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authorRaul Santos <raulsntos@gmail.com>2022-12-07 16:11:39 +0100
committerRaul Santos <raulsntos@gmail.com>2023-01-27 02:04:17 +0100
commita968e514148f3b9be8c1bdff38fffe6972976df2 (patch)
tree5143496843474cd65ebf49e01c3d9ee6921ce1ba /modules/mono/glue
parent4788cb35c12d5e094fe1dd633066e27fd4be7734 (diff)
C#: Renames to follow .NET naming conventions
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
Diffstat (limited to 'modules/mono/glue')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs)356
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs24
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttribute.cs)10
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs272
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs440
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs32
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs40
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs32
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs14
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs18
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs64
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs56
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs87
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs254
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs172
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs84
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2I.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs)252
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rid.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs)16
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs82
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs164
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs212
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs110
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs196
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs)278
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs264
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs)342
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs310
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs (renamed from modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs)360
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj15
33 files changed, 2300 insertions, 2266 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs
index 0e46b63b59..0e92f4331d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs
@@ -9,7 +9,7 @@ namespace Godot
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
- public struct AABB : IEquatable<AABB>
+ public struct Aabb : IEquatable<Aabb>
{
private Vector3 _position;
private Vector3 _size;
@@ -50,19 +50,19 @@ namespace Godot
}
/// <summary>
- /// Returns an <see cref="AABB"/> with equivalent position and size, modified so that
+ /// Returns an <see cref="Aabb"/> with equivalent position and size, modified so that
/// the most-negative corner is the origin and the size is positive.
/// </summary>
- /// <returns>The modified <see cref="AABB"/>.</returns>
- public readonly AABB Abs()
+ /// <returns>The modified <see cref="Aabb"/>.</returns>
+ public readonly Aabb Abs()
{
Vector3 end = End;
- Vector3 topLeft = new Vector3(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y), Mathf.Min(_position.z, end.z));
- return new AABB(topLeft, _size.Abs());
+ Vector3 topLeft = new Vector3(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y), Mathf.Min(_position.Z, end.Z));
+ return new Aabb(topLeft, _size.Abs());
}
/// <summary>
- /// Returns the center of the <see cref="AABB"/>, which is equal
+ /// Returns the center of the <see cref="Aabb"/>, which is equal
/// to <see cref="Position"/> + (<see cref="Size"/> / 2).
/// </summary>
/// <returns>The center.</returns>
@@ -72,94 +72,94 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this <see cref="AABB"/> completely encloses another one.
+ /// Returns <see langword="true"/> if this <see cref="Aabb"/> completely encloses another one.
/// </summary>
- /// <param name="with">The other <see cref="AABB"/> that may be enclosed.</param>
+ /// <param name="with">The other <see cref="Aabb"/> that may be enclosed.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not this <see cref="AABB"/> encloses <paramref name="with"/>.
+ /// A <see langword="bool"/> for whether or not this <see cref="Aabb"/> encloses <paramref name="with"/>.
/// </returns>
- public readonly bool Encloses(AABB with)
+ public readonly bool Encloses(Aabb with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
Vector3 dstMin = with._position;
Vector3 dstMax = with._position + with._size;
- return srcMin.x <= dstMin.x &&
- srcMax.x > dstMax.x &&
- srcMin.y <= dstMin.y &&
- srcMax.y > dstMax.y &&
- srcMin.z <= dstMin.z &&
- srcMax.z > dstMax.z;
+ return srcMin.X <= dstMin.X &&
+ srcMax.X > dstMax.X &&
+ srcMin.Y <= dstMin.Y &&
+ srcMax.Y > dstMax.Y &&
+ srcMin.Z <= dstMin.Z &&
+ srcMax.Z > dstMax.Z;
}
/// <summary>
- /// Returns this <see cref="AABB"/> expanded to include a given point.
+ /// Returns this <see cref="Aabb"/> expanded to include a given point.
/// </summary>
/// <param name="point">The point to include.</param>
- /// <returns>The expanded <see cref="AABB"/>.</returns>
- public readonly AABB Expand(Vector3 point)
+ /// <returns>The expanded <see cref="Aabb"/>.</returns>
+ public readonly Aabb Expand(Vector3 point)
{
Vector3 begin = _position;
Vector3 end = _position + _size;
- if (point.x < begin.x)
+ if (point.X < begin.X)
{
- begin.x = point.x;
+ begin.X = point.X;
}
- if (point.y < begin.y)
+ if (point.Y < begin.Y)
{
- begin.y = point.y;
+ begin.Y = point.Y;
}
- if (point.z < begin.z)
+ if (point.Z < begin.Z)
{
- begin.z = point.z;
+ begin.Z = point.Z;
}
- if (point.x > end.x)
+ if (point.X > end.X)
{
- end.x = point.x;
+ end.X = point.X;
}
- if (point.y > end.y)
+ if (point.Y > end.Y)
{
- end.y = point.y;
+ end.Y = point.Y;
}
- if (point.z > end.z)
+ if (point.Z > end.Z)
{
- end.z = point.z;
+ end.Z = point.Z;
}
- return new AABB(begin, end - begin);
+ return new Aabb(begin, end - begin);
}
/// <summary>
- /// Gets the position of one of the 8 endpoints of the <see cref="AABB"/>.
+ /// Gets the position of one of the 8 endpoints of the <see cref="Aabb"/>.
/// </summary>
/// <param name="idx">Which endpoint to get.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="idx"/> is less than 0 or greater than 7.
/// </exception>
- /// <returns>An endpoint of the <see cref="AABB"/>.</returns>
+ /// <returns>An endpoint of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetEndpoint(int idx)
{
switch (idx)
{
case 0:
- return new Vector3(_position.x, _position.y, _position.z);
+ return new Vector3(_position.X, _position.Y, _position.Z);
case 1:
- return new Vector3(_position.x, _position.y, _position.z + _size.z);
+ return new Vector3(_position.X, _position.Y, _position.Z + _size.Z);
case 2:
- return new Vector3(_position.x, _position.y + _size.y, _position.z);
+ return new Vector3(_position.X, _position.Y + _size.Y, _position.Z);
case 3:
- return new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z);
+ return new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z);
case 4:
- return new Vector3(_position.x + _size.x, _position.y, _position.z);
+ return new Vector3(_position.X + _size.X, _position.Y, _position.Z);
case 5:
- return new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z);
+ return new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z);
case 6:
- return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z);
+ return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z);
case 7:
- return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z);
+ return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z);
default:
{
throw new ArgumentOutOfRangeException(nameof(idx),
@@ -169,21 +169,21 @@ namespace Godot
}
/// <summary>
- /// Returns the normalized longest axis of the <see cref="AABB"/>.
+ /// Returns the normalized longest axis of the <see cref="Aabb"/>.
/// </summary>
- /// <returns>A vector representing the normalized longest axis of the <see cref="AABB"/>.</returns>
+ /// <returns>A vector representing the normalized longest axis of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetLongestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y > maxSize)
+ if (_size.Y > maxSize)
{
axis = new Vector3(0f, 1f, 0f);
- maxSize = _size.y;
+ maxSize = _size.Y;
}
- if (_size.z > maxSize)
+ if (_size.Z > maxSize)
{
axis = new Vector3(0f, 0f, 1f);
}
@@ -192,21 +192,21 @@ namespace Godot
}
/// <summary>
- /// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="AABB"/>.
+ /// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is longest.</returns>
public readonly Vector3.Axis GetLongestAxisIndex()
{
var axis = Vector3.Axis.X;
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y > maxSize)
+ if (_size.Y > maxSize)
{
axis = Vector3.Axis.Y;
- maxSize = _size.y;
+ maxSize = _size.Y;
}
- if (_size.z > maxSize)
+ if (_size.Z > maxSize)
{
axis = Vector3.Axis.Z;
}
@@ -215,38 +215,38 @@ namespace Godot
}
/// <summary>
- /// Returns the scalar length of the longest axis of the <see cref="AABB"/>.
+ /// Returns the scalar length of the longest axis of the <see cref="Aabb"/>.
/// </summary>
- /// <returns>The scalar length of the longest axis of the <see cref="AABB"/>.</returns>
+ /// <returns>The scalar length of the longest axis of the <see cref="Aabb"/>.</returns>
public readonly real_t GetLongestAxisSize()
{
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y > maxSize)
- maxSize = _size.y;
+ if (_size.Y > maxSize)
+ maxSize = _size.Y;
- if (_size.z > maxSize)
- maxSize = _size.z;
+ if (_size.Z > maxSize)
+ maxSize = _size.Z;
return maxSize;
}
/// <summary>
- /// Returns the normalized shortest axis of the <see cref="AABB"/>.
+ /// Returns the normalized shortest axis of the <see cref="Aabb"/>.
/// </summary>
- /// <returns>A vector representing the normalized shortest axis of the <see cref="AABB"/>.</returns>
+ /// <returns>A vector representing the normalized shortest axis of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetShortestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y < maxSize)
+ if (_size.Y < maxSize)
{
axis = new Vector3(0f, 1f, 0f);
- maxSize = _size.y;
+ maxSize = _size.Y;
}
- if (_size.z < maxSize)
+ if (_size.Z < maxSize)
{
axis = new Vector3(0f, 0f, 1f);
}
@@ -255,21 +255,21 @@ namespace Godot
}
/// <summary>
- /// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="AABB"/>.
+ /// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is shortest.</returns>
public readonly Vector3.Axis GetShortestAxisIndex()
{
var axis = Vector3.Axis.X;
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y < maxSize)
+ if (_size.Y < maxSize)
{
axis = Vector3.Axis.Y;
- maxSize = _size.y;
+ maxSize = _size.Y;
}
- if (_size.z < maxSize)
+ if (_size.Z < maxSize)
{
axis = Vector3.Axis.Z;
}
@@ -278,18 +278,18 @@ namespace Godot
}
/// <summary>
- /// Returns the scalar length of the shortest axis of the <see cref="AABB"/>.
+ /// Returns the scalar length of the shortest axis of the <see cref="Aabb"/>.
/// </summary>
- /// <returns>The scalar length of the shortest axis of the <see cref="AABB"/>.</returns>
+ /// <returns>The scalar length of the shortest axis of the <see cref="Aabb"/>.</returns>
public readonly real_t GetShortestAxisSize()
{
- real_t maxSize = _size.x;
+ real_t maxSize = _size.X;
- if (_size.y < maxSize)
- maxSize = _size.y;
+ if (_size.Y < maxSize)
+ maxSize = _size.Y;
- if (_size.z < maxSize)
- maxSize = _size.z;
+ if (_size.Z < maxSize)
+ maxSize = _size.Z;
return maxSize;
}
@@ -306,99 +306,99 @@ namespace Godot
Vector3 ofs = _position + halfExtents;
return ofs + new Vector3(
- dir.x > 0f ? -halfExtents.x : halfExtents.x,
- dir.y > 0f ? -halfExtents.y : halfExtents.y,
- dir.z > 0f ? -halfExtents.z : halfExtents.z);
+ dir.X > 0f ? -halfExtents.X : halfExtents.X,
+ dir.Y > 0f ? -halfExtents.Y : halfExtents.Y,
+ dir.Z > 0f ? -halfExtents.Z : halfExtents.Z);
}
/// <summary>
- /// Returns the volume of the <see cref="AABB"/>.
+ /// Returns the volume of the <see cref="Aabb"/>.
/// </summary>
/// <returns>The volume.</returns>
public readonly real_t GetVolume()
{
- return _size.x * _size.y * _size.z;
+ return _size.X * _size.Y * _size.Z;
}
/// <summary>
- /// Returns a copy of the <see cref="AABB"/> grown a given amount of units towards all the sides.
+ /// Returns a copy of the <see cref="Aabb"/> grown a given amount of units towards all the sides.
/// </summary>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown <see cref="AABB"/>.</returns>
- public readonly AABB Grow(real_t by)
+ /// <returns>The grown <see cref="Aabb"/>.</returns>
+ public readonly Aabb Grow(real_t by)
{
- AABB res = this;
+ Aabb res = this;
- res._position.x -= by;
- res._position.y -= by;
- res._position.z -= by;
- res._size.x += 2.0f * by;
- res._size.y += 2.0f * by;
- res._size.z += 2.0f * by;
+ res._position.X -= by;
+ res._position.Y -= by;
+ res._position.Z -= by;
+ res._size.X += 2.0f * by;
+ res._size.Y += 2.0f * by;
+ res._size.Z += 2.0f * by;
return res;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/> contains a point,
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/> contains a point,
/// or <see langword="false"/> otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> contains <paramref name="point"/>.
+ /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> contains <paramref name="point"/>.
/// </returns>
public readonly bool HasPoint(Vector3 point)
{
- if (point.x < _position.x)
+ if (point.X < _position.X)
return false;
- if (point.y < _position.y)
+ if (point.Y < _position.Y)
return false;
- if (point.z < _position.z)
+ if (point.Z < _position.Z)
return false;
- if (point.x > _position.x + _size.x)
+ if (point.X > _position.X + _size.X)
return false;
- if (point.y > _position.y + _size.y)
+ if (point.Y > _position.Y + _size.Y)
return false;
- if (point.z > _position.z + _size.z)
+ if (point.Z > _position.Z + _size.Z)
return false;
return true;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/>
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/>
/// has a surface or a length, and <see langword="false"/>
- /// if the <see cref="AABB"/> is empty (all components
+ /// if the <see cref="Aabb"/> is empty (all components
/// of <see cref="Size"/> are zero or negative).
/// </summary>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has surface.
+ /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has surface.
/// </returns>
public readonly bool HasSurface()
{
- return _size.x > 0.0f || _size.y > 0.0f || _size.z > 0.0f;
+ return _size.X > 0.0f || _size.Y > 0.0f || _size.Z > 0.0f;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/> has
- /// area, and <see langword="false"/> if the <see cref="AABB"/>
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/> has
+ /// area, and <see langword="false"/> if the <see cref="Aabb"/>
/// is linear, empty, or has a negative <see cref="Size"/>.
/// See also <see cref="GetVolume"/>.
/// </summary>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has volume.
+ /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has volume.
/// </returns>
public readonly bool HasVolume()
{
- return _size.x > 0.0f && _size.y > 0.0f && _size.z > 0.0f;
+ return _size.X > 0.0f && _size.Y > 0.0f && _size.Z > 0.0f;
}
/// <summary>
- /// Returns the intersection of this <see cref="AABB"/> and <paramref name="with"/>.
+ /// Returns the intersection of this <see cref="Aabb"/> and <paramref name="with"/>.
/// </summary>
- /// <param name="with">The other <see cref="AABB"/>.</param>
- /// <returns>The clipped <see cref="AABB"/>.</returns>
- public readonly AABB Intersection(AABB with)
+ /// <param name="with">The other <see cref="Aabb"/>.</param>
+ /// <returns>The clipped <see cref="Aabb"/>.</returns>
+ public readonly Aabb Intersection(Aabb with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
@@ -407,78 +407,78 @@ namespace Godot
Vector3 min, max;
- if (srcMin.x > dstMax.x || srcMax.x < dstMin.x)
+ if (srcMin.X > dstMax.X || srcMax.X < dstMin.X)
{
- return new AABB();
+ return new Aabb();
}
- min.x = srcMin.x > dstMin.x ? srcMin.x : dstMin.x;
- max.x = srcMax.x < dstMax.x ? srcMax.x : dstMax.x;
+ min.X = srcMin.X > dstMin.X ? srcMin.X : dstMin.X;
+ max.X = srcMax.X < dstMax.X ? srcMax.X : dstMax.X;
- if (srcMin.y > dstMax.y || srcMax.y < dstMin.y)
+ if (srcMin.Y > dstMax.Y || srcMax.Y < dstMin.Y)
{
- return new AABB();
+ return new Aabb();
}
- min.y = srcMin.y > dstMin.y ? srcMin.y : dstMin.y;
- max.y = srcMax.y < dstMax.y ? srcMax.y : dstMax.y;
+ min.Y = srcMin.Y > dstMin.Y ? srcMin.Y : dstMin.Y;
+ max.Y = srcMax.Y < dstMax.Y ? srcMax.Y : dstMax.Y;
- if (srcMin.z > dstMax.z || srcMax.z < dstMin.z)
+ if (srcMin.Z > dstMax.Z || srcMax.Z < dstMin.Z)
{
- return new AABB();
+ return new Aabb();
}
- min.z = srcMin.z > dstMin.z ? srcMin.z : dstMin.z;
- max.z = srcMax.z < dstMax.z ? srcMax.z : dstMax.z;
+ min.Z = srcMin.Z > dstMin.Z ? srcMin.Z : dstMin.Z;
+ max.Z = srcMax.Z < dstMax.Z ? srcMax.Z : dstMax.Z;
- return new AABB(min, max - min);
+ return new Aabb(min, max - min);
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/> overlaps with <paramref name="with"/>
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/> overlaps with <paramref name="with"/>
/// (i.e. they have at least one point in common).
/// </summary>
- /// <param name="with">The other <see cref="AABB"/> to check for intersections with.</param>
+ /// <param name="with">The other <see cref="Aabb"/> to check for intersections with.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not they are intersecting.
/// </returns>
- public readonly bool Intersects(AABB with)
+ public readonly bool Intersects(Aabb with)
{
- if (_position.x >= with._position.x + with._size.x)
+ if (_position.X >= with._position.X + with._size.X)
return false;
- if (_position.x + _size.x <= with._position.x)
+ if (_position.X + _size.X <= with._position.X)
return false;
- if (_position.y >= with._position.y + with._size.y)
+ if (_position.Y >= with._position.Y + with._size.Y)
return false;
- if (_position.y + _size.y <= with._position.y)
+ if (_position.Y + _size.Y <= with._position.Y)
return false;
- if (_position.z >= with._position.z + with._size.z)
+ if (_position.Z >= with._position.Z + with._size.Z)
return false;
- if (_position.z + _size.z <= with._position.z)
+ if (_position.Z + _size.Z <= with._position.Z)
return false;
return true;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/> is on both sides of <paramref name="plane"/>.
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/> is on both sides of <paramref name="plane"/>.
/// </summary>
/// <param name="plane">The <see cref="Plane"/> to check for intersection.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the <see cref="Plane"/>.
+ /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the <see cref="Plane"/>.
/// </returns>
public readonly bool IntersectsPlane(Plane plane)
{
Vector3[] points =
{
- new Vector3(_position.x, _position.y, _position.z),
- new Vector3(_position.x, _position.y, _position.z + _size.z),
- new Vector3(_position.x, _position.y + _size.y, _position.z),
- new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z),
- new Vector3(_position.x + _size.x, _position.y, _position.z),
- new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z),
- new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z),
- new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z)
+ new Vector3(_position.X, _position.Y, _position.Z),
+ new Vector3(_position.X, _position.Y, _position.Z + _size.Z),
+ new Vector3(_position.X, _position.Y + _size.Y, _position.Z),
+ new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z),
+ new Vector3(_position.X + _size.X, _position.Y, _position.Z),
+ new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z),
+ new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z),
+ new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z)
};
bool over = false;
@@ -500,13 +500,13 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="AABB"/> intersects
+ /// Returns <see langword="true"/> if the <see cref="Aabb"/> intersects
/// the line segment between <paramref name="from"/> and <paramref name="to"/>.
/// </summary>
/// <param name="from">The start of the line segment.</param>
/// <param name="to">The end of the line segment.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the line segment.
+ /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the line segment.
/// </returns>
public readonly bool IntersectsSegment(Vector3 from, Vector3 to)
{
@@ -563,7 +563,7 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this <see cref="AABB"/> is finite, by calling
+ /// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
/// <see cref="Mathf.IsFinite"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
@@ -573,73 +573,73 @@ namespace Godot
}
/// <summary>
- /// Returns a larger <see cref="AABB"/> that contains this <see cref="AABB"/> and <paramref name="with"/>.
+ /// Returns a larger <see cref="Aabb"/> that contains this <see cref="Aabb"/> and <paramref name="with"/>.
/// </summary>
- /// <param name="with">The other <see cref="AABB"/>.</param>
- /// <returns>The merged <see cref="AABB"/>.</returns>
- public readonly AABB Merge(AABB with)
+ /// <param name="with">The other <see cref="Aabb"/>.</param>
+ /// <returns>The merged <see cref="Aabb"/>.</returns>
+ public readonly Aabb Merge(Aabb with)
{
Vector3 beg1 = _position;
Vector3 beg2 = with._position;
- var end1 = new Vector3(_size.x, _size.y, _size.z) + beg1;
- var end2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg2;
+ var end1 = new Vector3(_size.X, _size.Y, _size.Z) + beg1;
+ var end2 = new Vector3(with._size.X, with._size.Y, with._size.Z) + beg2;
var min = new Vector3(
- beg1.x < beg2.x ? beg1.x : beg2.x,
- beg1.y < beg2.y ? beg1.y : beg2.y,
- beg1.z < beg2.z ? beg1.z : beg2.z
+ beg1.X < beg2.X ? beg1.X : beg2.X,
+ beg1.Y < beg2.Y ? beg1.Y : beg2.Y,
+ beg1.Z < beg2.Z ? beg1.Z : beg2.Z
);
var max = new Vector3(
- end1.x > end2.x ? end1.x : end2.x,
- end1.y > end2.y ? end1.y : end2.y,
- end1.z > end2.z ? end1.z : end2.z
+ end1.X > end2.X ? end1.X : end2.X,
+ end1.Y > end2.Y ? end1.Y : end2.Y,
+ end1.Z > end2.Z ? end1.Z : end2.Z
);
- return new AABB(min, max - min);
+ return new Aabb(min, max - min);
}
/// <summary>
- /// Constructs an <see cref="AABB"/> from a position and size.
+ /// Constructs an <see cref="Aabb"/> from a position and size.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="size">The size, typically positive.</param>
- public AABB(Vector3 position, Vector3 size)
+ public Aabb(Vector3 position, Vector3 size)
{
_position = position;
_size = size;
}
/// <summary>
- /// Constructs an <see cref="AABB"/> from a <paramref name="position"/>,
+ /// Constructs an <see cref="Aabb"/> from a <paramref name="position"/>,
/// <paramref name="width"/>, <paramref name="height"/>, and <paramref name="depth"/>.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="width">The width, typically positive.</param>
/// <param name="height">The height, typically positive.</param>
/// <param name="depth">The depth, typically positive.</param>
- public AABB(Vector3 position, real_t width, real_t height, real_t depth)
+ public Aabb(Vector3 position, real_t width, real_t height, real_t depth)
{
_position = position;
_size = new Vector3(width, height, depth);
}
/// <summary>
- /// Constructs an <see cref="AABB"/> from <paramref name="x"/>,
+ /// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
/// <paramref name="y"/>, <paramref name="z"/>, and <paramref name="size"/>.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="z">The position's Z coordinate.</param>
/// <param name="size">The size, typically positive.</param>
- public AABB(real_t x, real_t y, real_t z, Vector3 size)
+ public Aabb(real_t x, real_t y, real_t z, Vector3 size)
{
_position = new Vector3(x, y, z);
_size = size;
}
/// <summary>
- /// Constructs an <see cref="AABB"/> from <paramref name="x"/>,
+ /// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
/// <paramref name="y"/>, <paramref name="z"/>, <paramref name="width"/>,
/// <paramref name="height"/>, and <paramref name="depth"/>.
