = 12 -
  • TYPE_TRANSFORM = 13 -
  • TYPE_COLOR = 14 -
  • TYPE_IMAGE = 15 -
  • TYPE_NODE_PATH = 16 -
  • TYPE_RID = 17 -
  • TYPE_OBJECT = 18 -
  • TYPE_INPUT_EVENT = 19 -
  • TYPE_DICTIONARY = 20 -
  • TYPE_ARRAY = 21 -
  • TYPE_RAW_ARRAY = 22 -
  • TYPE_INT_ARRAY = 23 -
  • TYPE_REAL_ARRAY = 24 -
  • TYPE_STRING_ARRAY = 25 -
  • TYPE_VECTOR2_ARRAY = 26 -
  • TYPE_VECTOR3_ARRAY = 27 -
  • TYPE_COLOR_ARRAY = 28 -
  • TYPE_MAX = 29 -
  • Description:

    - Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc. It's not much. - Singletons are also documented here, since they can be accessed from anywhere. -

    Method Documentation:


    Copyright 2008-2010 Codenix SRL \ No newline at end of file diff --git a/doc/html/@Squirrel.html b/doc/html/@Squirrel.html deleted file mode 100644 index ad4aaa49d8..0000000000 --- a/doc/html/@Squirrel.html +++ /dev/null @@ -1,2 +0,0 @@ -
    IndexClassesCategoriesInheritance

    @Squirrel

    -

    Category: Core

    Method Documentation:


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    1 Introduction to 3D Math

    -

    -

    1.1 Introduction

    -

    There are many approaches to understanding the type of 3D math used in video -games, modelling, ray-tracing, etc. The usual is through vector algebra, matrices, and -linear transformations and, while they are not completely necesary to understand -most of the aspects of 3D game programming (from the theorical point of view), they -provide a common language to communicate with other programmers or -engineers. -

    This tutorial will focus on explaining all the basic concepts needed for a -programmer to understand how to develop 3D games without getting too deep into -algebra. Instead of a math-oriented language, code examples will be given instead -when possible. The reason for this is that. while programmers may have -different backgrounds or experience (be it scientific, engineering or self taught), -code is the most familiar language and the lowest common denominator for -understanding. -

    -

    1.2 Vectors

    -

    -

    1.2.1 Brief Introduction
    -

    When writing 2D games, interfaces and other applications, the typical convention is -to define coordinates as an x,y pair, x representing the horizontal offset and y the -vertical one. In most cases, the unit for both is pixels. This makes sense given the -screen is just a rectangle in two dimensions. -

    An x,y pair can be used for two purposes. It can be an absolute position (screen -cordinate in the previous case), or a relative direction, if we trace an arrow from the -origin (0,0 coordinates) to it’s position. -

    -

    - -

    - - - -
    PICPIC
    Position Direction
    -
    -

    When used as a direction, this pair is called a vector, and two properties can be -observed: The first is the magnitude or length , and the second is the direction. In -two dimensions, direction can be an angle. The magnitude or length can be computed -by simply using Pithagoras theorem: -

    -

    -

    - - -
    ∘x2-+-y2-∘x2-+-y2 +-z2
    2D 3D
    -
    -

    The direction can be an arbitrary angle from either the x or y axis, and could be -computed by using trigonometry, or just using the usual atan2 function present in -most math libraries. However, when dealing with 3D, the direction can’t be described -as an angle. To separate magnitude and direction, 3D uses the concept of normal -vectors. -

    -

    1.2.2 Implementation
    -

    Vectors are implemented in Godot Engine as a class named Vector3 for 3D, and as -both Vector2, Point2 or Size2 in 2D (they are all aliases). They are used for any -purpose where a pair of 2D or 3D values (described as x,y or x,y,z) is needed. This is -somewhat a standard in most libraries or engines. In the script API, they can be -instanced like this: - -

    a = Vector3() 
    a = Vector2( 2.0, 3.4 ) -
    - -

    Vectors also support the common operators +, -, / and * for addition, -substraction, multiplication and division. - -

    a = Vector3(1,2,3) 
    b = Vector3(4,5,6) 
    c = Vector3() 
     
