godot/core/math
Andrii Doroshenko (Xrayez) 749d917424 Fix severe performance drop while deflating polylines
Underscaled arc tolerance produced very small values so that changes
to this parameter were negligible when scaled internally, hence significant
performance drop (lots of intermediate points inserted in an arc). Now the
performance is mostly the same compared to other types of offsetting
(SQUARE, MITER).
2019-12-03 15:43:59 +02:00
..
a_star.cpp Emit an error rather than crash in A* 2019-11-08 20:32:50 +08:00
a_star.h
aabb.cpp
aabb.h
audio_frame.cpp
audio_frame.h
basis.cpp
basis.h
bsp_tree.cpp
bsp_tree.h
camera_matrix.cpp Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
camera_matrix.h
delaunay.h
disjoint_set.cpp
disjoint_set.h
expression.cpp
expression.h
face3.cpp Fixed bug caused by a copy/paste error in Face3::get_closest_point_to 2019-11-19 22:30:28 -08:00
face3.h
geometry.cpp Fix severe performance drop while deflating polylines 2019-12-03 15:43:59 +02:00
geometry.h
math_defs.h
math_fieldwise.cpp
math_fieldwise.h
math_funcs.cpp
math_funcs.h
octree.h
plane.cpp Merge pull request #32477 from aaronfranke/equal-approx-separate 2019-11-07 14:54:15 +01:00
plane.h
quat.cpp
quat.h
quick_hull.cpp
quick_hull.h
random_number_generator.cpp
random_number_generator.h
random_pcg.cpp
random_pcg.h
rect2.cpp
rect2.h
SCsub
transform_2d.cpp
transform_2d.h
transform.cpp
transform.h
triangle_mesh.cpp
triangle_mesh.h
triangulate.cpp
triangulate.h
vector2.cpp
vector2.h
vector3.cpp
vector3.h