/// </summary>
@@ -649,7 +649,7 @@ namespace Godot
/// <param name="width">The width, typically positive.</param>
/// <param name="height">The height, typically positive.</param>
/// <param name="depth">The depth, typically positive.</param>
- public AABB(real_t x, real_t y, real_t z, real_t width, real_t height, real_t depth)
+ public Aabb(real_t x, real_t y, real_t z, real_t width, real_t height, real_t depth)
{
_position = new Vector3(x, y, z);
_size = new Vector3(width, height, depth);
@@ -663,7 +663,7 @@ namespace Godot
/// <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)
+ public static bool operator ==(Aabb left, Aabb right)
{
return left.Equals(right);
}
@@ -676,7 +676,7 @@ namespace Godot
/// <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)
+ public static bool operator !=(Aabb left, Aabb right)
{
return !left.Equals(right);
}
@@ -691,7 +691,7 @@ namespace Godot
/// <returns>Whether or not the AABB and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
- return obj is AABB other && Equals(other);
+ return obj is Aabb other && Equals(other);
}
/// <summary>
@@ -701,7 +701,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other AABB.</param>
/// <returns>Whether or not the AABBs are exactly equal.</returns>
- public readonly bool Equals(AABB other)
+ public readonly bool Equals(Aabb other)
{
return _position == other._position && _size == other._size;
}
@@ -712,13 +712,13 @@ namespace Godot
/// </summary>
/// <param name="other">The other AABB to compare.</param>
/// <returns>Whether or not the AABBs structures are approximately equal.</returns>
- public readonly bool IsEqualApprox(AABB other)
+ public readonly bool IsEqualApprox(Aabb other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size);
}
/// <summary>
- /// Serves as the hash function for <see cref="AABB"/>.
+ /// Serves as the hash function for <see cref="Aabb"/>.
/// </summary>
/// <returns>A hash code for this AABB.</returns>
public override readonly int GetHashCode()
@@ -727,7 +727,7 @@ namespace Godot
}
/// <summary>
- /// Converts this <see cref="AABB"/> to a string.
+ /// Converts this <see cref="Aabb"/> to a string.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public override readonly string ToString()
@@ -736,7 +736,7 @@ namespace Godot
}
/// <summary>
- /// Converts this <see cref="AABB"/> to a string with the given <paramref name="format"/>.
+ /// Converts this <see cref="Aabb"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public readonly string ToString(string format)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
index df306e5244..469238db4d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
@@ -99,7 +99,7 @@ namespace Godot.Collections
this[i] = array[i];
}
- public Array(Span<RID> array) : this()
+ public Array(Span<Rid> array) : this()
{
if (array == null)
throw new ArgumentNullException(nameof(array));
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs
new file mode 100644
index 0000000000..b19427f60d
--- /dev/null
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs
@@ -0,0 +1,24 @@
+using System;
+
+namespace Godot
+{
+ /// <summary>
+ /// Attribute that specifies the engine class name when it's not the same
+ /// as the generated C# class name. This allows introspection code to find
+ /// the name associated with the class. If the attribute is not present,
+ /// the C# class name can be used instead.
+ /// </summary>
+ [AttributeUsage(AttributeTargets.Class)]
+ public class GodotClassNameAttribute : Attribute
+ {
+ /// <summary>
+ /// Original engine class name.
+ /// </summary>
+ public string Name { get; }
+
+ public GodotClassNameAttribute(string name)
+ {
+ Name = name;
+ }
+ }
+}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttribute.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs
index 02a38d310e..6a73d6f70c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttribute.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs
@@ -5,16 +5,16 @@ namespace Godot
/// <summary>
/// Attribute that changes the RPC mode for the annotated <c>method</c> to the given <see cref="Mode"/>,
/// optionally specifying the <see cref="TransferMode"/> and <see cref="TransferChannel"/> (on supported peers).
- /// See <see cref="MultiplayerAPI.RPCMode"/> and <see cref="MultiplayerPeer.TransferModeEnum"/>.
+ /// See <see cref="MultiplayerApi.RpcMode"/> and <see cref="MultiplayerPeer.TransferModeEnum"/>.
/// By default, methods are not exposed to networking (and RPCs).
/// </summary>
[AttributeUsage(AttributeTargets.Method, AllowMultiple = false)]
- public sealed class RPCAttribute : Attribute
+ public sealed class RpcAttribute : Attribute
{
/// <summary>
/// RPC mode for the annotated method.
/// </summary>
- public MultiplayerAPI.RPCMode Mode { get; } = MultiplayerAPI.RPCMode.Disabled;
+ public MultiplayerApi.RpcMode Mode { get; } = MultiplayerApi.RpcMode.Disabled;
/// <summary>
/// If the method will also be called locally; otherwise, it is only called remotely.
@@ -32,10 +32,10 @@ namespace Godot
public int TransferChannel { get; init; } = 0;
/// <summary>
- /// Constructs a <see cref="RPCAttribute"/> instance.
+ /// Constructs a <see cref="RpcAttribute"/> instance.
/// </summary>
/// <param name="mode">The RPC mode to use.</param>
- public RPCAttribute(MultiplayerAPI.RPCMode mode = MultiplayerAPI.RPCMode.Authority)
+ public RpcAttribute(MultiplayerApi.RpcMode mode = MultiplayerApi.RpcMode.Authority)
{
Mode = mode;
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 2b139a78bd..ca963cbf4f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -27,7 +27,7 @@ namespace Godot
/// The basis matrix's X vector (column 0).
/// </summary>
/// <value>Equivalent to <see cref="Column0"/> and array index <c>[0]</c>.</value>
- public Vector3 x
+ public Vector3 X
{
readonly get => Column0;
set => Column0 = value;
@@ -37,7 +37,7 @@ namespace Godot
/// The basis matrix's Y vector (column 1).
/// </summary>
/// <value>Equivalent to <see cref="Column1"/> and array index <c>[1]</c>.</value>
- public Vector3 y
+ public Vector3 Y
{
readonly get => Column1;
set => Column1 = value;
@@ -47,7 +47,7 @@ namespace Godot
/// The basis matrix's Z vector (column 2).
/// </summary>
/// <value>Equivalent to <see cref="Column2"/> and array index <c>[2]</c>.</value>
- public Vector3 z
+ public Vector3 Z
{
readonly get => Column2;
set => Column2 = value;
@@ -77,45 +77,45 @@ namespace Godot
/// <summary>
/// Column 0 of the basis matrix (the X vector).
/// </summary>
- /// <value>Equivalent to <see cref="x"/> and array index <c>[0]</c>.</value>
+ /// <value>Equivalent to <see cref="X"/> and array index <c>[0]</c>.</value>
public Vector3 Column0
{
- readonly get => new Vector3(Row0.x, Row1.x, Row2.x);
+ readonly get => new Vector3(Row0.X, Row1.X, Row2.X);
set
{
- Row0.x = value.x;
- Row1.x = value.y;
- Row2.x = value.z;
+ Row0.X = value.X;
+ Row1.X = value.Y;
+ Row2.X = value.Z;
}
}
/// <summary>
/// Column 1 of the basis matrix (the Y vector).
/// </summary>
- /// <value>Equivalent to <see cref="y"/> and array index <c>[1]</c>.</value>
+ /// <value>Equivalent to <see cref="Y"/> and array index <c>[1]</c>.</value>
public Vector3 Column1
{
- readonly get => new Vector3(Row0.y, Row1.y, Row2.y);
+ readonly get => new Vector3(Row0.Y, Row1.Y, Row2.Y);
set
{
- Row0.y = value.x;
- Row1.y = value.y;
- Row2.y = value.z;
+ Row0.Y = value.X;
+ Row1.Y = value.Y;
+ Row2.Y = value.Z;
}
}
/// <summary>
/// Column 2 of the basis matrix (the Z vector).
/// </summary>
- /// <value>Equivalent to <see cref="z"/> and array index <c>[2]</c>.</value>
+ /// <value>Equivalent to <see cref="Z"/> and array index <c>[2]</c>.</value>
public Vector3 Column2
{
- readonly get => new Vector3(Row0.z, Row1.z, Row2.z);
+ readonly get => new Vector3(Row0.Z, Row1.Z, Row2.Z);
set
{
- Row0.z = value.x;
- Row1.z = value.y;
- Row2.z = value.z;
+ Row0.Z = value.X;
+ Row1.Z = value.Y;
+ Row2.Z = value.Z;
}
}
@@ -213,9 +213,9 @@ namespace Godot
private void SetDiagonal(Vector3 diagonal)
{
- Row0 = new Vector3(diagonal.x, 0, 0);
- Row1 = new Vector3(0, diagonal.y, 0);
- Row2 = new Vector3(0, 0, diagonal.z);
+ Row0 = new Vector3(diagonal.X, 0, 0);
+ Row1 = new Vector3(0, diagonal.Y, 0);
+ Row2 = new Vector3(0, 0, diagonal.Z);
}
/// <summary>
@@ -270,29 +270,29 @@ namespace Godot
if (Row1[0] == 0 && Row0[1] == 0 && Row1[2] == 0 && Row2[1] == 0 && Row1[1] == 1)
{
// return the simplest form (human friendlier in editor and scripts)
- euler.x = 0;
- euler.y = Mathf.Atan2(Row0[2], Row0[0]);
- euler.z = 0;
+ euler.X = 0;
+ euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+ euler.Z = 0;
}
else
{
- euler.x = Mathf.Atan2(-Row1[2], Row2[2]);
- euler.y = Mathf.Asin(sy);
- euler.z = Mathf.Atan2(-Row0[1], Row0[0]);
+ euler.X = Mathf.Atan2(-Row1[2], Row2[2]);
+ euler.Y = Mathf.Asin(sy);
+ euler.Z = Mathf.Atan2(-Row0[1], Row0[0]);
}
}
else
{
- euler.x = Mathf.Atan2(Row2[1], Row1[1]);
- euler.y = -Mathf.Tau / 4.0f;
- euler.z = 0.0f;
+ euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+ euler.Y = -Mathf.Tau / 4.0f;
+ euler.Z = 0.0f;
}
}
else
{
- euler.x = Mathf.Atan2(Row2[1], Row1[1]);
- euler.y = Mathf.Tau / 4.0f;
- euler.z = 0.0f;
+ euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+ euler.Y = Mathf.Tau / 4.0f;
+ euler.Z = 0.0f;
}
return euler;
}
@@ -310,24 +310,24 @@ namespace Godot
{
if (sz > -(1.0f - Mathf.Epsilon))
{
- euler.x = Mathf.Atan2(Row2[1], Row1[1]);
- euler.y = Mathf.Atan2(Row0[2], Row0[0]);
- euler.z = Mathf.Asin(-sz);
+ euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+ euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+ euler.Z = Mathf.Asin(-sz);
}
else
{
// It's -1
- euler.x = -Mathf.Atan2(Row1[2], Row2[2]);
- euler.y = 0.0f;
- euler.z = Mathf.Tau / 4.0f;
+ euler.X = -Mathf.Atan2(Row1[2], Row2[2]);
+ euler.Y = 0.0f;
+ euler.Z = Mathf.Tau / 4.0f;
}
}
else
{
// It's 1
- euler.x = -Mathf.Atan2(Row1[2], Row2[2]);
- euler.y = 0.0f;
- euler.z = -Mathf.Tau / 4.0f;
+ euler.X = -Mathf.Atan2(Row1[2], Row2[2]);
+ euler.Y = 0.0f;
+ euler.Z = -Mathf.Tau / 4.0f;
}
return euler;
}
@@ -349,29 +349,29 @@ namespace Godot
if (Row1[0] == 0 && Row0[1] == 0 && Row0[2] == 0 && Row2[0] == 0 && Row0[0] == 1)
{
// return the simplest form (human friendlier in editor and scripts)
- euler.x = Mathf.Atan2(-m12, Row1[1]);
- euler.y = 0;
- euler.z = 0;
+ euler.X = Mathf.Atan2(-m12, Row1[1]);
+ euler.Y = 0;
+ euler.Z = 0;
}
else
{
- euler.x = Mathf.Asin(-m12);
- euler.y = Mathf.Atan2(Row0[2], Row2[2]);
- euler.z = Mathf.Atan2(Row1[0], Row1[1]);
+ euler.X = Mathf.Asin(-m12);
+ euler.Y = Mathf.Atan2(Row0[2], Row2[2]);
+ euler.Z = Mathf.Atan2(Row1[0], Row1[1]);
}
}
else
{ // m12 == -1
- euler.x = Mathf.Tau / 4.0f;
- euler.y = Mathf.Atan2(Row0[1], Row0[0]);
- euler.z = 0;
+ euler.X = Mathf.Tau / 4.0f;
+ euler.Y = Mathf.Atan2(Row0[1], Row0[0]);
+ euler.Z = 0;
}
}
else
{ // m12 == 1
- euler.x = -Mathf.Tau / 4.0f;
- euler.y = -Mathf.Atan2(Row0[1], Row0[0]);
- euler.z = 0;
+ euler.X = -Mathf.Tau / 4.0f;
+ euler.Y = -Mathf.Atan2(Row0[1], Row0[0]);
+ euler.Z = 0;
}
return euler;
@@ -390,24 +390,24 @@ namespace Godot
{
if (sz > -(1.0f - Mathf.Epsilon))
{
- euler.x = Mathf.Atan2(-Row1[2], Row1[1]);
- euler.y = Mathf.Atan2(-Row2[0], Row0[0]);
- euler.z = Mathf.Asin(sz);
+ euler.X = Mathf.Atan2(-Row1[2], Row1[1]);
+ euler.Y = Mathf.Atan2(-Row2[0], Row0[0]);
+ euler.Z = Mathf.Asin(sz);
}
else
{
// It's -1
- euler.x = Mathf.Atan2(Row2[1], Row2[2]);
- euler.y = 0.0f;
- euler.z = -Mathf.Tau / 4.0f;
+ euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+ euler.Y = 0.0f;
+ euler.Z = -Mathf.Tau / 4.0f;
}
}
else
{
// It's 1
- euler.x = Mathf.Atan2(Row2[1], Row2[2]);
- euler.y = 0.0f;
- euler.z = Mathf.Tau / 4.0f;
+ euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+ euler.Y = 0.0f;
+ euler.Z = Mathf.Tau / 4.0f;
}
return euler;
}
@@ -425,24 +425,24 @@ namespace Godot
{
if (sx > -(1.0f - Mathf.Epsilon))
{
- euler.x = Mathf.Asin(sx);
- euler.y = Mathf.Atan2(-Row2[0], Row2[2]);
- euler.z = Mathf.Atan2(-Row0[1], Row1[1]);
+ euler.X = Mathf.Asin(sx);
+ euler.Y = Mathf.Atan2(-Row2[0], Row2[2]);
+ euler.Z = Mathf.Atan2(-Row0[1], Row1[1]);
}
else
{
// It's -1
- euler.x = -Mathf.Tau / 4.0f;
- euler.y = Mathf.Atan2(Row0[2], Row0[0]);
- euler.z = 0;
+ euler.X = -Mathf.Tau / 4.0f;
+ euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+ euler.Z = 0;
}
}
else
{
// It's 1
- euler.x = Mathf.Tau / 4.0f;
- euler.y = Mathf.Atan2(Row0[2], Row0[0]);
- euler.z = 0;
+ euler.X = Mathf.Tau / 4.0f;
+ euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+ euler.Z = 0;
}
return euler;
}
@@ -460,24 +460,24 @@ namespace Godot
{
if (sy > -(1.0f - Mathf.Epsilon))
{
- euler.x = Mathf.Atan2(Row2[1], Row2[2]);
- euler.y = Mathf.Asin(-sy);
- euler.z = Mathf.Atan2(Row1[0], Row0[0]);
+ euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+ euler.Y = Mathf.Asin(-sy);
+ euler.Z = Mathf.Atan2(Row1[0], Row0[0]);
}
else
{
// It's -1
- euler.x = 0;
- euler.y = Mathf.Tau / 4.0f;
- euler.z = -Mathf.Atan2(Row0[1], Row1[1]);
+ euler.X = 0;
+ euler.Y = Mathf.Tau / 4.0f;
+ euler.Z = -Mathf.Atan2(Row0[1], Row1[1]);
}
}
else
{
// It's 1
- euler.x = 0;
- euler.y = -Mathf.Tau / 4.0f;
- euler.z = -Mathf.Atan2(Row0[1], Row1[1]);
+ euler.X = 0;
+ euler.Y = -Mathf.Tau / 4.0f;
+ euler.Z = -Mathf.Atan2(Row0[1], Row1[1]);
}
return euler;
}
@@ -653,9 +653,9 @@ namespace Godot
public readonly Basis Scaled(Vector3 scale)
{
Basis b = this;
- b.Row0 *= scale.x;
- b.Row1 *= scale.y;
- b.Row2 *= scale.z;
+ b.Row0 *= scale.X;
+ b.Row1 *= scale.Y;
+ b.Row2 *= scale.Z;
return b;
}
@@ -792,18 +792,18 @@ namespace Godot
{
real_t s = 2.0f / quaternion.LengthSquared();
- real_t xs = quaternion.x * s;
- real_t ys = quaternion.y * s;
- real_t zs = quaternion.z * s;
- real_t wx = quaternion.w * xs;
- real_t wy = quaternion.w * ys;
- real_t wz = quaternion.w * zs;
- real_t xx = quaternion.x * xs;
- real_t xy = quaternion.x * ys;
- real_t xz = quaternion.x * zs;
- real_t yy = quaternion.y * ys;
- real_t yz = quaternion.y * zs;
- real_t zz = quaternion.z * zs;
+ real_t xs = quaternion.X * s;
+ real_t ys = quaternion.Y * s;
+ real_t zs = quaternion.Z * s;
+ real_t wx = quaternion.W * xs;
+ real_t wy = quaternion.W * ys;
+ real_t wz = quaternion.W * zs;
+ real_t xx = quaternion.X * xs;
+ real_t xy = quaternion.X * ys;
+ real_t xz = quaternion.X * zs;
+ real_t yy = quaternion.Y * ys;
+ real_t yz = quaternion.Y * zs;
+ real_t zz = quaternion.Z * zs;
Row0 = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
Row1 = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
@@ -818,29 +818,29 @@ namespace Godot
/// <param name="angle">The angle to rotate, in radians.</param>
public Basis(Vector3 axis, real_t angle)
{
- Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
+ Vector3 axisSq = new Vector3(axis.X * axis.X, axis.Y * axis.Y, axis.Z * axis.Z);
(real_t sin, real_t cos) = Mathf.SinCos(angle);
- Row0.x = axisSq.x + cos * (1.0f - axisSq.x);
- Row1.y = axisSq.y + cos * (1.0f - axisSq.y);
- Row2.z = axisSq.z + cos * (1.0f - axisSq.z);
+ Row0.X = axisSq.X + cos * (1.0f - axisSq.X);
+ Row1.Y = axisSq.Y + cos * (1.0f - axisSq.Y);
+ Row2.Z = axisSq.Z + cos * (1.0f - axisSq.Z);
real_t t = 1.0f - cos;
- real_t xyzt = axis.x * axis.y * t;
- real_t zyxs = axis.z * sin;
- Row0.y = xyzt - zyxs;
- Row1.x = xyzt + zyxs;
+ real_t xyzt = axis.X * axis.Y * t;
+ real_t zyxs = axis.Z * sin;
+ Row0.Y = xyzt - zyxs;
+ Row1.X = xyzt + zyxs;
- xyzt = axis.x * axis.z * t;
- zyxs = axis.y * sin;
- Row0.z = xyzt + zyxs;
- Row2.x = xyzt - zyxs;
+ xyzt = axis.X * axis.Z * t;
+ zyxs = axis.Y * sin;
+ Row0.Z = xyzt + zyxs;
+ Row2.X = xyzt - zyxs;
- xyzt = axis.y * axis.z * t;
- zyxs = axis.x * sin;
- Row1.z = xyzt - zyxs;
- Row2.y = xyzt + zyxs;
+ xyzt = axis.Y * axis.Z * t;
+ zyxs = axis.X * sin;
+ Row1.Z = xyzt - zyxs;
+ Row2.Y = xyzt + zyxs;
}
/// <summary>
@@ -851,9 +851,9 @@ namespace Godot
/// <param name="column2">The Z vector, or Column2.</param>
public Basis(Vector3 column0, Vector3 column1, Vector3 column2)
{
- Row0 = new Vector3(column0.x, column1.x, column2.x);
- Row1 = new Vector3(column0.y, column1.y, column2.y);
- Row2 = new Vector3(column0.z, column1.z, column2.z);
+ Row0 = new Vector3(column0.X, column1.X, column2.X);
+ Row1 = new Vector3(column0.Y, column1.Y, column2.Y);
+ Row2 = new Vector3(column0.Z, column1.Z, column2.Z);
// Same as:
// Column0 = column0;
// Column1 = column1;
@@ -863,17 +863,17 @@ namespace Godot
/// <summary>
/// Constructs a transformation matrix from the given components.
- /// Arguments are named such that xy is equal to calling <c>x.y</c>.
+ /// Arguments are named such that xy is equal to calling <c>X.Y</c>.
/// </summary>
- /// <param name="xx">The X component of the X column vector, accessed via <c>b.x.x</c> or <c>[0][0]</c>.</param>
- /// <param name="yx">The X component of the Y column vector, accessed via <c>b.y.x</c> or <c>[1][0]</c>.</param>
- /// <param name="zx">The X component of the Z column vector, accessed via <c>b.z.x</c> or <c>[2][0]</c>.</param>
- /// <param name="xy">The Y component of the X column vector, accessed via <c>b.x.y</c> or <c>[0][1]</c>.</param>
- /// <param name="yy">The Y component of the Y column vector, accessed via <c>b.y.y</c> or <c>[1][1]</c>.</param>
- /// <param name="zy">The Y component of the Z column vector, accessed via <c>b.y.y</c> or <c>[2][1]</c>.</param>
- /// <param name="xz">The Z component of the X column vector, accessed via <c>b.x.y</c> or <c>[0][2]</c>.</param>
- /// <param name="yz">The Z component of the Y column vector, accessed via <c>b.y.y</c> or <c>[1][2]</c>.</param>
- /// <param name="zz">The Z component of the Z column vector, accessed via <c>b.y.y</c> or <c>[2][2]</c>.</param>
+ /// <param name="xx">The X component of the X column vector, accessed via <c>b.X.X</c> or <c>[0][0]</c>.</param>
+ /// <param name="yx">The X component of the Y column vector, accessed via <c>b.Y.X</c> or <c>[1][0]</c>.</param>
+ /// <param name="zx">The X component of the Z column vector, accessed via <c>b.Z.X</c> or <c>[2][0]</c>.</param>
+ /// <param name="xy">The Y component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][1]</c>.</param>
+ /// <param name="yy">The Y component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][1]</c>.</param>
+ /// <param name="zy">The Y component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][1]</c>.</param>
+ /// <param name="xz">The Z component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][2]</c>.</param>
+ /// <param name="yz">The Z component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][2]</c>.</param>
+ /// <param name="zz">The Z component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][2]</c>.</param>
public Basis(real_t xx, real_t yx, real_t zx, real_t xy, real_t yy, real_t zy, real_t xz, real_t yz, real_t zz)
{
Row0 = new Vector3(xx, yx, zx);
@@ -888,7 +888,7 @@ namespace Godot
/// <param name="order">The order to compose the Euler angles.</param>
public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.Yxz)
{
- (real_t sin, real_t cos) = Mathf.SinCos(euler.x);
+ (real_t sin, real_t cos) = Mathf.SinCos(euler.X);
Basis xmat = new Basis
(
new Vector3(1, 0, 0),
@@ -896,7 +896,7 @@ namespace Godot
new Vector3(0, -sin, cos)
);
- (sin, cos) = Mathf.SinCos(euler.y);
+ (sin, cos) = Mathf.SinCos(euler.Y);
Basis ymat = new Basis
(
new Vector3(cos, 0, -sin),
@@ -904,7 +904,7 @@ namespace Godot
new Vector3(sin, 0, cos)
);
- (sin, cos) = Mathf.SinCos(euler.z);
+ (sin, cos) = Mathf.SinCos(euler.Z);
Basis zmat = new Basis
(
new Vector3(cos, sin, 0),
@@ -941,9 +941,9 @@ namespace Godot
public static Basis FromScale(Vector3 scale)
{
return new Basis(
- scale.x, 0, 0,
- 0, scale.y, 0,
- 0, 0, scale.z
+ scale.X, 0, 0,
+ 0, scale.Y, 0,
+ 0, 0, scale.Z
);
}
@@ -994,9 +994,9 @@ namespace Godot
{
return new Vector3
(
- basis.Row0[0] * vector.x + basis.Row1[0] * vector.y + basis.Row2[0] * vector.z,
- basis.Row0[1] * vector.x + basis.Row1[1] * vector.y + basis.Row2[1] * vector.z,
- basis.Row0[2] * vector.x + basis.Row1[2] * vector.y + basis.Row2[2] * vector.z
+ basis.Row0[0] * vector.X + basis.Row1[0] * vector.Y + basis.Row2[0] * vector.Z,
+ basis.Row0[1] * vector.X + basis.Row1[1] * vector.Y + basis.Row2[1] * vector.Z,
+ basis.Row0[2] * vector.X + basis.Row1[2] * vector.Y + basis.Row2[2] * vector.Z
);
}
@@ -1077,7 +1077,7 @@ namespace Godot
/// <returns>A string representation of this basis.</returns>
public override readonly string ToString()
{
- return $"[X: {x}, Y: {y}, Z: {z}]";
+ return $"[X: {X}, Y: {Y}, Z: {Z}]";
}
/// <summary>
@@ -1086,7 +1086,7 @@ namespace Godot
/// <returns>A string representation of this basis.</returns>
public readonly string ToString(string format)
{
- return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, Z: {z.ToString(format)}]";
+ return $"[X: {X.ToString(format)}, Y: {Y.ToString(format)}, Z: {Z.ToString(format)}]";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs
index 6d20f95007..47feb1902f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs
@@ -48,7 +48,7 @@ public sealed class GodotSerializationInfo : IDisposable
{
_signalEvents[name] = serializedData;
}
- else if (OS.IsStdoutVerbose())
+ else if (OS.IsStdOutVerbose())
{
Console.WriteLine($"Failed to serialize event signal delegate: {name}");
}
@@ -72,7 +72,7 @@ public sealed class GodotSerializationInfo : IDisposable
return true;
}
- else if (OS.IsStdoutVerbose())
+ else if (OS.IsStdOutVerbose())
{
Console.WriteLine($"Failed to deserialize event signal delegate: {name}");
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
index dafa83431b..feb08bee0d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
@@ -650,7 +650,7 @@ namespace Godot.Bridge
continue;
var rpcAttr = method.GetCustomAttributes(inherit: false)
- .OfType<RPCAttribute>().FirstOrDefault();
+ .OfType<RpcAttribute>().FirstOrDefault();
if (rpcAttr == null)
continue;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
index 6a7863112a..555811bab2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
@@ -21,97 +21,97 @@ namespace Godot
/// <summary>
/// The color's red component, typically on the range of 0 to 1.