    // writing 
     
    c = a + b 
     
    // is the same as writing 
     
    c.x = a.x + b.x 
    c.y = a.y + b.y 
    c.z = a.z + b.z 
     
    // both will result in a vector containing (5,7,9). 
    // the same happens for the rest of the operators. -
    -

    Vectors also can perform a wide variety of built-in functions, their most common -usages will be explored next. -

    -

    1.2.3 Normal Vectors
    -

    Two points ago, it was mentioned that 3D vectors can’t describe their direction as an -agle (as 2D vectors can). Because of this, normal vectors become important for -separating a vector between direction and magnitude. -

    A normal vector is a vector with a magnitude of 1. This means, no matter where -the vector is pointing to, it’s length is always 1. -

    - - -
    PIC
    Normal vectors aroud the origin.
    -
    -

    Normal vectors have endless uses in 3D graphics programming, so it’s -recommended to get familiar with them as much as possible. -

    -

    1.2.4 Normalization
    -

    Normalization is the process through which normal vectors are obtained -from regular vectors. In other words, normalization is used to reduce the -magnitude of any vector to 1. (except of course, unless the vector is (0,0,0) -). -

    To normalize a vector, it must be divided by its magnitude (which should be -greater than zero): - -

    // a custom vector is created 
    a = Vector3(4,5,6) 
    // l is a single real number (or scalar) containight the length 
    l = Math.sqrt( a.x*a.x + a.y*a.y + a.z*a.z ) 
    // the vector a is divided by its length, by performing scalar divide 
    a = a / l 
    // which is the same as 
    a.x = a.x / l 
    a.y = a.y / l 
    a.z = a.z / l - -
    -

    Vector3 contains two built in functions for normalization: - -

    a = Vector3(4,5,6) 
    a.normalize() // in-place normalization 
    b = a.normalized() // returns a copy of a, normalized -
    -

    -

    1.2.5 Dot Product
    -

    The dot product is, pheraps, the most useful operation that can be applied to 3D -vectors. In the surface, it’s multiple usages are not very obvious, but in depth it can -provide very useful information between two vectors (be it direction or just points in -space). -

    The dot product takes two vectors (a and b in the example) and returns a scalar -(single real number): -

    -

    -

    axbx + ayby + azbz -

    -

    The same expressed in code: - -

    a = Vector3(...) 
    b = Vector3(...) 
     
    c = a.x*b.x + a.y*b.y + a.z*b.z 
     
    // using built-in dot() function 
     
    c = a.dot(b) -
    -

    The dot product presents several useful properties: -

    -

    -

    1.2.6 Cross Product
    -

    The cross product also takes two vectors a and b, but returns another vector c that is -orthogonal to the two previous ones. -

    -

    -

    cx = axbz - azby -

    -
    -

    -

    cy = azbx - axbz -

    -
    -

    -

    cz = axby - aybx -

    -

    The same in code: - -

    a = Vector3(...) 
    b = Vector3(...) 
    c = Vector3(...) 
     
    c.x = a.x*b.z - a.z*b.y 
    c.y = a.z*b.x - a.x*b.z 
    c.z = a.x*b.y - a.y*b.x 
     
    // or using the built-in function 
     
    c = a.cross(b) -
    -

    The cross product also presents several useful properties: -

    -

    -

    1.3 Plane

    -

    -

    1.3.1 Theory
    -

    A plane can be considered as an infinite, flat surface that splits space in two halves, -usually one named positive and one named negative. In regular mathematics, a plane -formula is described as: -

    -

    -

    ax + by + cz + d -

    -

    However, in 3D programming, this form alone is often of little use. For planes to -become useful, they must be in normalized form. -