/// </summary>
- public float r;
+ public float R;
/// <summary>
/// The color's green component, typically on the range of 0 to 1.
/// </summary>
- public float g;
+ public float G;
/// <summary>
/// The color's blue component, typically on the range of 0 to 1.
/// </summary>
- public float b;
+ public float B;
/// <summary>
/// The color's alpha (transparency) component, typically on the range of 0 to 1.
/// </summary>
- public float a;
+ public float A;
/// <summary>
- /// Wrapper for <see cref="r"/> that uses the range 0 to 255 instead of 0 to 1.
+ /// Wrapper for <see cref="R"/> that uses the range 0 to 255 instead of 0 to 1.
/// </summary>
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
- public int r8
+ public int R8
{
readonly get
{
- return (int)Math.Round(r * 255.0f);
+ return (int)Math.Round(R * 255.0f);
}
set
{
- r = value / 255.0f;
+ R = value / 255.0f;
}
}
/// <summary>
- /// Wrapper for <see cref="g"/> that uses the range 0 to 255 instead of 0 to 1.
+ /// Wrapper for <see cref="G"/> that uses the range 0 to 255 instead of 0 to 1.
/// </summary>
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
- public int g8
+ public int G8
{
readonly get
{
- return (int)Math.Round(g * 255.0f);
+ return (int)Math.Round(G * 255.0f);
}
set
{
- g = value / 255.0f;
+ G = value / 255.0f;
}
}
/// <summary>
- /// Wrapper for <see cref="b"/> that uses the range 0 to 255 instead of 0 to 1.
+ /// Wrapper for <see cref="B"/> that uses the range 0 to 255 instead of 0 to 1.
/// </summary>
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
- public int b8
+ public int B8
{
readonly get
{
- return (int)Math.Round(b * 255.0f);
+ return (int)Math.Round(B * 255.0f);
}
set
{
- b = value / 255.0f;
+ B = value / 255.0f;
}
}
/// <summary>
- /// Wrapper for <see cref="a"/> that uses the range 0 to 255 instead of 0 to 1.
+ /// Wrapper for <see cref="A"/> that uses the range 0 to 255 instead of 0 to 1.
/// </summary>
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
- public int a8
+ public int A8
{
readonly get
{
- return (int)Math.Round(a * 255.0f);
+ return (int)Math.Round(A * 255.0f);
}
set
{
- a = value / 255.0f;
+ A = value / 255.0f;
}
}
/// <summary>
/// The HSV hue of this color, on the range 0 to 1.
/// </summary>
- /// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHSV"/>.</value>
- public float h
+ /// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHsv"/>.</value>
+ public float H
{
readonly get
{
- float max = Math.Max(r, Math.Max(g, b));
- float min = Math.Min(r, Math.Min(g, b));
+ float max = Math.Max(R, Math.Max(G, B));
+ float min = Math.Min(R, Math.Min(G, B));
float delta = max - min;
@@ -122,17 +122,17 @@ namespace Godot
float h;
- if (r == max)
+ if (R == max)
{
- h = (g - b) / delta; // Between yellow & magenta
+ h = (G - B) / delta; // Between yellow & magenta
}
- else if (g == max)
+ else if (G == max)
{
- h = 2 + ((b - r) / delta); // Between cyan & yellow
+ h = 2 + ((B - R) / delta); // Between cyan & yellow
}
else
{
- h = 4 + ((r - g) / delta); // Between magenta & cyan
+ h = 4 + ((R - G) / delta); // Between magenta & cyan
}
h /= 6.0f;
@@ -146,20 +146,20 @@ namespace Godot
}
set
{
- this = FromHSV(value, s, v, a);
+ this = FromHsv(value, S, V, A);
}
}
/// <summary>
/// The HSV saturation of this color, on the range 0 to 1.
/// </summary>
- /// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHSV"/>.</value>
- public float s
+ /// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHsv"/>.</value>
+ public float S
{
readonly get
{
- float max = Math.Max(r, Math.Max(g, b));
- float min = Math.Min(r, Math.Min(g, b));
+ float max = Math.Max(R, Math.Max(G, B));
+ float min = Math.Min(R, Math.Min(G, B));
float delta = max - min;
@@ -167,23 +167,23 @@ namespace Godot
}
set
{
- this = FromHSV(h, value, v, a);
+ this = FromHsv(H, value, V, A);
}
}
/// <summary>
/// The HSV value (brightness) of this color, on the range 0 to 1.
/// </summary>
- /// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHSV"/>.</value>
- public float v
+ /// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHsv"/>.</value>
+ public float V
{
readonly get
{
- return Math.Max(r, Math.Max(g, b));
+ return Math.Max(R, Math.Max(G, B));
}
set
{
- this = FromHSV(h, s, value, a);
+ this = FromHsv(H, S, value, A);
}
}
@@ -197,17 +197,17 @@ namespace Godot
/// </summary>
public readonly float Luminance
{
- get { return 0.2126f * r + 0.7152f * g + 0.0722f * b; }
+ get { return 0.2126f * R + 0.7152f * G + 0.0722f * B; }
}
/// <summary>
/// Access color components using their index.
/// </summary>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="r"/>,
- /// <c>[1]</c> is equivalent to <see cref="g"/>,
- /// <c>[2]</c> is equivalent to <see cref="b"/>,
- /// <c>[3]</c> is equivalent to <see cref="a"/>.
+ /// <c>[0]</c> is equivalent to <see cref="R"/>,
+ /// <c>[1]</c> is equivalent to <see cref="G"/>,
+ /// <c>[2]</c> is equivalent to <see cref="B"/>,
+ /// <c>[3]</c> is equivalent to <see cref="A"/>.
/// </value>
public float this[int index]
{
@@ -216,13 +216,13 @@ namespace Godot
switch (index)
{
case 0:
- return r;
+ return R;
case 1:
- return g;
+ return G;
case 2:
- return b;
+ return B;
case 3:
- return a;
+ return A;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -232,16 +232,16 @@ namespace Godot
switch (index)
{
case 0:
- r = value;
+ R = value;
return;
case 1:
- g = value;
+ G = value;
return;
case 2:
- b = value;
+ B = value;
return;
case 3:
- a = value;
+ A = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -260,17 +260,17 @@ namespace Godot
{
Color res;
- float sa = 1.0f - over.a;
- res.a = (a * sa) + over.a;
+ float sa = 1.0f - over.A;
+ res.A = (A * sa) + over.A;
- if (res.a == 0)
+ if (res.A == 0)
{
return new Color(0, 0, 0, 0);
}
- res.r = ((r * a * sa) + (over.r * over.a)) / res.a;
- res.g = ((g * a * sa) + (over.g * over.a)) / res.a;
- res.b = ((b * a * sa) + (over.b * over.a)) / res.a;
+ res.R = ((R * A * sa) + (over.R * over.A)) / res.A;
+ res.G = ((G * A * sa) + (over.G * over.A)) / res.A;
+ res.B = ((B * A * sa) + (over.B * over.A)) / res.A;
return res;
}
@@ -289,10 +289,10 @@ namespace Godot
Color maximum = max ?? new Color(1, 1, 1, 1);
return new Color
(
- (float)Mathf.Clamp(r, minimum.r, maximum.r),
- (float)Mathf.Clamp(g, minimum.g, maximum.g),
- (float)Mathf.Clamp(b, minimum.b, maximum.b),
- (float)Mathf.Clamp(a, minimum.a, maximum.a)
+ (float)Mathf.Clamp(R, minimum.R, maximum.R),
+ (float)Mathf.Clamp(G, minimum.G, maximum.G),
+ (float)Mathf.Clamp(B, minimum.B, maximum.B),
+ (float)Mathf.Clamp(A, minimum.A, maximum.A)
);
}
@@ -305,9 +305,9 @@ namespace Godot
public readonly Color Darkened(float amount)
{
Color res = this;
- res.r *= 1.0f - amount;
- res.g *= 1.0f - amount;
- res.b *= 1.0f - amount;
+ res.R *= 1.0f - amount;
+ res.G *= 1.0f - amount;
+ res.B *= 1.0f - amount;
return res;
}
@@ -318,10 +318,10 @@ namespace Godot
public readonly Color Inverted()
{
return new Color(
- 1.0f - r,
- 1.0f - g,
- 1.0f - b,
- a
+ 1.0f - R,
+ 1.0f - G,
+ 1.0f - B,
+ A
);
}
@@ -334,9 +334,9 @@ namespace Godot
public readonly Color Lightened(float amount)
{
Color res = this;
- res.r += (1.0f - res.r) * amount;
- res.g += (1.0f - res.g) * amount;
- res.b += (1.0f - res.b) * amount;
+ res.R += (1.0f - res.R) * amount;
+ res.G += (1.0f - res.G) * amount;
+ res.B += (1.0f - res.B) * amount;
return res;
}
@@ -351,10 +351,10 @@ namespace Godot
{
return new Color
(
- (float)Mathf.Lerp(r, to.r, weight),
- (float)Mathf.Lerp(g, to.g, weight),
- (float)Mathf.Lerp(b, to.b, weight),
- (float)Mathf.Lerp(a, to.a, weight)
+ (float)Mathf.Lerp(R, to.R, weight),
+ (float)Mathf.Lerp(G, to.G, weight),
+ (float)Mathf.Lerp(B, to.B, weight),
+ (float)Mathf.Lerp(A, to.A, weight)
);
}
@@ -367,9 +367,9 @@ namespace Godot
public readonly Color LinearToSrgb()
{
return new Color(
- r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * (float)Mathf.Pow(r, 1.0f / 2.4f) - 0.055f,
- g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * (float)Mathf.Pow(g, 1.0f / 2.4f) - 0.055f,
- b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * (float)Mathf.Pow(b, 1.0f / 2.4f) - 0.055f, a);
+ R < 0.0031308f ? 12.92f * R : (1.0f + 0.055f) * (float)Mathf.Pow(R, 1.0f / 2.4f) - 0.055f,
+ G < 0.0031308f ? 12.92f * G : (1.0f + 0.055f) * (float)Mathf.Pow(G, 1.0f / 2.4f) - 0.055f,
+ B < 0.0031308f ? 12.92f * B : (1.0f + 0.055f) * (float)Mathf.Pow(B, 1.0f / 2.4f) - 0.055f, A);
}
/// <summary>
@@ -381,10 +381,10 @@ namespace Godot
public readonly Color SrgbToLinear()
{
return new Color(
- r < 0.04045f ? r * (1.0f / 12.92f) : (float)Mathf.Pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
- g < 0.04045f ? g * (1.0f / 12.92f) : (float)Mathf.Pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
- b < 0.04045f ? b * (1.0f / 12.92f) : (float)Mathf.Pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
- a);
+ R < 0.04045f ? R * (1.0f / 12.92f) : (float)Mathf.Pow((R + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+ G < 0.04045f ? G * (1.0f / 12.92f) : (float)Mathf.Pow((G + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+ B < 0.04045f ? B * (1.0f / 12.92f) : (float)Mathf.Pow((B + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+ A);
}
/// <summary>
@@ -395,13 +395,13 @@ namespace Godot
/// <returns>A <see langword="uint"/> representing this color in ABGR32 format.</returns>
public readonly uint ToAbgr32()
{
- uint c = (byte)Math.Round(a * 255);
+ uint c = (byte)Math.Round(A * 255);
c <<= 8;
- c |= (byte)Math.Round(b * 255);
+ c |= (byte)Math.Round(B * 255);
c <<= 8;
- c |= (byte)Math.Round(g * 255);
+ c |= (byte)Math.Round(G * 255);
c <<= 8;
- c |= (byte)Math.Round(r * 255);
+ c |= (byte)Math.Round(R * 255);
return c;
}
@@ -414,13 +414,13 @@ namespace Godot
/// <returns>A <see langword="ulong"/> representing this color in ABGR64 format.</returns>
public readonly ulong ToAbgr64()
{
- ulong c = (ushort)Math.Round(a * 65535);
+ ulong c = (ushort)Math.Round(A * 65535);
c <<= 16;
- c |= (ushort)Math.Round(b * 65535);
+ c |= (ushort)Math.Round(B * 65535);
c <<= 16;
- c |= (ushort)Math.Round(g * 65535);
+ c |= (ushort)Math.Round(G * 65535);
c <<= 16;
- c |= (ushort)Math.Round(r * 65535);
+ c |= (ushort)Math.Round(R * 65535);
return c;
}
@@ -433,13 +433,13 @@ namespace Godot
/// <returns>A <see langword="uint"/> representing this color in ARGB32 format.</returns>
public readonly uint ToArgb32()
{
- uint c = (byte)Math.Round(a * 255);
+ uint c = (byte)Math.Round(A * 255);
c <<= 8;
- c |= (byte)Math.Round(r * 255);
+ c |= (byte)Math.Round(R * 255);
c <<= 8;
- c |= (byte)Math.Round(g * 255);
+ c |= (byte)Math.Round(G * 255);
c <<= 8;
- c |= (byte)Math.Round(b * 255);
+ c |= (byte)Math.Round(B * 255);
return c;
}
@@ -452,13 +452,13 @@ namespace Godot
/// <returns>A <see langword="ulong"/> representing this color in ARGB64 format.</returns>
public readonly ulong ToArgb64()
{
- ulong c = (ushort)Math.Round(a * 65535);
+ ulong c = (ushort)Math.Round(A * 65535);
c <<= 16;
- c |= (ushort)Math.Round(r * 65535);
+ c |= (ushort)Math.Round(R * 65535);
c <<= 16;
- c |= (ushort)Math.Round(g * 65535);
+ c |= (ushort)Math.Round(G * 65535);
c <<= 16;
- c |= (ushort)Math.Round(b * 65535);
+ c |= (ushort)Math.Round(B * 65535);
return c;
}
@@ -471,13 +471,13 @@ namespace Godot
/// <returns>A <see langword="uint"/> representing this color in RGBA32 format.</returns>
public readonly uint ToRgba32()
{
- uint c = (byte)Math.Round(r * 255);
+ uint c = (byte)Math.Round(R * 255);
c <<= 8;
- c |= (byte)Math.Round(g * 255);
+ c |= (byte)Math.Round(G * 255);
c <<= 8;
- c |= (byte)Math.Round(b * 255);
+ c |= (byte)Math.Round(B * 255);
c <<= 8;
- c |= (byte)Math.Round(a * 255);
+ c |= (byte)Math.Round(A * 255);
return c;
}
@@ -490,13 +490,13 @@ namespace Godot
/// <returns>A <see langword="ulong"/> representing this color in RGBA64 format.</returns>
public readonly ulong ToRgba64()
{
- ulong c = (ushort)Math.Round(r * 65535);
+ ulong c = (ushort)Math.Round(R * 65535);
c <<= 16;
- c |= (ushort)Math.Round(g * 65535);
+ c |= (ushort)Math.Round(G * 65535);
c <<= 16;
- c |= (ushort)Math.Round(b * 65535);
+ c |= (ushort)Math.Round(B * 65535);
c <<= 16;
- c |= (ushort)Math.Round(a * 65535);
+ c |= (ushort)Math.Round(A * 65535);
return c;
}
@@ -508,17 +508,17 @@ namespace Godot
/// Whether or not to include alpha. If <see langword="false"/>, the color is RGB instead of RGBA.
/// </param>
/// <returns>A string for the HTML hexadecimal representation of this color.</returns>
- public readonly string ToHTML(bool includeAlpha = true)
+ public readonly string ToHtml(bool includeAlpha = true)
{
string txt = string.Empty;
- txt += ToHex32(r);
- txt += ToHex32(g);
- txt += ToHex32(b);
+ txt += ToHex32(R);
+ txt += ToHex32(G);
+ txt += ToHex32(B);
if (includeAlpha)
{
- txt += ToHex32(a);
+ txt += ToHex32(A);
}
return txt;
@@ -533,10 +533,10 @@ namespace Godot
/// <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
public Color(float r, float g, float b, float a = 1.0f)
{
- this.r = r;
- this.g = g;
- this.b = b;
- this.a = a;
+ R = r;
+ G = g;
+ B = b;
+ A = a;
}
/// <summary>
@@ -546,10 +546,10 @@ namespace Godot
/// <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
public Color(Color c, float a = 1.0f)
{
- r = c.r;
- g = c.g;
- b = c.b;
- this.a = a;
+ R = c.R;
+ G = c.G;
+ B = c.B;
+ A = a;
}
/// <summary>
@@ -559,13 +559,13 @@ namespace Godot
/// <param name="rgba">The <see langword="uint"/> representing the color.</param>
public Color(uint rgba)
{
- a = (rgba & 0xFF) / 255.0f;
+ A = (rgba & 0xFF) / 255.0f;
rgba >>= 8;
- b = (rgba & 0xFF) / 255.0f;
+ B = (rgba & 0xFF) / 255.0f;
rgba >>= 8;
- g = (rgba & 0xFF) / 255.0f;
+ G = (rgba & 0xFF) / 255.0f;
rgba >>= 8;
- r = (rgba & 0xFF) / 255.0f;
+ R = (rgba & 0xFF) / 255.0f;
}
/// <summary>
@@ -575,13 +575,13 @@ namespace Godot
/// <param name="rgba">The <see langword="ulong"/> representing the color.</param>
public Color(ulong rgba)
{
- a = (rgba & 0xFFFF) / 65535.0f;
+ A = (rgba & 0xFFFF) / 65535.0f;
rgba >>= 16;
- b = (rgba & 0xFFFF) / 65535.0f;
+ B = (rgba & 0xFFFF) / 65535.0f;
rgba >>= 16;
- g = (rgba & 0xFFFF) / 65535.0f;
+ G = (rgba & 0xFFFF) / 65535.0f;
rgba >>= 16;
- r = (rgba & 0xFFFF) / 65535.0f;
+ R = (rgba & 0xFFFF) / 65535.0f;
}
/// <summary>
@@ -598,7 +598,7 @@ namespace Godot
{
if (HtmlIsValid(code))
{
- this = FromHTML(code);
+ this = FromHtml(code);
}
else
{
@@ -616,7 +616,7 @@ namespace Godot
public Color(string code, float alpha)
{
this = new Color(code);
- a = alpha;
+ A = alpha;
}
/// <summary>
@@ -626,15 +626,15 @@ namespace Godot
/// <exception name="ArgumentOutOfRangeException">
/// <paramref name="rgba"/> color code is invalid.
/// </exception>
- public static Color FromHTML(ReadOnlySpan<char> rgba)
+ public static Color FromHtml(ReadOnlySpan<char> rgba)
{
Color c;
if (rgba.Length == 0)
{
- c.r = 0f;
- c.g = 0f;
- c.b = 0f;
- c.a = 1.0f;
+ c.R = 0f;
+ c.G = 0f;
+ c.B = 0f;
+ c.A = 1.0f;
return c;
}
@@ -670,44 +670,44 @@ namespace Godot
$"Invalid color code. Length is {rgba.Length}, but a length of 6 or 8 is expected: {rgba}");
}
- c.a = 1.0f;
+ c.A = 1.0f;
if (isShorthand)
{
- c.r = ParseCol4(rgba, 0) / 15f;
- c.g = ParseCol4(rgba, 1) / 15f;
- c.b = ParseCol4(rgba, 2) / 15f;
+ c.R = ParseCol4(rgba, 0) / 15f;
+ c.G = ParseCol4(rgba, 1) / 15f;
+ c.B = ParseCol4(rgba, 2) / 15f;
if (alpha)
{
- c.a = ParseCol4(rgba, 3) / 15f;
+ c.A = ParseCol4(rgba, 3) / 15f;
}
}
else
{
- c.r = ParseCol8(rgba, 0) / 255f;
- c.g = ParseCol8(rgba, 2) / 255f;
- c.b = ParseCol8(rgba, 4) / 255f;
+ c.R = ParseCol8(rgba, 0) / 255f;
+ c.G = ParseCol8(rgba, 2) / 255f;
+ c.B = ParseCol8(rgba, 4) / 255f;
if (alpha)
{
- c.a = ParseCol8(rgba, 6) / 255f;
+ c.A = ParseCol8(rgba, 6) / 255f;
}
}
- if (c.r < 0)
+ if (c.R < 0)
{
throw new ArgumentOutOfRangeException($"Invalid color code. Red part is not valid hexadecimal: {rgba}");
}
- if (c.g < 0)
+ if (c.G < 0)
{
throw new ArgumentOutOfRangeException($"Invalid color code. Green part is not valid hexadecimal: {rgba}");
}
- if (c.b < 0)
+ if (c.B < 0)
{
throw new ArgumentOutOfRangeException($"Invalid color code. Blue part is not valid hexadecimal: {rgba}");
}
- if (c.a < 0)
+ if (c.A < 0)
{
throw new ArgumentOutOfRangeException($"Invalid color code. Alpha part is not valid hexadecimal: {rgba}");
}
@@ -793,7 +793,7 @@ namespace Godot
/// <param name="value">The HSV value (brightness), typically on the range of 0 to 1.</param>
/// <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
/// <returns>The constructed color.</returns>
- public static Color FromHSV(float hue, float saturation, float value, float alpha = 1.0f)
+ public static Color FromHsv(float hue, float saturation, float value, float alpha = 1.0f)
{
if (saturation == 0)
{
@@ -837,10 +837,10 @@ namespace Godot
/// <param name="hue">Output parameter for the HSV hue.</param>
/// <param name="saturation">Output parameter for the HSV saturation.</param>
/// <param name="value">Output parameter for the HSV value.</param>
- public readonly void ToHSV(out float hue, out float saturation, out float value)
+ public readonly void ToHsv(out float hue, out float saturation, out float value)
{
- float max = (float)Mathf.Max(r, Mathf.Max(g, b));
- float min = (float)Mathf.Min(r, Mathf.Min(g, b));
+ float max = (float)Mathf.Max(R, Mathf.Max(G, B));
+ float min = (float)Mathf.Min(R, Mathf.Min(G, B));
float delta = max - min;
@@ -850,17 +850,17 @@ namespace Godot
}
else
{
- if (r == max)
+ if (R == max)
{
- hue = (g - b) / delta; // Between yellow & magenta
+ hue = (G - B) / delta; // Between yellow & magenta
}
- else if (g == max)
+ else if (G == max)
{
- hue = 2 + ((b - r) / delta); // Between cyan & yellow
+ hue = 2 + ((B - R) / delta); // Between cyan & yellow
}
else
{
- hue = 4 + ((r - g) / delta); // Between magenta & cyan
+ hue = 4 + ((R - G) / delta); // Between magenta & cyan
}
hue /= 6.0f;
@@ -950,7 +950,7 @@ namespace Godot
{
if (HtmlIsValid(str))
{
- return FromHTML(str);
+ return FromHtml(str);
}
else
{
@@ -1012,10 +1012,10 @@ namespace Godot
/// <returns>The added color.</returns>
public static Color operator +(Color left, Color right)
{
- left.r += right.r;
- left.g += right.g;
- left.b += right.b;
- left.a += right.a;
+ left.R += right.R;
+ left.G += right.G;
+ left.B += right.B;
+ left.A += right.A;
return left;
}
@@ -1028,17 +1028,17 @@ namespace Godot
/// <returns>The subtracted color.</returns>
public static Color operator -(Color left, Color right)
{
- left.r -= right.r;
- left.g -= right.g;
- left.b -= right.b;
- left.a -= right.a;
+ left.R -= right.R;
+ left.G -= right.G;
+ left.B -= right.B;
+ left.A -= right.A;
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>.
+ /// <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>
@@ -1056,10 +1056,10 @@ namespace Godot
/// <returns>The multiplied color.</returns>
public static Color operator *(Color color, float scale)
{
- color.r *= scale;
- color.g *= scale;
- color.b *= scale;
- color.a *= scale;
+ color.R *= scale;
+ color.G *= scale;
+ color.B *= scale;
+ color.A *= scale;
return color;
}
@@ -1072,10 +1072,10 @@ namespace Godot
/// <returns>The multiplied color.</returns>
public static Color operator *(float scale, Color color)
{
- color.r *= scale;
- color.g *= scale;
- color.b *= scale;
- color.a *= scale;
+ color.R *= scale;
+ color.G *= scale;
+ color.B *= scale;
+ color.A *= scale;
return color;
}
@@ -1088,10 +1088,10 @@ namespace Godot
/// <returns>The multiplied color.</returns>
public static Color operator *(Color left, Color right)
{
- left.r *= right.r;
- left.g *= right.g;
- left.b *= right.b;
- left.a *= right.a;
+ left.R *= right.R;
+ left.G *= right.G;
+ left.B *= right.B;
+ left.A *= right.A;
return left;
}
@@ -1104,10 +1104,10 @@ namespace Godot
/// <returns>The divided color.</returns>
public static Color operator /(Color color, float scale)
{
- color.r /= scale;
- color.g /= scale;
- color.b /= scale;
- color.a /= scale;
+ color.R /= scale;
+ color.G /= scale;
+ color.B /= scale;
+ color.A /= scale;
return color;
}
@@ -1120,10 +1120,10 @@ namespace Godot
/// <returns>The divided color.</returns>
public static Color operator /(Color left, Color right)
{
- left.r /= right.r;
- left.g /= right.g;
- left.b /= right.b;
- left.a /= right.a;
+ left.R /= right.R;
+ left.G /= right.G;
+ left.B /= right.B;
+ left.A /= right.A;
return left;
}
@@ -1167,19 +1167,19 @@ namespace Godot
/// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Color left, Color right)
{
- if (left.r == right.r)
+ if (left.R == right.R)
{
- if (left.g == right.g)
+ if (left.G == right.G)
{
- if (left.b == right.b)
+ if (left.B == right.B)
{
- return left.a < right.a;
+ return left.A < right.A;
}
- return left.b < right.b;
+ return left.B < right.B;
}
- return left.g < right.g;
+ return left.G < right.G;
}
- return left.r < right.r;
+ return left.R < right.R;
}
/// <summary>
@@ -1196,19 +1196,19 @@ namespace Godot
/// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Color left, Color right)
{
- if (left.r == right.r)
+ if (left.R == right.R)
{
- if (left.g == right.g)
+ if (left.G == right.G)
{
- if (left.b == right.b)
+ if (left.B == right.B)
{
- return left.a > right.a;
+ return left.A > right.A;
}
- return left.b > right.b;
+ return left.B > right.B;
}
- return left.g > right.g;
+ return left.G > right.G;
}
- return left.r > right.r;
+ return left.R > right.R;
}
/// <summary>
@@ -1225,19 +1225,19 @@ namespace Godot
/// <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.R == right.R)
{
- if (left.g == right.g)
+ if (left.G == right.G)
{
- if (left.b == right.b)
+ if (left.B == right.B)
{
- return left.a <= right.a;
+ return left.A <= right.A;
}
- return left.b < right.b;
+ return left.B < right.B;
}
- return left.g < right.g;
+ return left.G < right.G;
}
- return left.r < right.r;
+ return left.R < right.R;
}
/// <summary>
@@ -1254,19 +1254,19 @@ namespace Godot
/// <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.R == right.R)
{
- if (left.g == right.g)
+ if (left.G == right.G)
{
- if (left.b == right.b)
+ if (left.B == right.B)
{
- return left.a >= right.a;
+ return left.A >= right.A;
}
- return left.b > right.b;
+ return left.B > right.B;
}
- return left.g > right.g;
+ return left.G > right.G;
}
- return left.r > right.r;
+ return left.R > right.R;
}
/// <summary>
@@ -1288,7 +1288,7 @@ namespace Godot
/// <returns>Whether or not the colors are equal.</returns>
public readonly bool Equals(Color other)
{
- return r == other.r && g == other.g && b == other.b && a == other.a;
+ return R == other.R && G == other.G && B == other.B && A == other.A;
}
/// <summary>
@@ -1299,7 +1299,7 @@ namespace Godot
/// <returns>Whether or not the colors are approximately equal.</returns>
public readonly bool IsEqualApprox(Color other)
{
- return Mathf.IsEqualApprox(r, other.r) && Mathf.IsEqualApprox(g, other.g) && Mathf.IsEqualApprox(b, other.b) && Mathf.IsEqualApprox(a, other.a);
+ return Mathf.IsEqualApprox(R, other.R) && Mathf.IsEqualApprox(G, other.G) && Mathf.IsEqualApprox(B, other.B) && Mathf.IsEqualApprox(A, other.A);
}
/// <summary>
@@ -1308,7 +1308,7 @@ namespace Godot
/// <returns>A hash code for this color.</returns>
public override readonly int GetHashCode()
{
- return r.GetHashCode() ^ g.GetHashCode() ^ b.GetHashCode() ^ a.GetHashCode();
+ return R.GetHashCode() ^ G.GetHashCode() ^ B.GetHashCode() ^ A.GetHashCode();
}
/// <summary>
@@ -1317,7 +1317,7 @@ namespace Godot
/// <returns>A string representation of this color.</returns>
public override readonly string ToString()
{
- return $"({r}, {g}, {b}, {a})";
+ return $"({R}, {G}, {B}, {A})";
}
/// <summary>
@@ -1326,7 +1326,7 @@ namespace Godot
/// <returns>A string representation of this color.</returns>
public readonly string ToString(string format)
{
- return $"({r.ToString(format)}, {g.ToString(format)}, {b.ToString(format)}, {a.ToString(format)})";
+ return $"({R.ToString(format)}, {G.ToString(format)}, {B.ToString(format)}, {A.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
index 0f97149130..43bb5c5598 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
@@ -581,31 +581,31 @@ namespace Godot
return VariantUtils.CreateFrom(@double);
case Vector2 vector2:
return VariantUtils.CreateFrom(vector2);
- case Vector2i vector2I:
+ case Vector2I vector2I:
return VariantUtils.CreateFrom(vector2I);
case Rect2 rect2:
return VariantUtils.CreateFrom(rect2);
- case Rect2i rect2I:
+ case Rect2I rect2I:
return VariantUtils.CreateFrom(rect2I);
case Transform2D transform2D:
return VariantUtils.CreateFrom(transform2D);
case Vector3 vector3:
return VariantUtils.CreateFrom(vector3);
- case Vector3i vector3I:
+ case Vector3I vector3I:
return VariantUtils.CreateFrom(vector3I);
case Vector4 vector4:
return VariantUtils.CreateFrom(vector4);
- case Vector4i vector4I:
+ case Vector4I vector4I:
return VariantUtils.CreateFrom(vector4I);
case Basis basis:
return VariantUtils.CreateFrom(basis);
case Quaternion quaternion:
return VariantUtils.CreateFrom(quaternion);
- case Transform3D transform3d:
- return VariantUtils.CreateFrom(transform3d);
+ case Transform3D transform3D:
+ return VariantUtils.CreateFrom(transform3D);
case Projection projection:
return VariantUtils.CreateFrom(projection);
- case AABB aabb:
+ case Aabb aabb:
return VariantUtils.CreateFrom(aabb);
case Color color:
return VariantUtils.CreateFrom(color);
@@ -639,7 +639,7 @@ namespace Godot
return VariantUtils.CreateFrom(stringNameArray);
case NodePath[] nodePathArray:
return VariantUtils.CreateFrom(nodePathArray);
- case RID[] ridArray:
+ case Rid[] ridArray:
return VariantUtils.CreateFrom(ridArray);
case Godot.Object[] godotObjectArray:
return VariantUtils.CreateFrom(godotObjectArray);
@@ -647,7 +647,7 @@ namespace Godot
return VariantUtils.CreateFrom(stringName);
case NodePath nodePath:
return VariantUtils.CreateFrom(nodePath);
- case RID rid:
+ case Rid rid:
return VariantUtils.CreateFrom(rid);
case Collections.Dictionary godotDictionary:
return VariantUtils.CreateFrom(godotDictionary);
@@ -690,18 +690,18 @@ namespace Godot
[typeof(float)] = (in godot_variant variant) => VariantUtils.ConvertTo<float>(variant),
[typeof(double)] = (in godot_variant variant) => VariantUtils.ConvertTo<double>(variant),
[typeof(Vector2)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2>(variant),
- [typeof(Vector2i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2i>(variant),
+ [typeof(Vector2I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2I>(variant),
[typeof(Rect2)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2>(variant),
- [typeof(Rect2i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2i>(variant),
+ [typeof(Rect2I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2I>(variant),
[typeof(Transform2D)] = (in godot_variant variant) => VariantUtils.ConvertTo<Transform2D>(variant),
[typeof(Vector3)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3>(variant),
- [typeof(Vector3i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3i>(variant),
+ [typeof(Vector3I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3I>(variant),
[typeof(Basis)] = (in godot_variant variant) => VariantUtils.ConvertTo<Basis>(variant),
[typeof(Quaternion)] = (in godot_variant variant) => VariantUtils.ConvertTo<Quaternion>(variant),
[typeof(Transform3D)] = (in godot_variant variant) => VariantUtils.ConvertTo<Transform3D>(variant),
[typeof(Vector4)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4>(variant),
- [typeof(Vector4i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4i>(variant),
- [typeof(AABB)] = (in godot_variant variant) => VariantUtils.ConvertTo<AABB>(variant),
+ [typeof(Vector4I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4I>(variant),
+ [typeof(Aabb)] = (in godot_variant variant) => VariantUtils.ConvertTo<Aabb>(variant),
[typeof(Color)] = (in godot_variant variant) => VariantUtils.ConvertTo<Color>(variant),
[typeof(Plane)] = (in godot_variant variant) => VariantUtils.ConvertTo<Plane>(variant),
[typeof(Callable)] = (in godot_variant variant) => VariantUtils.ConvertTo<Callable>(variant),
@@ -719,10 +719,10 @@ namespace Godot
[typeof(StringName[])] =
(in godot_variant variant) => VariantUtils.ConvertTo<StringName[]>(variant),
[typeof(NodePath[])] = (in godot_variant variant) => VariantUtils.ConvertTo<NodePath[]>(variant),
- [typeof(RID[])] = (in godot_variant variant) => VariantUtils.ConvertTo<RID[]>(variant),
+ [typeof(Rid[])] = (in godot_variant variant) => VariantUtils.ConvertTo<Rid[]>(variant),
[typeof(StringName)] = (in godot_variant variant) => VariantUtils.ConvertTo<StringName>(variant),
[typeof(NodePath)] = (in godot_variant variant) => VariantUtils.ConvertTo<NodePath>(variant),
- [typeof(RID)] = (in godot_variant variant) => VariantUtils.ConvertTo<RID>(variant),
+ [typeof(Rid)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rid>(variant),
[typeof(Godot.Collections.Dictionary)] = (in godot_variant variant) =>
VariantUtils.ConvertTo<Godot.Collections.Dictionary>(variant),
[typeof(Godot.Collections.Array)] =
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs
index 421b588560..bdefb3c2c5 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs
@@ -28,7 +28,7 @@ namespace Godot
try
{
- isStdoutVerbose = OS.IsStdoutVerbose();
+ isStdoutVerbose = OS.IsStdOutVerbose();
}
catch (ObjectDisposedException)
{
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs
index aa9e2cb8eb..c295e500de 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs
@@ -126,10 +126,10 @@ namespace Godot.NativeInterop
[FieldOffset(0)] public godot_bool _bool;
[FieldOffset(0)] public long _int;
[FieldOffset(0)] public double _float;
- [FieldOffset(0)] public Transform2D* _transform2D;
- [FieldOffset(0)] public AABB* _aabb;
+ [FieldOffset(0)] public Transform2D* _transform2d;
+ [FieldOffset(0)] public Aabb* _aabb;
[FieldOffset(0)] public Basis* _basis;
- [FieldOffset(0)] public Transform3D* _transform3D;
+ [FieldOffset(0)] public Transform3D* _transform3d;
[FieldOffset(0)] public Projection* _projection;
[FieldOffset(0)] private godot_variant_data_mem _mem;
@@ -137,18 +137,18 @@ namespace Godot.NativeInterop
[FieldOffset(0)] public godot_string_name _m_string_name;
[FieldOffset(0)] public godot_string _m_string;
[FieldOffset(0)] public Vector4 _m_vector4;
- [FieldOffset(0)] public Vector4i _m_vector4i;
+ [FieldOffset(0)] public Vector4I _m_vector4i;
[FieldOffset(0)] public Vector3 _m_vector3;
- [FieldOffset(0)] public Vector3i _m_vector3i;
+ [FieldOffset(0)] public Vector3I _m_vector3i;
[FieldOffset(0)] public Vector2 _m_vector2;
- [FieldOffset(0)] public Vector2i _m_vector2i;
+ [FieldOffset(0)] public Vector2I _m_vector2i;
[FieldOffset(0)] public Rect2 _m_rect2;
- [FieldOffset(0)] public Rect2i _m_rect2i;
+ [FieldOffset(0)] public Rect2I _m_rect2i;
[FieldOffset(0)] public Plane _m_plane;
[FieldOffset(0)] public Quaternion _m_quaternion;
[FieldOffset(0)] public Color _m_color;
[FieldOffset(0)] public godot_node_path _m_node_path;
- [FieldOffset(0)] public RID _m_rid;
+ [FieldOffset(0)] public Rid _m_rid;
[FieldOffset(0)] public godot_variant_obj_data _m_obj_data;
[FieldOffset(0)] public godot_callable _m_callable;
[FieldOffset(0)] public godot_signal _m_signal;
@@ -211,10 +211,10 @@ namespace Godot.NativeInterop
public readonly unsafe Transform2D* Transform2D
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- get => _data._transform2D;
+ get => _data._transform2d;
}
- public readonly unsafe AABB* AABB
+ public readonly unsafe Aabb* Aabb
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => _data._aabb;
@@ -229,7 +229,7 @@ namespace Godot.NativeInterop
public readonly unsafe Transform3D* Transform3D
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- get => _data._transform3D;
+ get => _data._transform3d;
}
public readonly unsafe Projection* Projection
@@ -262,7 +262,7 @@ namespace Godot.NativeInterop
set => _data._m_vector4 = value;
}
- public Vector4i Vector4i
+ public Vector4I Vector4I
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
readonly get => _data._m_vector4i;
@@ -278,7 +278,7 @@ namespace Godot.NativeInterop
set => _data._m_vector3 = value;
}
- public Vector3i Vector3i
+ public Vector3I Vector3I
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
readonly get => _data._m_vector3i;
@@ -294,7 +294,7 @@ namespace Godot.NativeInterop
set => _data._m_vector2 = value;
}
- public Vector2i Vector2i
+ public Vector2I Vector2I
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
readonly get => _data._m_vector2i;
@@ -310,7 +310,7 @@ namespace Godot.NativeInterop
set => _data._m_rect2 = value;
}
- public Rect2i Rect2i
+ public Rect2I Rect2I
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
readonly get => _data._m_rect2i;
@@ -350,7 +350,7 @@ namespace Godot.NativeInterop
set => _data._m_node_path = value;
}
- public RID RID
+ public Rid Rid
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
readonly get => _data._m_rid;
@@ -405,13 +405,13 @@ namespace Godot.NativeInterop
case Variant.Type.Int:
case Variant.Type.Float:
case Variant.Type.Vector2:
- case Variant.Type.Vector2i:
+ case Variant.Type.Vector2I:
case Variant.Type.Rect2:
- case Variant.Type.Rect2i:
+ case Variant.Type.Rect2I:
case Variant.Type.Vector3:
- case Variant.Type.Vector3i:
+ case Variant.Type.Vector3I:
case Variant.Type.Vector4:
- case Variant.Type.Vector4i:
+ case Variant.Type.Vector4I:
case Variant.Type.Plane:
case Variant.Type.Quaternion:
case Variant.Type.Color:
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
index 11e600ca0b..f79ad2c0ed 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
@@ -51,29 +51,29 @@ namespace Godot.NativeInterop
if (type == typeof(Vector2))
return Variant.Type.Vector2;
- if (type == typeof(Vector2i))
- return Variant.Type.Vector2i;
+ if (type == typeof(Vector2I))
+ return Variant.Type.Vector2I;
if (type == typeof(Rect2))
return Variant.Type.Rect2;
- if (type == typeof(Rect2i))
- return Variant.Type.Rect2i;
+ if (type == typeof(Rect2I))
+ return Variant.Type.Rect2I;
if (type == typeof(Transform2D))
- return Variant.Type.Transform2d;
+ return Variant.Type.Transform2D;
if (type == typeof(Vector3))
return Variant.Type.Vector3;
- if (type == typeof(Vector3i))
- return Variant.Type.Vector3i;
+ if (type == typeof(Vector3I))
+ return Variant.Type.Vector3I;
if (type == typeof(Vector4))
return Variant.Type.Vector4;
- if (type == typeof(Vector4i))
- return Variant.Type.Vector4i;
+ if (type == typeof(Vector4I))
+ return Variant.Type.Vector4I;
if (type == typeof(Basis))
return Variant.Type.Basis;
@@ -82,12 +82,12 @@ namespace Godot.NativeInterop
return Variant.Type.Quaternion;
if (type == typeof(Transform3D))
- return Variant.Type.Transform3d;
+ return Variant.Type.Transform3D;
if (type == typeof(Projection))
return Variant.Type.Projection;
- if (type == typeof(AABB))
+ if (type == typeof(Aabb))
return Variant.Type.Aabb;
if (type == typeof(Color))
@@ -140,7 +140,7 @@ namespace Godot.NativeInterop
if (type == typeof(NodePath[]))
return Variant.Type.Array;
- if (type == typeof(RID[]))
+ if (type == typeof(Rid[]))
return Variant.Type.Array;
if (typeof(Godot.Object[]).IsAssignableFrom(type))
@@ -176,7 +176,7 @@ namespace Godot.NativeInterop
if (typeof(NodePath) == type)
return Variant.Type.NodePath;
- if (typeof(RID) == type)
+ if (typeof(Rid) == type)
return Variant.Type.Rid;
if (typeof(Collections.Dictionary) == type)
@@ -361,16 +361,16 @@ namespace Godot.NativeInterop
return ret;
}
- internal static RID[] ConvertNativeGodotArrayToSystemArrayOfRID(in godot_array p_array)
+ internal static Rid[] ConvertNativeGodotArrayToSystemArrayOfRid(in godot_array p_array)
{
var array = Collections.Array.CreateTakingOwnershipOfDisposableValue(
NativeFuncs.godotsharp_array_new_copy(p_array));
int length = array.Count;
- var ret = new RID[length];
+ var ret = new Rid[length];
for (int i = 0; i < length; i++)
- ret[i] = array[i].AsRID();
+ ret[i] = array[i].AsRid();
return ret;
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
index 66c94166ae..d116284e1c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
@@ -184,7 +184,7 @@ namespace Godot.NativeInterop
public static partial void godotsharp_variant_new_projection(out godot_variant r_dest, in Projection p_proj);
- public static partial void godotsharp_variant_new_aabb(out godot_variant r_dest, in AABB p_aabb);
+ public static partial void godotsharp_variant_new_aabb(out godot_variant r_dest, in Aabb p_aabb);
public static partial void godotsharp_variant_new_dictionary(out godot_variant r_dest,
in godot_dictionary p_dict);
@@ -228,27 +228,27 @@ namespace Godot.NativeInterop
public static partial Vector2 godotsharp_variant_as_vector2(in godot_variant p_self);
- public static partial Vector2i godotsharp_variant_as_vector2i(in godot_variant p_self);
+ public static partial Vector2I godotsharp_variant_as_vector2i(in godot_variant p_self);
public static partial Rect2 godotsharp_variant_as_rect2(in godot_variant p_self);
- public static partial Rect2i godotsharp_variant_as_rect2i(in godot_variant p_self);
+ public static partial Rect2I godotsharp_variant_as_rect2i(in godot_variant p_self);
public static partial Vector3 godotsharp_variant_as_vector3(in godot_variant p_self);
- public static partial Vector3i godotsharp_variant_as_vector3i(in godot_variant p_self);
+ public static partial Vector3I godotsharp_variant_as_vector3i(in godot_variant p_self);
public static partial Transform2D godotsharp_variant_as_transform2d(in godot_variant p_self);
public static partial Vector4 godotsharp_variant_as_vector4(in godot_variant p_self);
- public static partial Vector4i godotsharp_variant_as_vector4i(in godot_variant p_self);
+ public static partial Vector4I godotsharp_variant_as_vector4i(in godot_variant p_self);
public static partial Plane godotsharp_variant_as_plane(in godot_variant p_self);
public static partial Quaternion godotsharp_variant_as_quaternion(in godot_variant p_self);
- public static partial AABB godotsharp_variant_as_aabb(in godot_variant p_self);
+ public static partial Aabb godotsharp_variant_as_aabb(in godot_variant p_self);
public static partial Basis godotsharp_variant_as_basis(in godot_variant p_self);
@@ -262,7 +262,7 @@ namespace Godot.NativeInterop
public static partial godot_node_path godotsharp_variant_as_node_path(in godot_variant p_self);
- public static partial RID godotsharp_variant_as_rid(in godot_variant p_self);
+ public static partial Rid godotsharp_variant_as_rid(in godot_variant p_self);
public static partial godot_callable godotsharp_variant_as_callable(in godot_variant p_self);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs
index 9f0b55431b..44ec16dca9 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs
@@ -18,20 +18,20 @@ namespace Godot.NativeInterop
return new godot_variant() { Float = src.Float, Type = Variant.Type.Float };
case Variant.Type.Vector2:
return new godot_variant() { Vector2 = src.Vector2, Type = Variant.Type.Vector2 };
- case Variant.Type.Vector2i:
- return new godot_variant() { Vector2i = src.Vector2i, Type = Variant.Type.Vector2i };
+ case Variant.Type.Vector2I:
+ return new godot_variant() { Vector2I = src.Vector2I, Type = Variant.Type.Vector2I };
case Variant.Type.Rect2:
return new godot_variant() { Rect2 = src.Rect2, Type = Variant.Type.Rect2 };
- case Variant.Type.Rect2i:
- return new godot_variant() { Rect2i = src.Rect2i, Type = Variant.Type.Rect2i };
+ case Variant.Type.Rect2I:
+ return new godot_variant() { Rect2I = src.Rect2I, Type = Variant.Type.Rect2I };
case Variant.Type.Vector3:
return new godot_variant() { Vector3 = src.Vector3, Type = Variant.Type.Vector3 };
- case Variant.Type.Vector3i:
- return new godot_variant() { Vector3i = src.Vector3i, Type = Variant.Type.Vector3i };
+ case Variant.Type.Vector3I:
+ return new godot_variant() { Vector3I = src.Vector3I, Type = Variant.Type.Vector3I };
case Variant.Type.Vector4:
return new godot_variant() { Vector4 = src.Vector4, Type = Variant.Type.Vector4 };
- case Variant.Type.Vector4i:
- return new godot_variant() { Vector4i = src.Vector4i, Type = Variant.Type.Vector4i };
+ case Variant.Type.Vector4I:
+ return new godot_variant() { Vector4I = src.Vector4I, Type = Variant.Type.Vector4I };
case Variant.Type.Plane:
return new godot_variant() { Plane = src.Plane, Type = Variant.Type.Plane };
case Variant.Type.Quaternion:
@@ -39,7 +39,7 @@ namespace Godot.NativeInterop
case Variant.Type.Color:
return new godot_variant() { Color = src.Color, Type = Variant.Type.Color };
case Variant.Type.Rid:
- return new godot_variant() { RID = src.RID, Type = Variant.Type.Rid };
+ return new godot_variant() { Rid = src.Rid, Type = Variant.Type.Rid };
}
godotsharp_variant_new_copy(out godot_variant ret, src);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
index bb306ddaea..ff083929d4 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
@@ -10,8 +10,8 @@ namespace Godot.NativeInterop
{
public static partial class VariantUtils
{
- public static godot_variant CreateFromRID(RID from)
- => new() { Type = Variant.Type.Rid, RID = from };
+ public static godot_variant CreateFromRid(Rid from)
+ => new() { Type = Variant.Type.Rid, Rid = from };
public static godot_variant CreateFromBool(bool from)
=> new() { Type = Variant.Type.Bool, Bool = from.ToGodotBool() };
@@ -28,26 +28,26 @@ namespace Godot.NativeInterop
public static godot_variant CreateFromVector2(Vector2 from)
=> new() { Type = Variant.Type.Vector2, Vector2 = from };
- public static godot_variant CreateFromVector2i(Vector2i from)
- => new() { Type = Variant.Type.Vector2i, Vector2i = from };
+ public static godot_variant CreateFromVector2I(Vector2I from)
+ => new() { Type = Variant.Type.Vector2I, Vector2I = from };
public static godot_variant CreateFromVector3(Vector3 from)
=> new() { Type = Variant.Type.Vector3, Vector3 = from };
- public static godot_variant CreateFromVector3i(Vector3i from)
- => new() { Type = Variant.Type.Vector3i, Vector3i = from };
+ public static godot_variant CreateFromVector3I(Vector3I from)
+ => new() { Type = Variant.Type.Vector3I, Vector3I = from };
public static godot_variant CreateFromVector4(Vector4 from)
=> new() { Type = Variant.Type.Vector4, Vector4 = from };
- public static godot_variant CreateFromVector4i(Vector4i from)
- => new() { Type = Variant.Type.Vector4i, Vector4i = from };
+ public static godot_variant CreateFromVector4I(Vector4I from)
+ => new() { Type = Variant.Type.Vector4I, Vector4I = from };
public static godot_variant CreateFromRect2(Rect2 from)
=> new() { Type = Variant.Type.Rect2, Rect2 = from };
- public static godot_variant CreateFromRect2i(Rect2i from)
- => new() { Type = Variant.Type.Rect2i, Rect2i = from };
+ public static godot_variant CreateFromRect2I(Rect2I from)
+ => new() { Type = Variant.Type.Rect2I, Rect2I = from };
public static godot_variant CreateFromQuaternion(Quaternion from)
=> new() { Type = Variant.Type.Quaternion, Quaternion = from };
@@ -82,7 +82,7 @@ namespace Godot.NativeInterop
return ret;
}
- public static godot_variant CreateFromAABB(AABB from)
+ public static godot_variant CreateFromAabb(Aabb from)
{
NativeFuncs.godotsharp_variant_new_aabb(out godot_variant ret, from);
return ret;
@@ -237,7 +237,7 @@ namespace Godot.NativeInterop
public static godot_variant CreateFromSystemArrayOfNodePath(Span<NodePath> from)
=> CreateFromArray(new Collections.Array(from));
- public static godot_variant CreateFromSystemArrayOfRID(Span<RID> from)
+ public static godot_variant CreateFromSystemArrayOfRid(Span<Rid> from)
=> CreateFromArray(new Collections.Array(from));
// ReSharper disable once RedundantNameQualifier
@@ -375,9 +375,9 @@ namespace Godot.NativeInterop
p_var.Vector2 :
NativeFuncs.godotsharp_variant_as_vector2(p_var);
- public static Vector2i ConvertToVector2i(in godot_variant p_var)
- => p_var.Type == Variant.Type.Vector2i ?