    A normalized plane consists of a normal vector n and a distance d. To normalize -a plane, a vector n and distance d’ are created this way: -

    nx = a -

    ny = b -

    nz = c -

    d= d -

    Finally, both n and d’ are both divided by the magnitude of n. -

    In any case, normalizing planes is not often needed (this was mostly for -explanation purposes), and normalized planes are useful because they can be created -and used easily. -

    A normalized plane could be visualized as a plane pointing towards normal n, -offseted by d in the direction of n. -

    In other words, take n, multiply it by scalar d and the resulting point will be part -of the plane. This may need some thinking, so an example with a 2D normal vector -(z is 0, so plane is orthogonal to it) is provided: -

    Some operations can be done with normalized planes: - -

    -

    -

    1.3.2 Implementation
    -

    Godot Engine implements normalized planes by using the Plane class. - -

    //creates a plane with normal (0,1,0) and distance 5 
    p = Plane( Vector3(0,1,0), 5 ) 
    // get the distance to a point 
    d = p.distance( Vector3(4,5,6) ) -
    -

    -

    1.4 Matrices, Quaternions and Coordinate Systems

    -

    It is very often needed to store the location/rotation of something. In 2D, it is often -enough to store an x,y location and maybe an angle as the rotation, as that should -be enough to represent any posible position. -

    In 3D this becomes a little more difficult, as there is nothing as simple as an angle -to store a 3-axis rotation. -

    The first think that may come to mind is to use 3 angles, one for x, one for y and -one for z. However this suffers from the problem that it becomes very cumbersome to -use, as the individual rotations in each axis need to be performed one after another -(they can’t be performed at the same time), leading to a problem called “gimbal -lock”. Also, it becomes impossible to accumulate rotations (add a rotation to an -existing one). -

    To solve this, there are two known diferent approaches that aid in solving -rotation, Quaternions and Oriented Coordinate Systems. -

    -

    1.4.1 Oriented Coordinate Systems
    -

    Oriented Coordinate Systems (OCS) are a way of representing a coordinate system -inside the cartesian coordinate system. They are mainly composed of 3 Vectors, one -for each axis. The first vector is the x axis, the second the y axis, and the third is the - -z axis. The OCS vectors can be rotated around freely as long as they are kept the -same length (as changing the length of an axis changes its cale), and as long as they -remain orthogonal to eachother (as in, the same as the default cartesian system, -with y pointing up, x pointing left and z pointing front, but all rotated -together). -

    Oriented Coordinate Systems are represented in 3D programming as a 3x3 matrix, -where each row (or column, depending on the implementation) contains one of the -axis vectors. Transforming a Vector by a rotated OCS Matrix results in the rotation -being applied to the resulting vector. OCS Matrices can also be multiplied to -accumulate their transformations. -

    Godot Engine implements OCS Matrices in the Matrix3 class: - -

    //create a 3x3 matrix 
    m = Matrix3() 
    //rotate the matrix in the y axis, by 45 degrees 
    m.rotate( Vector3(0,1,0), Math.deg2rad(45) ) 
    //transform a vector v (xform method is used) 
    v = Vector3(...) 
    result = m.xform( v ) -
    -

    However, in most usage cases, one wants to store a translation together with the -rotation. For this, an origin vector must be added to the OCS, thus transforming it -into a 3x4 (or 4x3, depending on preference) matrix. Godot engine implements this -functionality in the Transform class: - -

    t = Transform() 
    //rotate the transform in the y axis, by 45 degrees 
    t.rotate( Vector3(0,1,0), Math.deg2rad(45) ) 
    //translate the transform by 5 in the z axis 
    t.translate( Vector3( 0,0,5 ) ) 
    //transform a vector v (xform method is used) 
    v = Vector3(...) 
    result = t.xform( v ) -
    -

    Transform contains internally a Matrix3 “basis” and a Vector3 “origin” (which can -be modified individually). -