- p_var.Vector2i :
+ public static Vector2I ConvertToVector2I(in godot_variant p_var)
+ => p_var.Type == Variant.Type.Vector2I ?
+ p_var.Vector2I :
NativeFuncs.godotsharp_variant_as_vector2i(p_var);
public static Rect2 ConvertToRect2(in godot_variant p_var)
@@ -385,13 +385,13 @@ namespace Godot.NativeInterop
p_var.Rect2 :
NativeFuncs.godotsharp_variant_as_rect2(p_var);
- public static Rect2i ConvertToRect2i(in godot_variant p_var)
- => p_var.Type == Variant.Type.Rect2i ?
- p_var.Rect2i :
+ public static Rect2I ConvertToRect2I(in godot_variant p_var)
+ => p_var.Type == Variant.Type.Rect2I ?
+ p_var.Rect2I :
NativeFuncs.godotsharp_variant_as_rect2i(p_var);
public static unsafe Transform2D ConvertToTransform2D(in godot_variant p_var)
- => p_var.Type == Variant.Type.Transform2d ?
+ => p_var.Type == Variant.Type.Transform2D ?
*p_var.Transform2D :
NativeFuncs.godotsharp_variant_as_transform2d(p_var);
@@ -400,9 +400,9 @@ namespace Godot.NativeInterop
p_var.Vector3 :
NativeFuncs.godotsharp_variant_as_vector3(p_var);
- public static Vector3i ConvertToVector3i(in godot_variant p_var)
- => p_var.Type == Variant.Type.Vector3i ?
- p_var.Vector3i :
+ public static Vector3I ConvertToVector3I(in godot_variant p_var)
+ => p_var.Type == Variant.Type.Vector3I ?
+ p_var.Vector3I :
NativeFuncs.godotsharp_variant_as_vector3i(p_var);
public static unsafe Vector4 ConvertToVector4(in godot_variant p_var)
@@ -410,9 +410,9 @@ namespace Godot.NativeInterop
p_var.Vector4 :
NativeFuncs.godotsharp_variant_as_vector4(p_var);
- public static unsafe Vector4i ConvertToVector4i(in godot_variant p_var)
- => p_var.Type == Variant.Type.Vector4i ?
- p_var.Vector4i :
+ public static unsafe Vector4I ConvertToVector4I(in godot_variant p_var)
+ => p_var.Type == Variant.Type.Vector4I ?
+ p_var.Vector4I :
NativeFuncs.godotsharp_variant_as_vector4i(p_var);
public static unsafe Basis ConvertToBasis(in godot_variant p_var)
@@ -426,7 +426,7 @@ namespace Godot.NativeInterop
NativeFuncs.godotsharp_variant_as_quaternion(p_var);
public static unsafe Transform3D ConvertToTransform3D(in godot_variant p_var)
- => p_var.Type == Variant.Type.Transform3d ?
+ => p_var.Type == Variant.Type.Transform3D ?
*p_var.Transform3D :
NativeFuncs.godotsharp_variant_as_transform3d(p_var);
@@ -435,9 +435,9 @@ namespace Godot.NativeInterop
*p_var.Projection :
NativeFuncs.godotsharp_variant_as_projection(p_var);
- public static unsafe AABB ConvertToAABB(in godot_variant p_var)
+ public static unsafe Aabb ConvertToAabb(in godot_variant p_var)
=> p_var.Type == Variant.Type.Aabb ?
- *p_var.AABB :
+ *p_var.Aabb :
NativeFuncs.godotsharp_variant_as_aabb(p_var);
public static Color ConvertToColor(in godot_variant p_var)
@@ -450,9 +450,9 @@ namespace Godot.NativeInterop
p_var.Plane :
NativeFuncs.godotsharp_variant_as_plane(p_var);
- public static RID ConvertToRID(in godot_variant p_var)
+ public static Rid ConvertToRid(in godot_variant p_var)
=> p_var.Type == Variant.Type.Rid ?
- p_var.RID :
+ p_var.Rid :
NativeFuncs.godotsharp_variant_as_rid(p_var);
public static IntPtr ConvertToGodotObjectPtr(in godot_variant p_var)
@@ -608,10 +608,10 @@ namespace Godot.NativeInterop
return Marshaling.ConvertNativeGodotArrayToSystemArrayOfNodePath(godotArray);
}
- public static RID[] ConvertToSystemArrayOfRID(in godot_variant p_var)
+ public static Rid[] ConvertToSystemArrayOfRid(in godot_variant p_var)
{
using var godotArray = NativeFuncs.godotsharp_variant_as_array(p_var);
- return Marshaling.ConvertNativeGodotArrayToSystemArrayOfRID(godotArray);
+ return Marshaling.ConvertNativeGodotArrayToSystemArrayOfRid(godotArray);
}
public static T[] ConvertToSystemArrayOfGodotObject<T>(in godot_variant p_var)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
index 3d64533269..bfa5bc7f41 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
@@ -80,14 +80,14 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector2))
return CreateFromVector2(UnsafeAs<Vector2>(from));
- if (typeof(T) == typeof(Vector2i))
- return CreateFromVector2i(UnsafeAs<Vector2i>(from));
+ if (typeof(T) == typeof(Vector2I))
+ return CreateFromVector2I(UnsafeAs<Vector2I>(from));
if (typeof(T) == typeof(Rect2))
return CreateFromRect2(UnsafeAs<Rect2>(from));
- if (typeof(T) == typeof(Rect2i))
- return CreateFromRect2i(UnsafeAs<Rect2i>(from));
+ if (typeof(T) == typeof(Rect2I))
+ return CreateFromRect2I(UnsafeAs<Rect2I>(from));
if (typeof(T) == typeof(Transform2D))
return CreateFromTransform2D(UnsafeAs<Transform2D>(from));
@@ -98,8 +98,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector3))
return CreateFromVector3(UnsafeAs<Vector3>(from));
- if (typeof(T) == typeof(Vector3i))
- return CreateFromVector3i(UnsafeAs<Vector3i>(from));
+ if (typeof(T) == typeof(Vector3I))
+ return CreateFromVector3I(UnsafeAs<Vector3I>(from));
if (typeof(T) == typeof(Basis))
return CreateFromBasis(UnsafeAs<Basis>(from));
@@ -113,11 +113,11 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector4))
return CreateFromVector4(UnsafeAs<Vector4>(from));
- if (typeof(T) == typeof(Vector4i))
- return CreateFromVector4i(UnsafeAs<Vector4i>(from));
+ if (typeof(T) == typeof(Vector4I))
+ return CreateFromVector4I(UnsafeAs<Vector4I>(from));
- if (typeof(T) == typeof(AABB))
- return CreateFromAABB(UnsafeAs<AABB>(from));
+ if (typeof(T) == typeof(Aabb))
+ return CreateFromAabb(UnsafeAs<Aabb>(from));
if (typeof(T) == typeof(Color))
return CreateFromColor(UnsafeAs<Color>(from));
@@ -167,8 +167,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(NodePath[]))
return CreateFromSystemArrayOfNodePath(UnsafeAs<NodePath[]>(from));
- if (typeof(T) == typeof(RID[]))
- return CreateFromSystemArrayOfRID(UnsafeAs<RID[]>(from));
+ if (typeof(T) == typeof(Rid[]))
+ return CreateFromSystemArrayOfRid(UnsafeAs<Rid[]>(from));
if (typeof(T) == typeof(StringName))
return CreateFromStringName(UnsafeAs<StringName>(from));
@@ -176,8 +176,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(NodePath))
return CreateFromNodePath(UnsafeAs<NodePath>(from));
- if (typeof(T) == typeof(RID))
- return CreateFromRID(UnsafeAs<RID>(from));
+ if (typeof(T) == typeof(Rid))
+ return CreateFromRid(UnsafeAs<Rid>(from));
if (typeof(T) == typeof(Godot.Collections.Dictionary))
return CreateFromDictionary(UnsafeAs<Godot.Collections.Dictionary>(from));
@@ -269,14 +269,14 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector2))
return UnsafeAsT(ConvertToVector2(variant));
- if (typeof(T) == typeof(Vector2i))
- return UnsafeAsT(ConvertToVector2i(variant));
+ if (typeof(T) == typeof(Vector2I))
+ return UnsafeAsT(ConvertToVector2I(variant));
if (typeof(T) == typeof(Rect2))
return UnsafeAsT(ConvertToRect2(variant));
- if (typeof(T) == typeof(Rect2i))
- return UnsafeAsT(ConvertToRect2i(variant));
+ if (typeof(T) == typeof(Rect2I))
+ return UnsafeAsT(ConvertToRect2I(variant));
if (typeof(T) == typeof(Transform2D))
return UnsafeAsT(ConvertToTransform2D(variant));
@@ -284,8 +284,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector3))
return UnsafeAsT(ConvertToVector3(variant));
- if (typeof(T) == typeof(Vector3i))
- return UnsafeAsT(ConvertToVector3i(variant));
+ if (typeof(T) == typeof(Vector3I))
+ return UnsafeAsT(ConvertToVector3I(variant));
if (typeof(T) == typeof(Basis))
return UnsafeAsT(ConvertToBasis(variant));
@@ -302,11 +302,11 @@ public partial class VariantUtils
if (typeof(T) == typeof(Vector4))
return UnsafeAsT(ConvertToVector4(variant));
- if (typeof(T) == typeof(Vector4i))
- return UnsafeAsT(ConvertToVector4i(variant));
+ if (typeof(T) == typeof(Vector4I))
+ return UnsafeAsT(ConvertToVector4I(variant));
- if (typeof(T) == typeof(AABB))
- return UnsafeAsT(ConvertToAABB(variant));
+ if (typeof(T) == typeof(Aabb))
+ return UnsafeAsT(ConvertToAabb(variant));
if (typeof(T) == typeof(Color))
return UnsafeAsT(ConvertToColor(variant));
@@ -356,8 +356,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(NodePath[]))
return UnsafeAsT(ConvertToSystemArrayOfNodePath(variant));
- if (typeof(T) == typeof(RID[]))
- return UnsafeAsT(ConvertToSystemArrayOfRID(variant));
+ if (typeof(T) == typeof(Rid[]))
+ return UnsafeAsT(ConvertToSystemArrayOfRid(variant));
if (typeof(T) == typeof(StringName))
return UnsafeAsT(ConvertToStringName(variant));
@@ -365,8 +365,8 @@ public partial class VariantUtils
if (typeof(T) == typeof(NodePath))
return UnsafeAsT(ConvertToNodePath(variant));
- if (typeof(T) == typeof(RID))
- return UnsafeAsT(ConvertToRID(variant));
+ if (typeof(T) == typeof(Rid))
+ return UnsafeAsT(ConvertToRid(variant));
if (typeof(T) == typeof(Godot.Collections.Dictionary))
return UnsafeAsT(ConvertToDictionary(variant));
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
index 8a125e3c73..55b7a83fc2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
@@ -13,13 +13,14 @@ namespace Godot
public struct Plane : IEquatable<Plane>
{
private Vector3 _normal;
+ private real_t _d;
/// <summary>
/// The normal of the plane, which must be a unit vector.
/// In the scalar equation of the plane <c>ax + by + cz = d</c>, this is
/// the vector <c>(a, b, c)</c>, where <c>d</c> is the <see cref="D"/> property.
/// </summary>
- /// <value>Equivalent to <see cref="x"/>, <see cref="y"/>, and <see cref="z"/>.</value>
+ /// <value>Equivalent to <see cref="X"/>, <see cref="Y"/>, and <see cref="Z"/>.</value>
public Vector3 Normal
{
readonly get { return _normal; }
@@ -27,18 +28,32 @@ namespace Godot
}
/// <summary>
+ /// The distance from the origin to the plane (in the direction of
+ /// <see cref="Normal"/>). This value is typically non-negative.
+ /// In the scalar equation of the plane <c>ax + by + cz = d</c>,
+ /// this is <c>d</c>, while the <c>(a, b, c)</c> coordinates are represented
+ /// by the <see cref="Normal"/> property.
+ /// </summary>
+ /// <value>The plane's distance from the origin.</value>
+ public real_t D
+ {
+ readonly get { return _d; }
+ set { _d = value; }
+ }
+
+ /// <summary>
/// The X component of the plane's normal vector.
/// </summary>
/// <value>Equivalent to <see cref="Normal"/>'s X value.</value>
- public real_t x
+ public real_t X
{
readonly get
{
- return _normal.x;
+ return _normal.X;
}
set
{
- _normal.x = value;
+ _normal.X = value;
}
}
@@ -46,15 +61,15 @@ namespace Godot
/// The Y component of the plane's normal vector.
/// </summary>
/// <value>Equivalent to <see cref="Normal"/>'s Y value.</value>
- public real_t y
+ public real_t Y
{
readonly get
{
- return _normal.y;
+ return _normal.Y;
}
set
{
- _normal.y = value;
+ _normal.Y = value;
}
}
@@ -62,36 +77,26 @@ namespace Godot
/// The Z component of the plane's normal vector.
/// </summary>
/// <value>Equivalent to <see cref="Normal"/>'s Z value.</value>
- public real_t z
+ public real_t Z
{
readonly get
{
- return _normal.z;
+ return _normal.Z;
}
set
{
- _normal.z = value;
+ _normal.Z = value;
}
}
/// <summary>
- /// The distance from the origin to the plane (in the direction of
- /// <see cref="Normal"/>). This value is typically non-negative.
- /// In the scalar equation of the plane <c>ax + by + cz = d</c>,
- /// this is <c>d</c>, while the <c>(a, b, c)</c> coordinates are represented
- /// by the <see cref="Normal"/> property.
- /// </summary>
- /// <value>The plane's distance from the origin.</value>
- public real_t D { get; set; }
-
- /// <summary>
/// Returns the shortest distance from this plane to the position <paramref name="point"/>.
/// </summary>
/// <param name="point">The position to use for the calculation.</param>
/// <returns>The shortest distance.</returns>
public readonly real_t DistanceTo(Vector3 point)
{
- return _normal.Dot(point) - D;
+ return _normal.Dot(point) - _d;
}
/// <summary>
@@ -101,7 +106,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value>
public readonly Vector3 GetCenter()
{
- return _normal * D;
+ return _normal * _d;
}
/// <summary>
@@ -113,7 +118,7 @@ namespace Godot
/// <returns>A <see langword="bool"/> for whether or not the plane has the point.</returns>
public readonly bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon)
{
- real_t dist = _normal.Dot(point) - D;
+ real_t dist = _normal.Dot(point) - _d;
return Mathf.Abs(dist) <= tolerance;
}
@@ -133,9 +138,9 @@ namespace Godot
return null;
}
- Vector3 result = (b._normal.Cross(c._normal) * D) +
- (c._normal.Cross(_normal) * b.D) +
- (_normal.Cross(b._normal) * c.D);
+ Vector3 result = (b._normal.Cross(c._normal) * _d) +
+ (c._normal.Cross(_normal) * b._d) +
+ (_normal.Cross(b._normal) * c._d);
return result / denom;
}
@@ -157,7 +162,7 @@ namespace Godot
return null;
}
- real_t dist = (_normal.Dot(from) - D) / den;
+ real_t dist = (_normal.Dot(from) - _d) / den;
// This is a ray, before the emitting pos (from) does not exist
if (dist > Mathf.Epsilon)
@@ -186,7 +191,7 @@ namespace Godot
return null;
}
- real_t dist = (_normal.Dot(begin) - D) / den;
+ real_t dist = (_normal.Dot(begin) - _d) / den;
// Only allow dist to be in the range of 0 to 1, with tolerance.
if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
@@ -214,7 +219,7 @@ namespace Godot
/// <returns>A <see langword="bool"/> for whether or not the point is above the plane.</returns>
public readonly bool IsPointOver(Vector3 point)
{
- return _normal.Dot(point) > D;
+ return _normal.Dot(point) > _d;
}
/// <summary>
@@ -230,7 +235,7 @@ namespace Godot
return new Plane(0, 0, 0, 0);
}
- return new Plane(_normal / len, D / len);
+ return new Plane(_normal / len, _d / len);
}
/// <summary>
@@ -279,7 +284,7 @@ namespace Godot
public Plane(real_t a, real_t b, real_t c, real_t d)
{
_normal = new Vector3(a, b, c);
- D = d;
+ _d = d;
}
/// <summary>
@@ -290,7 +295,7 @@ namespace Godot
public Plane(Vector3 normal)
{
_normal = normal;
- D = 0;
+ _d = 0;
}
/// <summary>
@@ -302,7 +307,7 @@ namespace Godot
public Plane(Vector3 normal, real_t d)
{
_normal = normal;
- D = d;
+ _d = d;
}
/// <summary>
@@ -314,7 +319,7 @@ namespace Godot
public Plane(Vector3 normal, Vector3 point)
{
_normal = normal;
- D = _normal.Dot(point);
+ _d = _normal.Dot(point);
}
/// <summary>
@@ -327,7 +332,7 @@ namespace Godot
{
_normal = (v1 - v3).Cross(v1 - v2);
_normal.Normalize();
- D = _normal.Dot(v1);
+ _d = _normal.Dot(v1);
}
/// <summary>
@@ -341,7 +346,7 @@ namespace Godot
/// <returns>The negated/flipped plane.</returns>
public static Plane operator -(Plane plane)
{
- return new Plane(-plane._normal, -plane.D);
+ return new Plane(-plane._normal, -plane._d);
}
/// <summary>
@@ -389,7 +394,7 @@ namespace Godot
/// <returns>Whether or not the planes are exactly equal.</returns>
public readonly bool Equals(Plane other)
{
- return _normal == other._normal && D == other.D;
+ return _normal == other._normal && _d == other._d;
}
/// <summary>
@@ -400,7 +405,7 @@ namespace Godot
/// <returns>Whether or not the planes are approximately equal.</returns>
public readonly bool IsEqualApprox(Plane other)
{
- return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(D, other.D);
+ return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(_d, other._d);
}
/// <summary>
@@ -409,7 +414,7 @@ namespace Godot
/// <returns>A hash code for this plane.</returns>
public override readonly int GetHashCode()
{
- return _normal.GetHashCode() ^ D.GetHashCode();
+ return _normal.GetHashCode() ^ _d.GetHashCode();
}
/// <summary>
@@ -418,7 +423,7 @@ namespace Godot
/// <returns>A string representation of this plane.</returns>
public override readonly string ToString()
{
- return $"{_normal}, {D}";
+ return $"{_normal}, {_d}";
}
/// <summary>
@@ -427,7 +432,7 @@ namespace Godot
/// <returns>A string representation of this plane.</returns>
public readonly string ToString(string format)
{
- return $"{_normal.ToString(format)}, {D.ToString(format)}";
+ return $"{_normal.ToString(format)}, {_d.ToString(format)}";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
index f11b3c553a..84fc73b87a 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -49,22 +49,22 @@ namespace Godot
/// <summary>
/// The projection's X column. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public Vector4 x;
+ public Vector4 X;
/// <summary>
/// The projection's Y column. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public Vector4 y;
+ public Vector4 Y;
/// <summary>
/// The projection's Z column. Also accessible by using the index position <c>[2]</c>.
/// </summary>
- public Vector4 z;
+ public Vector4 Z;
/// <summary>
/// The projection's W column. Also accessible by using the index position <c>[3]</c>.
/// </summary>
- public Vector4 w;
+ public Vector4 W;
/// <summary>
/// Access whole columns in the form of <see cref="Vector4"/>.
@@ -80,13 +80,13 @@ namespace Godot
switch (column)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
case 3:
- return w;
+ return W;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
@@ -96,16 +96,16 @@ namespace Godot
switch (column)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- z = value;
+ Z = value;
return;
case 3:
- w = value;
+ W = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
@@ -128,13 +128,13 @@ namespace Godot
switch (column)
{
case 0:
- return x[row];
+ return X[row];
case 1:
- return y[row];
+ return Y[row];
case 2:
- return z[row];
+ return Z[row];
case 3:
- return w[row];
+ return W[row];
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
@@ -144,16 +144,16 @@ namespace Godot
switch (column)
{
case 0:
- x[row] = value;
+ X[row] = value;
return;
case 1:
- y[row] = value;
+ Y[row] = value;
return;
case 2:
- z[row] = value;
+ Z[row] = value;
return;
case 3:
- w[row] = value;
+ W[row] = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
@@ -180,20 +180,20 @@ namespace Godot
/// <summary>
/// Creates a new <see cref="Projection"/> that scales a given projection to fit around
- /// a given <see cref="AABB"/> in projection space.
+ /// a given <see cref="Aabb"/> in projection space.
/// </summary>
- /// <param name="aabb">The AABB to fit the projection around.</param>
+ /// <param name="aabb">The Aabb to fit the projection around.</param>
/// <returns>The created projection.</returns>
- public static Projection CreateFitAabb(AABB aabb)
+ public static Projection CreateFitAabb(Aabb aabb)
{
Vector3 min = aabb.Position;
Vector3 max = aabb.Position + aabb.Size;
return new Projection(
- new Vector4(2 / (max.x - min.x), 0, 0, 0),
- new Vector4(0, 2 / (max.y - min.y), 0, 0),
- new Vector4(0, 0, 2 / (max.z - min.z), 0),
- new Vector4(-(max.x + min.x) / (max.x - min.x), -(max.y + min.y) / (max.y - min.y), -(max.z + min.z) / (max.z - min.z), 1)
+ new Vector4(2 / (max.X - min.X), 0, 0, 0),
+ new Vector4(0, 2 / (max.Y - min.Y), 0, 0),
+ new Vector4(0, 0, 2 / (max.Z - min.Z), 0),
+ new Vector4(-(max.X + min.X) / (max.X - min.X), -(max.Y + min.Y) / (max.Y - min.Y), -(max.Z + min.Z) / (max.Z - min.Z), 1)
);
}
@@ -300,7 +300,7 @@ namespace Godot
{
size *= aspect;
}
- return CreateFrustum(-size / 2 + offset.x, +size / 2 + offset.x, -size / aspect / 2 + offset.y, +size / aspect / 2 + offset.y, near, far);
+ return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, near, far);
}
/// <summary>
@@ -311,10 +311,10 @@ namespace Godot
public static Projection CreateLightAtlasRect(Rect2 rect)
{
return new Projection(
- new Vector4(rect.Size.x, 0, 0, 0),
- new Vector4(0, rect.Size.y, 0, 0),
+ new Vector4(rect.Size.X, 0, 0, 0),
+ new Vector4(0, rect.Size.Y, 0, 0),
new Vector4(0, 0, 1, 0),
- new Vector4(rect.Position.x, rect.Position.y, 0, 1)
+ new Vector4(rect.Position.X, rect.Position.Y, 0, 1)
);
}
@@ -332,13 +332,13 @@ namespace Godot
public static Projection CreateOrthogonal(real_t left, real_t right, real_t bottom, real_t top, real_t zNear, real_t zFar)
{
Projection proj = Projection.Identity;
- proj.x.x = (real_t)2.0 / (right - left);
- proj.w.x = -((right + left) / (right - left));
- proj.y.y = (real_t)2.0 / (top - bottom);
- proj.w.y = -((top + bottom) / (top - bottom));
- proj.z.z = (real_t)(-2.0) / (zFar - zNear);
- proj.w.z = -((zFar + zNear) / (zFar - zNear));
- proj.w.w = (real_t)1.0;
+ proj.X.X = (real_t)2.0 / (right - left);
+ proj.W.X = -((right + left) / (right - left));
+ proj.Y.Y = (real_t)2.0 / (top - bottom);
+ proj.W.Y = -((top + bottom) / (top - bottom));
+ proj.Z.Z = (real_t)(-2.0) / (zFar - zNear);
+ proj.W.Z = -((zFar + zNear) / (zFar - zNear));
+ proj.W.W = (real_t)1.0;
return proj;
}
@@ -392,12 +392,12 @@ namespace Godot
Projection proj = Projection.Identity;
- proj.x.x = cotangent / aspect;
- proj.y.y = cotangent;
- proj.z.z = -(zFar + zNear) / deltaZ;
- proj.z.w = -1;
- proj.w.z = -2 * zNear * zFar / deltaZ;
- proj.w.w = 0;
+ proj.X.X = cotangent / aspect;
+ proj.Y.Y = cotangent;
+ proj.Z.Z = -(zFar + zNear) / deltaZ;
+ proj.Z.W = -1;
+ proj.W.Z = -2 * zNear * zFar / deltaZ;
+ proj.W.W = 0;
return proj;
}
@@ -456,7 +456,7 @@ namespace Godot
}
Projection proj = CreateFrustum(left, right, -ymax, ymax, zNear, zFar);
Projection cm = Projection.Identity;
- cm.w.x = modeltranslation;
+ cm.W.X = modeltranslation;
return proj * cm;
}
@@ -469,18 +469,18 @@ namespace Godot
/// <returns>The determinant calculated from this projection.</returns>
public readonly real_t Determinant()
{
- return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x -
- x.w * y.y * z.z * w.x + x.y * y.w * z.z * w.x +
- x.z * y.y * z.w * w.x - x.y * y.z * z.w * w.x -
- x.w * y.z * z.x * w.y + x.z * y.w * z.x * w.y +
- x.w * y.x * z.z * w.y - x.x * y.w * z.z * w.y -
- x.z * y.x * z.w * w.y + x.x * y.z * z.w * w.y +
- x.w * y.y * z.x * w.z - x.y * y.w * z.x * w.z -
- x.w * y.x * z.y * w.z + x.x * y.w * z.y * w.z +
- x.y * y.x * z.w * w.z - x.x * y.y * z.w * w.z -
- x.z * y.y * z.x * w.w + x.y * y.z * z.x * w.w +
- x.z * y.x * z.y * w.w - x.x * y.z * z.y * w.w -
- x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w;
+ return X.W * Y.Z * Z.Y * W.X - X.Z * Y.W * Z.Y * W.X -
+ X.W * Y.Y * Z.Z * W.X + X.Y * Y.W * Z.Z * W.X +
+ X.Z * Y.Y * Z.W * W.X - X.Y * Y.Z * Z.W * W.X -
+ X.W * Y.Z * Z.X * W.Y + X.Z * Y.W * Z.X * W.Y +
+ X.W * Y.X * Z.Z * W.Y - X.X * Y.W * Z.Z * W.Y -
+ X.Z * Y.X * Z.W * W.Y + X.X * Y.Z * Z.W * W.Y +
+ X.W * Y.Y * Z.X * W.Z - X.Y * Y.W * Z.X * W.Z -
+ X.W * Y.X * Z.Y * W.Z + X.X * Y.W * Z.Y * W.Z +
+ X.Y * Y.X * Z.W * W.Z - X.X * Y.Y * Z.W * W.Z -
+ X.Z * Y.Y * Z.X * W.W + X.Y * Y.Z * Z.X * W.W +
+ X.Z * Y.X * Z.Y * W.W - X.X * Y.Z * Z.Y * W.W -
+ X.Y * Y.X * Z.Z * W.W + X.X * Y.Y * Z.Z * W.W;
}
/// <summary>
@@ -490,7 +490,7 @@ namespace Godot
public readonly real_t GetAspect()
{
Vector2 vpHe = GetViewportHalfExtents();
- return vpHe.x / vpHe.y;
+ return vpHe.X / vpHe.Y;
}
/// <summary>
@@ -499,15 +499,15 @@ namespace Godot
/// <returns>The horizontal field of view of this projection.</returns>
public readonly real_t GetFov()
{
- Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
- if (z.x == 0 && z.y == 0)
+ Plane rightPlane = new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, -W.W + W.X).Normalized();
+ if (Z.X == 0 && Z.Y == 0)
{
- return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
+ return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X))) * (real_t)2.0;
}
else
{
- Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized();
- return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
+ Plane leftPlane = new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X).Normalized();
+ return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.X))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X)));
}
}
@@ -531,12 +531,12 @@ namespace Godot
{
if (IsOrthogonal())
{
- return GetViewportHalfExtents().x;
+ return GetViewportHalfExtents().X;
}
else
{
real_t zn = GetZNear();
- real_t width = GetViewportHalfExtents().x * (real_t)2.0;
+ real_t width = GetViewportHalfExtents().X * (real_t)2.0;
return (real_t)1.0 / (zn / width);
}
}
@@ -551,7 +551,7 @@ namespace Godot
{
Vector3 result = this * new Vector3(1, 0, -1);
- return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
+ return (int)((result.X * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
}
/// <summary>
@@ -567,12 +567,12 @@ namespace Godot
{
Plane newPlane = plane switch
{
- Planes.Near => new Plane(x.w + x.z, y.w + y.z, z.w + z.z, w.w + w.z),
- Planes.Far => new Plane(x.w - x.z, y.w - y.z, z.w - z.z, w.w - w.z),
- Planes.Left => new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x),
- Planes.Top => new Plane(x.w - x.y, y.w - y.y, z.w - z.y, w.w - w.y),
- Planes.Right => new Plane(x.w - x.x, y.w - y.x, z.w - z.x, w.w - w.x),
- Planes.Bottom => new Plane(x.w + x.y, y.w + y.y, z.w + z.y, w.w + w.y),
+ Planes.Near => new Plane(X.W + X.Z, Y.W + Y.Z, Z.W + Z.Z, W.W + W.Z),
+ Planes.Far => new Plane(X.W - X.Z, Y.W - Y.Z, Z.W - Z.Z, W.W - W.Z),
+ Planes.Left => new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X),
+ Planes.Top => new Plane(X.W - X.Y, Y.W - Y.Y, Z.W - Z.Y, W.W - W.Y),
+ Planes.Right => new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, W.W - W.X),
+ Planes.Bottom => new Plane(X.W + X.Y, Y.W + Y.Y, Z.W + Z.Y, W.W + W.Y),
_ => new Plane(),
};
newPlane.Normal = -newPlane.Normal;
@@ -586,7 +586,7 @@ namespace Godot
public readonly Vector2 GetFarPlaneHalfExtents()
{
var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
- return new Vector2(res.Value.x, res.Value.y);
+ return new Vector2(res.Value.X, res.Value.Y);
}
/// <summary>
@@ -597,7 +597,7 @@ namespace Godot
public readonly Vector2 GetViewportHalfExtents()
{
var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
- return new Vector2(res.Value.x, res.Value.y);
+ return new Vector2(res.Value.X, res.Value.Y);
}
/// <summary>
@@ -625,7 +625,7 @@ namespace Godot
public readonly Projection FlippedY()
{
Projection proj = this;
- proj.y = -proj.y;
+ proj.Y = -proj.Y;
return proj;
}
@@ -642,8 +642,8 @@ namespace Godot
real_t zFar = GetZFar();
real_t zNear = newZNear;
real_t deltaZ = zFar - zNear;
- proj.z.z = -(zFar + zNear) / deltaZ;
- proj.w.z = -2 * zNear * zFar / deltaZ;
+ proj.Z.Z = -(zFar + zNear) / deltaZ;
+ proj.W.Z = -2 * zNear * zFar / deltaZ;
return proj;
}
@@ -656,8 +656,8 @@ namespace Godot
public readonly Projection JitterOffseted(Vector2 offset)
{
Projection proj = this;
- proj.w.x += offset.x;
- proj.w.y += offset.y;
+ proj.W.X += offset.X;
+ proj.W.Y += offset.Y;
return proj;
}
@@ -795,7 +795,7 @@ namespace Godot
/// <returns>If the projection performs an orthogonal projection.</returns>
public readonly bool IsOrthogonal()
{
- return w.w == (real_t)1.0;
+ return W.W == (real_t)1.0;
}
// Constants
@@ -835,10 +835,10 @@ namespace Godot
/// <param name="w">The W column, or column index 3.</param>
public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w)
{
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
}
/// <summary>
@@ -847,10 +847,10 @@ namespace Godot
/// <param name="transform">The <see cref="Transform3D"/>.</param>
public Projection(Transform3D transform)
{
- x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0);
- y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0);
- z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0);
- w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1);
+ X = new Vector4(transform.Basis.Row0.X, transform.Basis.Row1.X, transform.Basis.Row2.X, 0);
+ Y = new Vector4(transform.Basis.Row0.Y, transform.Basis.Row1.Y, transform.Basis.Row2.Y, 0);
+ Z = new Vector4(transform.Basis.Row0.Z, transform.Basis.Row1.Z, transform.Basis.Row2.Z, 0);
+ W = new Vector4(transform.Origin.X, transform.Origin.Y, transform.Origin.Z, 1);
}
/// <summary>
@@ -865,25 +865,25 @@ namespace Godot
{
return new Projection(
new Vector4(
- left.x.x * right.x.x + left.y.x * right.x.y + left.z.x * right.x.z + left.w.x * right.x.w,
- left.x.y * right.x.x + left.y.y * right.x.y + left.z.y * right.x.z + left.w.y * right.x.w,
- left.x.z * right.x.x + left.y.z * right.x.y + left.z.z * right.x.z + left.w.z * right.x.w,
- left.x.w * right.x.x + left.y.w * right.x.y + left.z.w * right.x.z + left.w.w * right.x.w
+ left.X.X * right.X.X + left.Y.X * right.X.Y + left.Z.X * right.X.Z + left.W.X * right.X.W,
+ left.X.Y * right.X.X + left.Y.Y * right.X.Y + left.Z.Y * right.X.Z + left.W.Y * right.X.W,
+ left.X.Z * right.X.X + left.Y.Z * right.X.Y + left.Z.Z * right.X.Z + left.W.Z * right.X.W,
+ left.X.W * right.X.X + left.Y.W * right.X.Y + left.Z.W * right.X.Z + left.W.W * right.X.W
), new Vector4(
- left.x.x * right.y.x + left.y.x * right.y.y + left.z.x * right.y.z + left.w.x * right.y.w,
- left.x.y * right.y.x + left.y.y * right.y.y + left.z.y * right.y.z + left.w.y * right.y.w,
- left.x.z * right.y.x + left.y.z * right.y.y + left.z.z * right.y.z + left.w.z * right.y.w,
- left.x.w * right.y.x + left.y.w * right.y.y + left.z.w * right.y.z + left.w.w * right.y.w
+ left.X.X * right.Y.X + left.Y.X * right.Y.Y + left.Z.X * right.Y.Z + left.W.X * right.Y.W,
+ left.X.Y * right.Y.X + left.Y.Y * right.Y.Y + left.Z.Y * right.Y.Z + left.W.Y * right.Y.W,
+ left.X.Z * right.Y.X + left.Y.Z * right.Y.Y + left.Z.Z * right.Y.Z + left.W.Z * right.Y.W,
+ left.X.W * right.Y.X + left.Y.W * right.Y.Y + left.Z.W * right.Y.Z + left.W.W * right.Y.W
), new Vector4(
- left.x.x * right.z.x + left.y.x * right.z.y + left.z.x * right.z.z + left.w.x * right.z.w,
- left.x.y * right.z.x + left.y.y * right.z.y + left.z.y * right.z.z + left.w.y * right.z.w,
- left.x.z * right.z.x + left.y.z * right.z.y + left.z.z * right.z.z + left.w.z * right.z.w,
- left.x.w * right.z.x + left.y.w * right.z.y + left.z.w * right.z.z + left.w.w * right.z.w
+ left.X.X * right.Z.X + left.Y.X * right.Z.Y + left.Z.X * right.Z.Z + left.W.X * right.Z.W,
+ left.X.Y * right.Z.X + left.Y.Y * right.Z.Y + left.Z.Y * right.Z.Z + left.W.Y * right.Z.W,
+ left.X.Z * right.Z.X + left.Y.Z * right.Z.Y + left.Z.Z * right.Z.Z + left.W.Z * right.Z.W,
+ left.X.W * right.Z.X + left.Y.W * right.Z.Y + left.Z.W * right.Z.Z + left.W.W * right.Z.W
), new Vector4(
- left.x.x * right.w.x + left.y.x * right.w.y + left.z.x * right.w.z + left.w.x * right.w.w,
- left.x.y * right.w.x + left.y.y * right.w.y + left.z.y * right.w.z + left.w.y * right.w.w,
- left.x.z * right.w.x + left.y.z * right.w.y + left.z.z * right.w.z + left.w.z * right.w.w,
- left.x.w * right.w.x + left.y.w * right.w.y + left.z.w * right.w.z + left.w.w * right.w.w
+ left.X.X * right.W.X + left.Y.X * right.W.Y + left.Z.X * right.W.Z + left.W.X * right.W.W,
+ left.X.Y * right.W.X + left.Y.Y * right.W.Y + left.Z.Y * right.W.Z + left.W.Y * right.W.W,
+ left.X.Z * right.W.X + left.Y.Z * right.W.Y + left.Z.Z * right.W.Z + left.W.Z * right.W.W,
+ left.X.W * right.W.X + left.Y.W * right.W.Y + left.Z.W * right.W.Z + left.W.W * right.W.W
)
);
}
@@ -897,10 +897,10 @@ namespace Godot
public static Vector4 operator *(Projection proj, Vector4 vector)
{
return new Vector4(
- proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x * vector.w,
- proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y * vector.w,
- proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z * vector.w,
- proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w * vector.w
+ proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X * vector.W,
+ proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y * vector.W,
+ proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z * vector.W,
+ proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W * vector.W
);
}
@@ -913,10 +913,10 @@ namespace Godot
public static Vector4 operator *(Vector4 vector, Projection proj)
{
return new Vector4(
- proj.x.x * vector.x + proj.x.y * vector.y + proj.x.z * vector.z + proj.x.w * vector.w,
- proj.y.x * vector.x + proj.y.y * vector.y + proj.y.z * vector.z + proj.y.w * vector.w,
- proj.z.x * vector.x + proj.z.y * vector.y + proj.z.z * vector.z + proj.z.w * vector.w,
- proj.w.x * vector.x + proj.w.y * vector.y + proj.w.z * vector.z + proj.w.w * vector.w
+ proj.X.X * vector.X + proj.X.Y * vector.Y + proj.X.Z * vector.Z + proj.X.W * vector.W,
+ proj.Y.X * vector.X + proj.Y.Y * vector.Y + proj.Y.Z * vector.Z + proj.Y.W * vector.W,
+ proj.Z.X * vector.X + proj.Z.Y * vector.Y + proj.Z.Z * vector.Z + proj.Z.W * vector.W,
+ proj.W.X * vector.X + proj.W.Y * vector.Y + proj.W.Z * vector.Z + proj.W.W * vector.W
);
}
@@ -929,11 +929,11 @@ namespace Godot
public static Vector3 operator *(Projection proj, Vector3 vector)
{
Vector3 ret = new Vector3(
- proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x,
- proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y,
- proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z
+ proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X,
+ proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y,
+ proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z
);
- return ret / (proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w);
+ return ret / (proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W);
}
/// <summary>
@@ -966,11 +966,11 @@ namespace Godot
{
return new Transform3D(
new Basis(
- new Vector3(proj.x.x, proj.x.y, proj.x.z),
- new Vector3(proj.y.x, proj.y.y, proj.y.z),
- new Vector3(proj.z.x, proj.z.y, proj.z.z)
+ new Vector3(proj.X.X, proj.X.Y, proj.X.Z),
+ new Vector3(proj.Y.X, proj.Y.Y, proj.Y.Z),
+ new Vector3(proj.Z.X, proj.Z.Y, proj.Z.Z)
),
- new Vector3(proj.w.x, proj.w.y, proj.w.z)
+ new Vector3(proj.W.X, proj.W.Y, proj.W.Z)
);
}
@@ -992,7 +992,7 @@ namespace Godot
/// <returns>Whether or not the projections are exactly equal.</returns>
public readonly bool Equals(Projection other)
{
- return x == other.x && y == other.y && z == other.z && w == other.w;
+ return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
}
/// <summary>
@@ -1001,7 +1001,7 @@ namespace Godot
/// <returns>A hash code for this projection.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
}
/// <summary>
@@ -1010,7 +1010,7 @@ namespace Godot
/// <returns>A string representation of this projection.</returns>
public override readonly string ToString()
{
- return $"{x.x}, {x.y}, {x.z}, {x.w}\n{y.x}, {y.y}, {y.z}, {y.w}\n{z.x}, {z.y}, {z.z}, {z.w}\n{w.x}, {w.y}, {w.z}, {w.w}\n";
+ return $"{X.X}, {X.Y}, {X.Z}, {X.W}\n{Y.X}, {Y.Y}, {Y.Z}, {Y.W}\n{Z.X}, {Z.Y}, {Z.Z}, {Z.W}\n{W.X}, {W.Y}, {W.Z}, {W.W}\n";
}
/// <summary>
@@ -1019,10 +1019,10 @@ namespace Godot
/// <returns>A string representation of this projection.</returns>
public readonly string ToString(string format)
{
- return $"{x.x.ToString(format)}, {x.y.ToString(format)}, {x.z.ToString(format)}, {x.w.ToString(format)}\n" +
- $"{y.x.ToString(format)}, {y.y.ToString(format)}, {y.z.ToString(format)}, {y.w.ToString(format)}\n" +
- $"{z.x.ToString(format)}, {z.y.ToString(format)}, {z.z.ToString(format)}, {z.w.ToString(format)}\n" +
- $"{w.x.ToString(format)}, {w.y.ToString(format)}, {w.z.ToString(format)}, {w.w.ToString(format)}\n";
+ return $"{X.X.ToString(format)}, {X.Y.ToString(format)}, {X.Z.ToString(format)}, {X.W.ToString(format)}\n" +
+ $"{Y.X.ToString(format)}, {Y.Y.ToString(format)}, {Y.Z.ToString(format)}, {Y.W.ToString(format)}\n" +
+ $"{Z.X.ToString(format)}, {Z.Y.ToString(format)}, {Z.Z.ToString(format)}, {Z.W.ToString(format)}\n" +
+ $"{W.X.ToString(format)}, {W.Y.ToString(format)}, {W.Z.ToString(format)}, {W.W.ToString(format)}\n";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index 8e4f9178f7..9c2a6fc654 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -24,25 +24,25 @@ namespace Godot
/// X component of the quaternion (imaginary <c>i</c> axis part).
/// Quaternion components should usually not be manipulated directly.
/// </summary>
- public real_t x;
+ public real_t X;
/// <summary>
/// Y component of the quaternion (imaginary <c>j</c> axis part).
/// Quaternion components should usually not be manipulated directly.
/// </summary>
- public real_t y;
+ public real_t Y;
/// <summary>
/// Z component of the quaternion (imaginary <c>k</c> axis part).
/// Quaternion components should usually not be manipulated directly.
/// </summary>
- public real_t z;
+ public real_t Z;
/// <summary>
/// W component of the quaternion (real part).
/// Quaternion components should usually not be manipulated directly.
/// </summary>
- public real_t w;
+ public real_t W;
/// <summary>
/// Access quaternion components using their index.