    -

    1.4.2 Transform Internals
    -

    Internally, the xform() process is quite simple, to apply a 3x3 transform to a vector, -the transposed axis vectors are used (as using the regular axis vectors will result on -an inverse of the desired transform): - -

    m = Matrix3(...) 
    v = Vector3(..) 
    result = Vector3(...) 
     
    x_axis = m.get_axis(0) 
    y_axis = m.get_axis(1) 
    z_axis = m.get_axis(2) 
     
    result.x = Vector3(x_axis.x, y_axis.x, z_axis.x).dot(v) 
    result.y = Vector3(x_axis.y, y_axis.y, z_axis.y).dot(v) 
    result.z = Vector3(x_axis.z, y_axis.z, z_axis.z).dot(v) 
     
    // is the same as doing 
     
    result = m.xform(v) 
     
    // if m this was a Transform(), the origin would be added 
    // like this: 
     
    result = result + t.get_origin() -
    -

    -

    1.4.3 Using The Transform
    -

    So, it is often desired apply sucessive operations to a transformation. For example, -let’s a assume that there is a turtle sitting at the origin (the turtle is a logo reference, - -for those familiar with it). The y axis is up, and the the turtle’s nose is pointing -towards the z axis. -

    The turtle (like many other animals, or vehicles!) can only walk towards the -direction it’s looking at. So, moving the turtle around a little should be something -like this: - -

    // turtle at the origin 
    turtle = Transform() 
    // turtle will walk 5 units in z axis 
    turtle.translate( Vector3(0,0,5) ) 
    // turtle eyes a lettuce 3 units away, will rotate 45 degrees right 
    turtle.rotate( Vector3(0,1,0), Math.deg2rad(45) ) 
    // turtle approaches the lettuce 
    turtle.translate( Vector3(0,0,5) ) 
    // happy turtle over lettuce is at 
    print(turtle.get_origin()) -
    -

    As can be seen, every new action the turtle takes is based on the previous one it -took. Had the order of actions been different and the turtle would have never reached -the lettuce. -

    Transforms are just that, a mean of “accumulating” rotation, translation, scale, -etc. -

    -

    1.4.4 A Warning about Numerical Precision
    -

    Performing several actions over a transform will slowly and gradually lead to -precision loss (objects that draw according to a transform may get jittery, bigger, -smaller, skewed, etc). This happens due to the nature of floating point numbers. if -transforms/matrices are created from other kind of values (like a position and -some angular rotation) this is not needed, but if has been accumulating -transformations and was never recreated, it can be normalized by calling the -.orthonormalize() built-in function. This function has little cost and calling it every -now and then will avoid the effects from precision loss to become visible. - - - - - diff --git a/doc/html/tutorial01/tutorial0x.png b/doc/html/tutorial01/tutorial0x.png deleted file mode 100644 index a0ed4f53ff..0000000000 Binary files a/doc/html/tutorial01/tutorial0x.png and /dev/null differ diff --git a/doc/html/tutorial01/tutorial1x.png b/doc/html/tutorial01/tutorial1x.png deleted file mode 100644 index 80f0d099f7..0000000000 Binary files a/doc/html/tutorial01/tutorial1x.png and /dev/null differ diff --git a/doc/html/tutorial01/tutorial2x.png b/doc/html/tutorial01/tutorial2x.png deleted file mode 100644 index 76c502b6da..0000000000 Binary files a/doc/html/tutorial01/tutorial2x.png and /dev/null differ diff --git a/doc/html/tutorial01/tutorial3x.png b/doc/html/tutorial01/tutorial3x.png deleted file mode 100644 index 8431e9d15c..0000000000 Binary files a/doc/html/tutorial01/tutorial3x.png and /dev/null differ diff --git a/doc/html/tutorial01/tutorial4x.png b/doc/html/tutorial01/tutorial4x.png deleted file mode 100644 index 1ce7a2bb45..0000000000 Binary files a/doc/html/tutorial01/tutorial4x.png and /dev/null differ -- cgit v1.2.3