@@ -51,10 +51,10 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1, 2 or 3.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>,
- /// <c>[2]</c> is equivalent to <see cref="z"/>,
- /// <c>[3]</c> is equivalent to <see cref="w"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+ /// <c>[2]</c> is equivalent to <see cref="Z"/>,
+ /// <c>[3]</c> is equivalent to <see cref="W"/>.
/// </value>
public real_t this[int index]
{
@@ -63,13 +63,13 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
case 3:
- return w;
+ return W;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -79,16 +79,16 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
break;
case 1:
- y = value;
+ Y = value;
break;
case 2:
- z = value;
+ Z = value;
break;
case 3:
- w = value;
+ W = value;
break;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -155,9 +155,9 @@ namespace Godot
Quaternion lnPre = (fromQ.Inverse() * preQ).Log();
Quaternion lnPost = (fromQ.Inverse() * postQ).Log();
Quaternion ln = new Quaternion(
- Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight),
- Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight),
- Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight),
+ Mathf.CubicInterpolate(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight),
+ Mathf.CubicInterpolate(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight),
+ Mathf.CubicInterpolate(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight),
0);
Quaternion q1 = fromQ * ln.Exp();
@@ -167,9 +167,9 @@ namespace Godot
lnPre = (toQ.Inverse() * preQ).Log();
lnPost = (toQ.Inverse() * postQ).Log();
ln = new Quaternion(
- Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight),
- Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight),
- Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight),
+ Mathf.CubicInterpolate(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight),
+ Mathf.CubicInterpolate(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight),
+ Mathf.CubicInterpolate(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight),
0);
Quaternion q2 = toQ * ln.Exp();
@@ -224,9 +224,9 @@ namespace Godot
Quaternion lnPre = (fromQ.Inverse() * preQ).Log();
Quaternion lnPost = (fromQ.Inverse() * postQ).Log();
Quaternion ln = new Quaternion(
- Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
- Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
- Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight, bT, preAT, postBT),
0);
Quaternion q1 = fromQ * ln.Exp();
@@ -236,9 +236,9 @@ namespace Godot
lnPre = (toQ.Inverse() * preQ).Log();
lnPost = (toQ.Inverse() * postQ).Log();
ln = new Quaternion(
- Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
- Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
- Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight, bT, preAT, postBT),
0);
Quaternion q2 = toQ * ln.Exp();
@@ -253,12 +253,12 @@ namespace Godot
/// <returns>The dot product.</returns>
public readonly real_t Dot(Quaternion b)
{
- return (x * b.x) + (y * b.y) + (z * b.z) + (w * b.w);
+ return (X * b.X) + (Y * b.Y) + (Z * b.Z) + (W * b.W);
}
public readonly Quaternion Exp()
{
- Vector3 v = new Vector3(x, y, z);
+ Vector3 v = new Vector3(X, Y, Z);
real_t theta = v.Length();
v = v.Normalized();
if (theta < Mathf.Epsilon || !v.IsNormalized())
@@ -270,18 +270,18 @@ namespace Godot
public readonly real_t GetAngle()
{
- return 2 * Mathf.Acos(w);
+ return 2 * Mathf.Acos(W);
}
public readonly Vector3 GetAxis()
{
- if (Mathf.Abs(w) > 1 - Mathf.Epsilon)
+ if (Mathf.Abs(W) > 1 - Mathf.Epsilon)
{
- return new Vector3(x, y, z);
+ return new Vector3(X, Y, Z);
}
- real_t r = 1 / Mathf.Sqrt(1 - w * w);
- return new Vector3(x * r, y * r, z * r);
+ real_t r = 1 / Mathf.Sqrt(1 - W * W);
+ return new Vector3(X * r, Y * r, Z * r);
}
/// <summary>
@@ -315,7 +315,7 @@ namespace Godot
throw new InvalidOperationException("Quaternion is not normalized.");
}
#endif
- return new Quaternion(-x, -y, -z, w);
+ return new Quaternion(-X, -Y, -Z, W);
}
/// <summary>
@@ -325,7 +325,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
+ return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z) && Mathf.IsFinite(W);
}
/// <summary>
@@ -340,7 +340,7 @@ namespace Godot
public readonly Quaternion Log()
{
Vector3 v = GetAxis() * GetAngle();
- return new Quaternion(v.x, v.y, v.z, 0);
+ return new Quaternion(v.X, v.Y, v.Z, 0);
}
/// <summary>
@@ -432,10 +432,10 @@ namespace Godot
// Calculate final values.
return new Quaternion
(
- (scale0 * x) + (scale1 * to1.x),
- (scale0 * y) + (scale1 * to1.y),
- (scale0 * z) + (scale1 * to1.z),
- (scale0 * w) + (scale1 * to1.w)
+ (scale0 * X) + (scale1 * to1.X),
+ (scale0 * Y) + (scale1 * to1.Y),
+ (scale0 * Z) + (scale1 * to1.Z),
+ (scale0 * W) + (scale1 * to1.W)
);
}
@@ -474,10 +474,10 @@ namespace Godot
return new Quaternion
(
- (invFactor * x) + (newFactor * to.x),
- (invFactor * y) + (newFactor * to.y),
- (invFactor * z) + (newFactor * to.z),
- (invFactor * w) + (newFactor * to.w)
+ (invFactor * X) + (newFactor * to.X),
+ (invFactor * Y) + (newFactor * to.Y),
+ (invFactor * Z) + (newFactor * to.Z),
+ (invFactor * W) + (newFactor * to.W)
);
}
@@ -501,10 +501,10 @@ namespace Godot
/// <param name="w">W component of the quaternion (real part).</param>
public Quaternion(real_t x, real_t y, real_t z, real_t w)
{
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
}
/// <summary>
@@ -535,20 +535,20 @@ namespace Godot
if (d == 0f)
{
- x = 0f;
- y = 0f;
- z = 0f;
- w = 0f;
+ X = 0f;
+ Y = 0f;
+ Z = 0f;
+ W = 0f;
}
else
{
(real_t sin, real_t cos) = Mathf.SinCos(angle * 0.5f);
real_t s = sin / d;
- x = axis.x * s;
- y = axis.y * s;
- z = axis.z * s;
- w = cos;
+ X = axis.X * s;
+ Y = axis.Y * s;
+ Z = axis.Z * s;
+ W = cos;
}
}
@@ -559,20 +559,20 @@ namespace Godot
if (d < -1.0f + Mathf.Epsilon)
{
- x = 0f;
- y = 1f;
- z = 0f;
- w = 0f;
+ X = 0f;
+ Y = 1f;
+ Z = 0f;
+ W = 0f;
}
else
{
real_t s = Mathf.Sqrt((1.0f + d) * 2.0f);
real_t rs = 1.0f / s;
- x = c.x * rs;
- y = c.y * rs;
- z = c.z * rs;
- w = s * 0.5f;
+ X = c.X * rs;
+ Y = c.Y * rs;
+ Z = c.Z * rs;
+ W = s * 0.5f;
}
}
@@ -584,9 +584,9 @@ namespace Godot
/// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param>
public static Quaternion FromEuler(Vector3 eulerYXZ)
{
- real_t halfA1 = eulerYXZ.y * 0.5f;
- real_t halfA2 = eulerYXZ.x * 0.5f;
- real_t halfA3 = eulerYXZ.z * 0.5f;
+ real_t halfA1 = eulerYXZ.Y * 0.5f;
+ real_t halfA2 = eulerYXZ.X * 0.5f;
+ real_t halfA3 = eulerYXZ.Z * 0.5f;
// R = Y(a1).X(a2).Z(a3) convention for Euler angles.
// Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
@@ -616,10 +616,10 @@ namespace Godot
{
return new Quaternion
(
- (left.w * right.x) + (left.x * right.w) + (left.y * right.z) - (left.z * right.y),
- (left.w * right.y) + (left.y * right.w) + (left.z * right.x) - (left.x * right.z),
- (left.w * right.z) + (left.z * right.w) + (left.x * right.y) - (left.y * right.x),
- (left.w * right.w) - (left.x * right.x) - (left.y * right.y) - (left.z * right.z)
+ (left.W * right.X) + (left.X * right.W) + (left.Y * right.Z) - (left.Z * right.Y),
+ (left.W * right.Y) + (left.Y * right.W) + (left.Z * right.X) - (left.X * right.Z),
+ (left.W * right.Z) + (left.Z * right.W) + (left.X * right.Y) - (left.Y * right.X),
+ (left.W * right.W) - (left.X * right.X) - (left.Y * right.Y) - (left.Z * right.Z)
);
}
@@ -637,9 +637,9 @@ namespace Godot
throw new InvalidOperationException("Quaternion is not normalized.");
}
#endif
- var u = new Vector3(quaternion.x, quaternion.y, quaternion.z);
+ var u = new Vector3(quaternion.X, quaternion.Y, quaternion.Z);
Vector3 uv = u.Cross(vector);
- return vector + (((uv * quaternion.w) + u.Cross(uv)) * 2);
+ return vector + (((uv * quaternion.W) + u.Cross(uv)) * 2);
}
/// <summary>
@@ -665,7 +665,7 @@ namespace Godot
/// <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);
+ return new Quaternion(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
}
/// <summary>
@@ -679,20 +679,20 @@ namespace Godot
/// <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);
+ return new Quaternion(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
}
/// <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
+ /// <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(-quat.x, -quat.y, -quat.z, -quat.w);
+ return new Quaternion(-quat.X, -quat.Y, -quat.Z, -quat.W);
}
/// <summary>
@@ -706,7 +706,7 @@ namespace Godot
/// <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);
+ return new Quaternion(left.X * right, left.Y * right, left.Z * right, left.W * right);
}
/// <summary>
@@ -720,7 +720,7 @@ namespace Godot
/// <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);
+ return new Quaternion(right.X * left, right.Y * left, right.Z * left, right.W * left);
}
/// <summary>
@@ -780,7 +780,7 @@ namespace Godot
/// <returns>Whether or not the quaternions are exactly equal.</returns>
public readonly bool Equals(Quaternion other)
{
- return x == other.x && y == other.y && z == other.z && w == other.w;
+ return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
}
/// <summary>
@@ -791,7 +791,7 @@ namespace Godot
/// <returns>Whether or not the quaternions are approximately equal.</returns>
public readonly bool IsEqualApprox(Quaternion other)
{
- return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
+ return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z) && Mathf.IsEqualApprox(W, other.W);
}
/// <summary>
@@ -800,7 +800,7 @@ namespace Godot
/// <returns>A hash code for this quaternion.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
}
/// <summary>
@@ -809,7 +809,7 @@ namespace Godot
/// <returns>A string representation of this quaternion.</returns>
public override readonly string ToString()
{
- return $"({x}, {y}, {z}, {w})";
+ return $"({X}, {Y}, {Z}, {W})";
}
/// <summary>
@@ -818,7 +818,7 @@ namespace Godot
/// <returns>A string representation of this quaternion.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}, {W.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
index 1a8696d3bc..be4004a0f9 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
@@ -66,7 +66,7 @@ namespace Godot
public readonly Rect2 Abs()
{
Vector2 end = End;
- Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
+ Vector2 topLeft = new Vector2(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y));
return new Rect2(topLeft, _size.Abs());
}
@@ -88,14 +88,14 @@ namespace Godot
return new Rect2();
}
- newRect._position.x = Mathf.Max(b._position.x, _position.x);
- newRect._position.y = Mathf.Max(b._position.y, _position.y);
+ newRect._position.X = Mathf.Max(b._position.X, _position.X);
+ newRect._position.Y = Mathf.Max(b._position.Y, _position.Y);
Vector2 bEnd = b._position + b._size;
Vector2 end = _position + _size;
- newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
- newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
+ newRect._size.X = Mathf.Min(bEnd.X, end.X) - newRect._position.X;
+ newRect._size.Y = Mathf.Min(bEnd.Y, end.Y) - newRect._position.Y;
return newRect;
}
@@ -119,9 +119,9 @@ namespace Godot
/// </returns>
public readonly bool Encloses(Rect2 b)
{
- return b._position.x >= _position.x && b._position.y >= _position.y &&
- b._position.x + b._size.x < _position.x + _size.x &&
- b._position.y + b._size.y < _position.y + _size.y;
+ return b._position.X >= _position.X && b._position.Y >= _position.Y &&
+ b._position.X + b._size.X < _position.X + _size.X &&
+ b._position.Y + b._size.Y < _position.Y + _size.Y;
}
/// <summary>
@@ -136,22 +136,22 @@ namespace Godot
Vector2 begin = expanded._position;
Vector2 end = expanded._position + expanded._size;
- if (to.x < begin.x)
+ if (to.X < begin.X)
{
- begin.x = to.x;
+ begin.X = to.X;
}
- if (to.y < begin.y)
+ if (to.Y < begin.Y)
{
- begin.y = to.y;
+ begin.Y = to.Y;
}
- if (to.x > end.x)
+ if (to.X > end.X)
{
- end.x = to.x;
+ end.X = to.X;
}
- if (to.y > end.y)
+ if (to.Y > end.Y)
{
- end.y = to.y;
+ end.Y = to.Y;
}
expanded._position = begin;
@@ -166,7 +166,7 @@ namespace Godot
/// <returns>The area.</returns>
public readonly real_t GetArea()
{
- return _size.x * _size.y;
+ return _size.X * _size.Y;
}
/// <summary>
@@ -191,10 +191,10 @@ namespace Godot
{
Rect2 g = this;
- g._position.x -= by;
- g._position.y -= by;
- g._size.x += by * 2;
- g._size.y += by * 2;
+ g._position.X -= by;
+ g._position.Y -= by;
+ g._size.X += by * 2;
+ g._size.Y += by * 2;
return g;
}
@@ -214,10 +214,10 @@ namespace Godot
{
Rect2 g = this;
- g._position.x -= left;
- g._position.y -= top;
- g._size.x += left + right;
- g._size.y += top + bottom;
+ g._position.X -= left;
+ g._position.Y -= top;
+ g._size.X += left + right;
+ g._size.Y += top + bottom;
return g;
}
@@ -254,7 +254,7 @@ namespace Godot
/// </returns>
public readonly bool HasArea()
{
- return _size.x > 0.0f && _size.y > 0.0f;
+ return _size.X > 0.0f && _size.Y > 0.0f;
}
/// <summary>
@@ -267,14 +267,14 @@ namespace Godot
/// </returns>
public readonly bool HasPoint(Vector2 point)
{
- if (point.x < _position.x)
+ if (point.X < _position.X)
return false;
- if (point.y < _position.y)
+ if (point.Y < _position.Y)
return false;
- if (point.x >= _position.x + _size.x)
+ if (point.X >= _position.X + _size.X)
return false;
- if (point.y >= _position.y + _size.y)
+ if (point.Y >= _position.Y + _size.Y)
return false;
return true;
@@ -295,38 +295,38 @@ namespace Godot
{
if (includeBorders)
{
- if (_position.x > b._position.x + b._size.x)
+ if (_position.X > b._position.X + b._size.X)
{
return false;
}
- if (_position.x + _size.x < b._position.x)
+ if (_position.X + _size.X < b._position.X)
{
return false;
}
- if (_position.y > b._position.y + b._size.y)
+ if (_position.Y > b._position.Y + b._size.Y)
{
return false;
}
- if (_position.y + _size.y < b._position.y)
+ if (_position.Y + _size.Y < b._position.Y)
{
return false;
}
}
else
{
- if (_position.x >= b._position.x + b._size.x)
+ if (_position.X >= b._position.X + b._size.X)
{
return false;
}
- if (_position.x + _size.x <= b._position.x)
+ if (_position.X + _size.X <= b._position.X)
{
return false;
}
- if (_position.y >= b._position.y + b._size.y)
+ if (_position.Y >= b._position.Y + b._size.Y)
{
return false;
}
- if (_position.y + _size.y <= b._position.y)
+ if (_position.Y + _size.Y <= b._position.Y)
{
return false;
}
@@ -344,11 +344,11 @@ namespace Godot
{
Rect2 newRect;
- newRect._position.x = Mathf.Min(b._position.x, _position.x);
- newRect._position.y = Mathf.Min(b._position.y, _position.y);
+ newRect._position.X = Mathf.Min(b._position.X, _position.X);
+ newRect._position.Y = Mathf.Min(b._position.Y, _position.Y);
- newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
- newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
+ newRect._size.X = Mathf.Max(b._position.X + b._size.X, _position.X + _size.X);
+ newRect._size.Y = Mathf.Max(b._position.Y + b._size.Y, _position.Y + _size.Y);
newRect._size -= newRect._position; // Make relative again
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2I.cs
index cf8939a859..5b06101db5 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2I.cs
@@ -4,21 +4,21 @@ using System.Runtime.InteropServices;
namespace Godot
{
/// <summary>
- /// 2D axis-aligned bounding box using integers. Rect2i consists of a position, a size, and
+ /// 2D axis-aligned bounding box using integers. Rect2I consists of a position, a size, and
/// several utility functions. It is typically used for fast overlap tests.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
- public struct Rect2i : IEquatable<Rect2i>
+ public struct Rect2I : IEquatable<Rect2I>
{
- private Vector2i _position;
- private Vector2i _size;
+ private Vector2I _position;
+ private Vector2I _size;
/// <summary>
/// Beginning corner. Typically has values lower than <see cref="End"/>.
/// </summary>
/// <value>Directly uses a private field.</value>
- public Vector2i Position
+ public Vector2I Position
{
readonly get { return _position; }
set { _position = value; }
@@ -29,7 +29,7 @@ namespace Godot
/// If the size is negative, you can use <see cref="Abs"/> to fix it.
/// </summary>
/// <value>Directly uses a private field.</value>
- public Vector2i Size
+ public Vector2I Size
{
readonly get { return _size; }
set { _size = value; }
@@ -43,14 +43,14 @@ namespace Godot
/// Getting is equivalent to <paramref name="value"/> = <see cref="Position"/> + <see cref="Size"/>,
/// setting is equivalent to <see cref="Size"/> = <paramref name="value"/> - <see cref="Position"/>
/// </value>
- public Vector2i End
+ public Vector2I End
{
readonly get { return _position + _size; }
set { _size = value - _position; }
}
/// <summary>
- /// The area of this <see cref="Rect2i"/>.
+ /// The area of this <see cref="Rect2I"/>.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public readonly int Area
@@ -59,89 +59,89 @@ namespace Godot
}
/// <summary>
- /// Returns a <see cref="Rect2i"/> with equivalent position and size, modified so that
+ /// Returns a <see cref="Rect2I"/> with equivalent position and size, modified so that
/// the top-left corner is the origin and width and height are positive.
/// </summary>
- /// <returns>The modified <see cref="Rect2i"/>.</returns>
- public readonly Rect2i Abs()
+ /// <returns>The modified <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I Abs()
{
- Vector2i end = End;
- Vector2i topLeft = new Vector2i(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
- return new Rect2i(topLeft, _size.Abs());
+ Vector2I end = End;
+ Vector2I topLeft = new Vector2I(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y));
+ return new Rect2I(topLeft, _size.Abs());
}
/// <summary>
- /// Returns the intersection of this <see cref="Rect2i"/> and <paramref name="b"/>.
- /// If the rectangles do not intersect, an empty <see cref="Rect2i"/> is returned.
+ /// Returns the intersection of this <see cref="Rect2I"/> and <paramref name="b"/>.
+ /// If the rectangles do not intersect, an empty <see cref="Rect2I"/> is returned.
/// </summary>
- /// <param name="b">The other <see cref="Rect2i"/>.</param>
+ /// <param name="b">The other <see cref="Rect2I"/>.</param>
/// <returns>
- /// The intersection of this <see cref="Rect2i"/> and <paramref name="b"/>,
- /// or an empty <see cref="Rect2i"/> if they do not intersect.
+ /// The intersection of this <see cref="Rect2I"/> and <paramref name="b"/>,
+ /// or an empty <see cref="Rect2I"/> if they do not intersect.
/// </returns>
- public readonly Rect2i Intersection(Rect2i b)
+ public readonly Rect2I Intersection(Rect2I b)
{
- Rect2i newRect = b;
+ Rect2I newRect = b;
if (!Intersects(newRect))
{
- return new Rect2i();
+ return new Rect2I();
}
- newRect._position.x = Mathf.Max(b._position.x, _position.x);
- newRect._position.y = Mathf.Max(b._position.y, _position.y);
+ newRect._position.X = Mathf.Max(b._position.X, _position.X);
+ newRect._position.Y = Mathf.Max(b._position.Y, _position.Y);
- Vector2i bEnd = b._position + b._size;
- Vector2i end = _position + _size;
+ Vector2I bEnd = b._position + b._size;
+ Vector2I end = _position + _size;
- newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
- newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
+ newRect._size.X = Mathf.Min(bEnd.X, end.X) - newRect._position.X;
+ newRect._size.Y = Mathf.Min(bEnd.Y, end.Y) - newRect._position.Y;
return newRect;
}
/// <summary>
- /// Returns <see langword="true"/> if this <see cref="Rect2i"/> completely encloses another one.
+ /// Returns <see langword="true"/> if this <see cref="Rect2I"/> completely encloses another one.
/// </summary>
- /// <param name="b">The other <see cref="Rect2i"/> that may be enclosed.</param>
+ /// <param name="b">The other <see cref="Rect2I"/> that may be enclosed.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not this <see cref="Rect2i"/> encloses <paramref name="b"/>.
+ /// A <see langword="bool"/> for whether or not this <see cref="Rect2I"/> encloses <paramref name="b"/>.
/// </returns>
- public readonly bool Encloses(Rect2i b)
+ public readonly bool Encloses(Rect2I b)
{
- return b._position.x >= _position.x && b._position.y >= _position.y &&
- b._position.x + b._size.x < _position.x + _size.x &&
- b._position.y + b._size.y < _position.y + _size.y;
+ return b._position.X >= _position.X && b._position.Y >= _position.Y &&
+ b._position.X + b._size.X < _position.X + _size.X &&
+ b._position.Y + b._size.Y < _position.Y + _size.Y;
}
/// <summary>
- /// Returns this <see cref="Rect2i"/> expanded to include a given point.
+ /// Returns this <see cref="Rect2I"/> expanded to include a given point.
/// </summary>
/// <param name="to">The point to include.</param>
- /// <returns>The expanded <see cref="Rect2i"/>.</returns>
- public readonly Rect2i Expand(Vector2i to)
+ /// <returns>The expanded <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I Expand(Vector2I to)
{
- Rect2i expanded = this;
+ Rect2I expanded = this;
- Vector2i begin = expanded._position;
- Vector2i end = expanded._position + expanded._size;
+ Vector2I begin = expanded._position;
+ Vector2I end = expanded._position + expanded._size;
- if (to.x < begin.x)
+ if (to.X < begin.X)
{
- begin.x = to.x;
+ begin.X = to.X;
}
- if (to.y < begin.y)
+ if (to.Y < begin.Y)
{
- begin.y = to.y;
+ begin.Y = to.Y;
}
- if (to.x > end.x)
+ if (to.X > end.X)
{
- end.x = to.x;
+ end.X = to.X;
}
- if (to.y > end.y)
+ if (to.Y > end.Y)
{
- end.y = to.y;
+ end.Y = to.Y;
}
expanded._position = begin;
@@ -151,48 +151,48 @@ namespace Godot
}
/// <summary>
- /// Returns the area of the <see cref="Rect2i"/>.
+ /// Returns the area of the <see cref="Rect2I"/>.
/// </summary>
/// <returns>The area.</returns>
public readonly int GetArea()
{
- return _size.x * _size.y;
+ return _size.X * _size.Y;
}
/// <summary>
- /// Returns the center of the <see cref="Rect2i"/>, which is equal
+ /// Returns the center of the <see cref="Rect2I"/>, which is equal
/// to <see cref="Position"/> + (<see cref="Size"/> / 2).
/// If <see cref="Size"/> is an odd number, the returned center
/// value will be rounded towards <see cref="Position"/>.
/// </summary>
/// <returns>The center.</returns>
- public readonly Vector2i GetCenter()
+ public readonly Vector2I GetCenter()
{
return _position + (_size / 2);
}
/// <summary>
- /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+ /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
/// on all sides.
/// </summary>
/// <seealso cref="GrowIndividual(int, int, int, int)"/>
/// <seealso cref="GrowSide(Side, int)"/>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown <see cref="Rect2i"/>.</returns>
- public readonly Rect2i Grow(int by)
+ /// <returns>The grown <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I Grow(int by)
{
- Rect2i g = this;
+ Rect2I g = this;
- g._position.x -= by;
- g._position.y -= by;
- g._size.x += by * 2;
- g._size.y += by * 2;
+ g._position.X -= by;
+ g._position.Y -= by;
+ g._size.X += by * 2;
+ g._size.Y += by * 2;
return g;
}
/// <summary>
- /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+ /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
/// on each side individually.
/// </summary>
/// <seealso cref="Grow(int)"/>
@@ -201,31 +201,31 @@ namespace Godot
/// <param name="top">The amount to grow by on the top side.</param>
/// <param name="right">The amount to grow by on the right side.</param>
/// <param name="bottom">The amount to grow by on the bottom side.</param>
- /// <returns>The grown <see cref="Rect2i"/>.</returns>
- public readonly Rect2i GrowIndividual(int left, int top, int right, int bottom)
+ /// <returns>The grown <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I GrowIndividual(int left, int top, int right, int bottom)
{
- Rect2i g = this;
+ Rect2I g = this;
- g._position.x -= left;
- g._position.y -= top;
- g._size.x += left + right;
- g._size.y += top + bottom;
+ g._position.X -= left;
+ g._position.Y -= top;
+ g._size.X += left + right;
+ g._size.Y += top + bottom;
return g;
}
/// <summary>
- /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+ /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
/// on the specified <see cref="Side"/>.
/// </summary>
/// <seealso cref="Grow(int)"/>
/// <seealso cref="GrowIndividual(int, int, int, int)"/>
/// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown <see cref="Rect2i"/>.</returns>
- public readonly Rect2i GrowSide(Side side, int by)
+ /// <returns>The grown <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I GrowSide(Side side, int by)
{
- Rect2i g = this;
+ Rect2I g = this;
g = g.GrowIndividual(Side.Left == side ? by : 0,
Side.Top == side ? by : 0,
@@ -236,76 +236,76 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="Rect2i"/> has
- /// area, and <see langword="false"/> if the <see cref="Rect2i"/>
+ /// Returns <see langword="true"/> if the <see cref="Rect2I"/> has
+ /// area, and <see langword="false"/> if the <see cref="Rect2I"/>
/// is linear, empty, or has a negative <see cref="Size"/>.
/// See also <see cref="GetArea"/>.
/// </summary>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> has area.
+ /// A <see langword="bool"/> for whether or not the <see cref="Rect2I"/> has area.
/// </returns>
public readonly bool HasArea()
{
- return _size.x > 0 && _size.y > 0;
+ return _size.X > 0 && _size.Y > 0;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="Rect2i"/> contains a point,
+ /// Returns <see langword="true"/> if the <see cref="Rect2I"/> contains a point,
/// or <see langword="false"/> otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
/// <returns>
- /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> contains <paramref name="point"/>.
+ /// A <see langword="bool"/> for whether or not the <see cref="Rect2I"/> contains <paramref name="point"/>.
/// </returns>
- public readonly bool HasPoint(Vector2i point)
+ public readonly bool HasPoint(Vector2I point)
{
- if (point.x < _position.x)
+ if (point.X < _position.X)
return false;
- if (point.y < _position.y)
+ if (point.Y < _position.Y)
return false;
- if (point.x >= _position.x + _size.x)
+ if (point.X >= _position.X + _size.X)
return false;
- if (point.y >= _position.y + _size.y)
+ if (point.Y >= _position.Y + _size.Y)
return false;
return true;
}
/// <summary>
- /// Returns <see langword="true"/> if the <see cref="Rect2i"/> overlaps with <paramref name="b"/>
+ /// Returns <see langword="true"/> if the <see cref="Rect2I"/> overlaps with <paramref name="b"/>
/// (i.e. they have at least one point in common).
/// </summary>
- /// <param name="b">The other <see cref="Rect2i"/> to check for intersections with.</param>
+ /// <param name="b">The other <see cref="Rect2I"/> to check for intersections with.</param>
/// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
- public readonly bool Intersects(Rect2i b)
+ public readonly bool Intersects(Rect2I b)
{
- if (_position.x >= b._position.x + b._size.x)
+ if (_position.X >= b._position.X + b._size.X)
return false;
- if (_position.x + _size.x <= b._position.x)
+ if (_position.X + _size.X <= b._position.X)
return false;
- if (_position.y >= b._position.y + b._size.y)
+ if (_position.Y >= b._position.Y + b._size.Y)
return false;
- if (_position.y + _size.y <= b._position.y)
+ if (_position.Y + _size.Y <= b._position.Y)
return false;
return true;
}
/// <summary>
- /// Returns a larger <see cref="Rect2i"/> that contains this <see cref="Rect2i"/> and <paramref name="b"/>.
+ /// Returns a larger <see cref="Rect2I"/> that contains this <see cref="Rect2I"/> and <paramref name="b"/>.
/// </summary>
- /// <param name="b">The other <see cref="Rect2i"/>.</param>
- /// <returns>The merged <see cref="Rect2i"/>.</returns>
- public readonly Rect2i Merge(Rect2i b)
+ /// <param name="b">The other <see cref="Rect2I"/>.</param>
+ /// <returns>The merged <see cref="Rect2I"/>.</returns>
+ public readonly Rect2I Merge(Rect2I b)
{
- Rect2i newRect;
+ Rect2I newRect;
- newRect._position.x = Mathf.Min(b._position.x, _position.x);
- newRect._position.y = Mathf.Min(b._position.y, _position.y);
+ newRect._position.X = Mathf.Min(b._position.X, _position.X);
+ newRect._position.Y = Mathf.Min(b._position.Y, _position.Y);
- newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
- newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
+ newRect._size.X = Mathf.Max(b._position.X + b._size.X, _position.X + _size.X);
+ newRect._size.Y = Mathf.Max(b._position.Y + b._size.Y, _position.Y + _size.Y);
newRect._size -= newRect._position; // Make relative again
@@ -313,93 +313,93 @@ namespace Godot
}
/// <summary>
- /// Constructs a <see cref="Rect2i"/> from a position and size.
+ /// Constructs a <see cref="Rect2I"/> from a position and size.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="size">The size.</param>
- public Rect2i(Vector2i position, Vector2i size)
+ public Rect2I(Vector2I position, Vector2I size)
{
_position = position;
_size = size;
}
/// <summary>
- /// Constructs a <see cref="Rect2i"/> from a position, width, and height.
+ /// Constructs a <see cref="Rect2I"/> from a position, width, and height.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
- public Rect2i(Vector2i position, int width, int height)
+ public Rect2I(Vector2I position, int width, int height)
{
_position = position;
- _size = new Vector2i(width, height);
+ _size = new Vector2I(width, height);
}
/// <summary>
- /// Constructs a <see cref="Rect2i"/> from x, y, and size.
+ /// Constructs a <see cref="Rect2I"/> from x, y, and size.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="size">The size.</param>
- public Rect2i(int x, int y, Vector2i size)
+ public Rect2I(int x, int y, Vector2I size)
{
- _position = new Vector2i(x, y);
+ _position = new Vector2I(x, y);
_size = size;
}
/// <summary>
- /// Constructs a <see cref="Rect2i"/> from x, y, width, and height.
+ /// Constructs a <see cref="Rect2I"/> from x, y, width, and height.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
- public Rect2i(int x, int y, int width, int height)
+ public Rect2I(int x, int y, int width, int height)
{
- _position = new Vector2i(x, y);
- _size = new Vector2i(width, height);
+ _position = new Vector2I(x, y);
+ _size = new Vector2I(width, height);
}
/// <summary>
/// Returns <see langword="true"/> if the
- /// <see cref="Rect2i"/>s are exactly equal.
+ /// <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)
+ 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.
+ /// <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)
+ public static bool operator !=(Rect2I left, Rect2I right)
{
return !left.Equals(right);
}
/// <summary>
- /// Converts this <see cref="Rect2i"/> to a <see cref="Rect2"/>.
+ /// Converts this <see cref="Rect2I"/> to a <see cref="Rect2"/>.
/// </summary>
/// <param name="value">The rect to convert.</param>
- public static implicit operator Rect2(Rect2i value)
+ public static implicit operator Rect2(Rect2I value)
{
return new Rect2(value._position, value._size);
}
/// <summary>
- /// Converts a <see cref="Rect2"/> to a <see cref="Rect2i"/>.
+ /// Converts a <see cref="Rect2"/> to a <see cref="Rect2I"/>.
/// </summary>
/// <param name="value">The rect to convert.</param>
- public static explicit operator Rect2i(Rect2 value)
+ public static explicit operator Rect2I(Rect2 value)
{
- return new Rect2i((Vector2i)value.Position, (Vector2i)value.Size);
+ return new Rect2I((Vector2I)value.Position, (Vector2I)value.Size);
}
/// <summary>
@@ -409,7 +409,7 @@ namespace Godot
/// <returns>Whether or not the rect and the other object are equal.</returns>
public override readonly bool Equals(object obj)
{
- return obj is Rect2i other && Equals(other);
+ return obj is Rect2I other && Equals(other);
}
/// <summary>
@@ -417,13 +417,13 @@ namespace Godot
/// </summary>
/// <param name="other">The other rect to compare.</param>
/// <returns>Whether or not the rects are equal.</returns>
- public readonly bool Equals(Rect2i other)
+ public readonly bool Equals(Rect2I other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
}
/// <summary>
- /// Serves as the hash function for <see cref="Rect2i"/>.
+ /// Serves as the hash function for <see cref="Rect2I"/>.
/// </summary>
/// <returns>A hash code for this rect.</returns>
public override readonly int GetHashCode()
@@ -432,7 +432,7 @@ namespace Godot
}
/// <summary>
- /// Converts this <see cref="Rect2i"/> to a string.
+ /// Converts this <see cref="Rect2I"/> to a string.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public override readonly string ToString()
@@ -441,7 +441,7 @@ namespace Godot
}
/// <summary>
- /// Converts this <see cref="Rect2i"/> to a string with the given <paramref name="format"/>.
+ /// Converts this <see cref="Rect2I"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public readonly string ToString(string format)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rid.cs
index 59b9faf16c..e727526ec3 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rid.cs
@@ -6,25 +6,25 @@ using Godot.NativeInterop;
namespace Godot
{
/// <summary>
- /// The RID type is used to access the unique integer ID of a resource.
+ /// The Rid type is used to access the unique integer ID of a resource.
/// They are opaque, which means they do not grant access to the associated
/// resource by themselves. They are used by and with the low-level Server
/// classes such as <see cref="RenderingServer"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
- public readonly struct RID
+ public readonly struct Rid
{
private readonly ulong _id; // Default is 0
- internal RID(ulong id)
+ internal Rid(ulong id)
{
_id = id;
}
/// <summary>
- /// Constructs a new <see cref="RID"/> for the given <see cref="Object"/> <paramref name="from"/>.
+ /// Constructs a new <see cref="Rid"/> for the given <see cref="GodotObject"/> <paramref name="from"/>.
/// </summary>
- public RID(Object from)
+ public Rid(Godot.Object from)
=> _id = from is Resource res ? res.GetRid()._id : default;
/// <summary>
@@ -34,9 +34,9 @@ namespace Godot
public ulong Id => _id;
/// <summary>
- /// Converts this <see cref="RID"/> to a string.
+ /// Converts this <see cref="Rid"/> to a string.
/// </summary>
- /// <returns>A string representation of this RID.</returns>
- public override string ToString() => $"RID({Id})";
+ /// <returns>A string representation of this Rid.</returns>
+ public override string ToString() => $"Rid({Id})";
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
index d4329d78c1..cb9525b49c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -675,15 +675,15 @@ namespace Godot
/// <summary>
/// Converts ASCII encoded array to string.
- /// Fast alternative to <see cref="GetStringFromUTF8"/> if the
+ /// Fast alternative to <see cref="GetStringFromUtf8"/> if the
/// content is ASCII-only. Unlike the UTF-8 function this function
/// maps every byte to a character in the array. Multibyte sequences
/// will not be interpreted correctly. For parsing user input always
- /// use <see cref="GetStringFromUTF8"/>.
+ /// use <see cref="GetStringFromUtf8"/>.
/// </summary>
/// <param name="bytes">A byte array of ASCII characters (on the range of 0-127).</param>
/// <returns>A string created from the bytes.</returns>
- public static string GetStringFromASCII(this byte[] bytes)
+ public static string GetStringFromAscii(this byte[] bytes)
{
return Encoding.ASCII.GetString(bytes);
}
@@ -693,7 +693,7 @@ namespace Godot
/// </summary>
/// <param name="bytes">A byte array of UTF-16 characters.</param>
/// <returns>A string created from the bytes.</returns>
- public static string GetStringFromUTF16(this byte[] bytes)
+ public static string GetStringFromUtf16(this byte[] bytes)
{
return Encoding.Unicode.GetString(bytes);
}
@@ -703,14 +703,14 @@ namespace Godot
/// </summary>
/// <param name="bytes">A byte array of UTF-32 characters.</param>
/// <returns>A string created from the bytes.</returns>
- public static string GetStringFromUTF32(this byte[] bytes)
+ public static string GetStringFromUtf32(this byte[] bytes)
{
return Encoding.UTF32.GetString(bytes);
}
/// <summary>
/// Converts UTF-8 encoded array to string.
- /// Slower than <see cref="GetStringFromASCII"/> but supports UTF-8
+ /// Slower than <see cref="GetStringFromAscii"/> but supports UTF-8
/// encoded data. Use this function if you are unsure about the
/// source of the data. For user input this function
/// should always be preferred.
@@ -719,7 +719,7 @@ namespace Godot
/// A byte array of UTF-8 characters (a character may take up multiple bytes).
/// </param>
/// <returns>A string created from the bytes.</returns>
- public static string GetStringFromUTF8(this byte[] bytes)
+ public static string GetStringFromUtf8(this byte[] bytes)
{
return Encoding.UTF8.GetString(bytes);
}
@@ -1287,10 +1287,10 @@ namespace Godot
/// <summary>
/// Returns the MD5 hash of the string as an array of bytes.
/// </summary>
- /// <seealso cref="MD5Text(string)"/>
+ /// <seealso cref="Md5Text(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The MD5 hash of the string.</returns>
- public static byte[] MD5Buffer(this string instance)
+ public static byte[] Md5Buffer(this string instance)
{
#pragma warning disable CA5351 // Do Not Use Broken Cryptographic Algorithms
return MD5.HashData(Encoding.UTF8.GetBytes(instance));
@@ -1300,12 +1300,12 @@ namespace Godot
/// <summary>
/// Returns the MD5 hash of the string as a string.
/// </summary>
- /// <seealso cref="MD5Buffer(string)"/>
+ /// <seealso cref="Md5Buffer(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The MD5 hash of the string.</returns>
- public static string MD5Text(this string instance)
+ public static string Md5Text(this string instance)
{
- return instance.MD5Buffer().HexEncode();
+ return instance.Md5Buffer().HexEncode();
}
/// <summary>
@@ -1523,10 +1523,10 @@ namespace Godot
/// <summary>
/// Returns the SHA-1 hash of the string as an array of bytes.
/// </summary>
- /// <seealso cref="SHA1Text(string)"/>
+ /// <seealso cref="Sha1Text(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The SHA-1 hash of the string.</returns>
- public static byte[] SHA1Buffer(this string instance)
+ public static byte[] Sha1Buffer(this string instance)
{
#pragma warning disable CA5350 // Do Not Use Weak Cryptographic Algorithms
return SHA1.HashData(Encoding.UTF8.GetBytes(instance));
@@ -1536,21 +1536,21 @@ namespace Godot
/// <summary>
/// Returns the SHA-1 hash of the string as a string.
/// </summary>
- /// <seealso cref="SHA1Buffer(string)"/>
+ /// <seealso cref="Sha1Buffer(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The SHA-1 hash of the string.</returns>
- public static string SHA1Text(this string instance)
+ public static string Sha1Text(this string instance)
{
- return instance.SHA1Buffer().HexEncode();
+ return instance.Sha1Buffer().HexEncode();
}
/// <summary>
/// Returns the SHA-256 hash of the string as an array of bytes.
/// </summary>
- /// <seealso cref="SHA256Text(string)"/>
+ /// <seealso cref="Sha256Text(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The SHA-256 hash of the string.</returns>
- public static byte[] SHA256Buffer(this string instance)
+ public static byte[] Sha256Buffer(this string instance)
{
return SHA256.HashData(Encoding.UTF8.GetBytes(instance));
}
@@ -1558,12 +1558,12 @@ namespace Godot
/// <summary>
/// Returns the SHA-256 hash of the string as a string.
/// </summary>
- /// <seealso cref="SHA256Buffer(string)"/>
+ /// <seealso cref="Sha256Buffer(string)"/>
/// <param name="instance">The string to hash.</param>
/// <returns>The SHA-256 hash of the string.</returns>
- public static string SHA256Text(this string instance)
+ public static string Sha256Text(this string instance)
{
- return instance.SHA256Buffer().HexEncode();
+ return instance.Sha256Buffer().HexEncode();
}
/// <summary>
@@ -1745,15 +1745,15 @@ namespace Godot
/// <summary>
/// Converts the String (which is a character array) to PackedByteArray (which is an array of bytes).
- /// The conversion is faster compared to <see cref="ToUTF8Buffer(string)"/>,
+ /// The conversion is faster compared to <see cref="ToUtf8Buffer(string)"/>,
/// as this method assumes that all the characters in the String are ASCII characters.
/// </summary>
- /// <seealso cref="ToUTF8Buffer(string)"/>
- /// <seealso cref="ToUTF16Buffer(string)"/>
- /// <seealso cref="ToUTF32Buffer(string)"/>
+ /// <seealso cref="ToUtf8Buffer(string)"/>
+ /// <seealso cref="ToUtf16Buffer(string)"/>
+ /// <seealso cref="ToUtf32Buffer(string)"/>
/// <param name="instance">The string to convert.</param>
/// <returns>The string as ASCII encoded bytes.</returns>
- public static byte[] ToASCIIBuffer(this string instance)
+ public static byte[] ToAsciiBuffer(this string instance)
{
return Encoding.ASCII.GetBytes(instance);
}
@@ -1783,12 +1783,12 @@ namespace Godot
/// <summary>
/// Converts the string (which is an array of characters) to an UTF-16 encoded array of bytes.
/// </summary>
- /// <seealso cref="ToASCIIBuffer(string)"/>
- /// <seealso cref="ToUTF32Buffer(string)"/>
- /// <seealso cref="ToUTF8Buffer(string)"/>
+ /// <seealso cref="ToAsciiBuffer(string)"/>
+ /// <seealso cref="ToUtf32Buffer(string)"/>
+ /// <seealso cref="ToUtf8Buffer(string)"/>
/// <param name="instance">The string to convert.</param>
/// <returns>The string as UTF-16 encoded bytes.</returns>
- public static byte[] ToUTF16Buffer(this string instance)
+ public static byte[] ToUtf16Buffer(this string instance)
{
return Encoding.Unicode.GetBytes(instance);
}
@@ -1796,28 +1796,28 @@ namespace Godot
/// <summary>
/// Converts the string (which is an array of characters) to an UTF-32 encoded array of bytes.
/// </summary>
- /// <seealso cref="ToASCIIBuffer(string)"/>
- /// <seealso cref="ToUTF16Buffer(string)"/>
- /// <seealso cref="ToUTF8Buffer(string)"/>
+ /// <seealso cref="ToAsciiBuffer(string)"/>
+ /// <seealso cref="ToUtf16Buffer(string)"/>
+ /// <seealso cref="ToUtf8Buffer(string)"/>
/// <param name="instance">The string to convert.</param>
/// <returns>The string as UTF-32 encoded bytes.</returns>
- public static byte[] ToUTF32Buffer(this string instance)
+ public static byte[] ToUtf32Buffer(this string instance)
{
return Encoding.UTF32.GetBytes(instance);
}
/// <summary>
/// Converts the string (which is an array of characters) to an UTF-8 encoded array of bytes.
- /// The conversion is a bit slower than <see cref="ToASCIIBuffer(string)"/>,
+ /// The conversion is a bit slower than <see cref="ToAsciiBuffer(string)"/>,
/// but supports all UTF-8 characters. Therefore, you should prefer this function
- /// over <see cref="ToASCIIBuffer(string)"/>.
+ /// over <see cref="ToAsciiBuffer(string)"/>.
/// </summary>
- /// <seealso cref="ToASCIIBuffer(string)"/>
- /// <seealso cref="ToUTF16Buffer(string)"/>
- /// <seealso cref="ToUTF32Buffer(string)"/>
+ /// <seealso cref="ToAsciiBuffer(string)"/>
+ /// <seealso cref="ToUtf16Buffer(string)"/>
+ /// <seealso cref="ToUtf32Buffer(string)"/>
/// <param name="instance">The string to convert.</param>
/// <returns>The string as UTF-8 encoded bytes.</returns>
- public static byte[] ToUTF8Buffer(this string instance)
+ public static byte[] ToUtf8Buffer(this string instance)
{
return Encoding.UTF8.GetBytes(instance);
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index 1dfa83ffc6..e939396926 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -19,23 +19,23 @@ namespace Godot
/// <summary>
/// The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
/// </summary>
- public Vector2 x;
+ public Vector2 X;
/// <summary>
/// The basis matrix's Y vector (column 1). Equivalent to array index <c>[1]</c>.
/// </summary>
- public Vector2 y;
+ public Vector2 Y;
/// <summary>
/// The origin vector (column 2, the third column). Equivalent to array index <c>[2]</c>.
/// The origin vector represents translation.
/// </summary>
- public Vector2 origin;
+ public Vector2 Origin;
/// <summary>
/// Returns the transform's rotation (in radians).
/// </summary>
- public readonly real_t Rotation => Mathf.Atan2(x.y, x.x);
+ public readonly real_t Rotation => Mathf.Atan2(X.Y, X.X);
/// <summary>
/// Returns the scale.
@@ -45,13 +45,13 @@ namespace Godot
get
{
real_t detSign = Mathf.Sign(BasisDeterminant());
- return new Vector2(x.Length(), detSign * y.Length());
+ return new Vector2(X.Length(), detSign * Y.Length());
}
}
/// <summary>
/// Access whole columns in the form of <see cref="Vector2"/>.
- /// The third column is the <see cref="origin"/> vector.
+ /// The third column is the <see cref="Origin"/> vector.
/// </summary>
/// <param name="column">Which column vector.</param>
/// <exception cref="ArgumentOutOfRangeException">
@@ -64,11 +64,11 @@ namespace Godot
switch (column)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return origin;
+ return Origin;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
@@ -78,13 +78,13 @@ namespace Godot
switch (column)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- origin = value;
+ Origin = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
@@ -94,7 +94,7 @@ namespace Godot
/// <summary>
/// Access matrix elements in column-major order.
- /// The third column is the <see cref="origin"/> vector.
+ /// The third column is the <see cref="Origin"/> vector.
/// </summary>
/// <param name="column">Which column, the matrix horizontal position.</param>
/// <param name="row">Which row, the matrix vertical position.</param>
@@ -152,12 +152,12 @@ namespace Godot
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private readonly real_t BasisDeterminant()
{
- return (x.x * y.y) - (x.y * y.x);
+ return (X.X * Y.Y) - (X.Y * Y.X);
}
/// <summary>
/// Returns a vector transformed (multiplied) by the basis matrix.
- /// This method does not account for translation (the <see cref="origin"/> vector).
+ /// This method does not account for translation (the <see cref="Origin"/> vector).
/// </summary>
/// <seealso cref="BasisXformInv(Vector2)"/>
/// <param name="v">A vector to transform.</param>
@@ -169,7 +169,7 @@ namespace Godot
/// <summary>
/// Returns a vector transformed (multiplied) by the inverse basis matrix.
- /// This method does not account for translation (the <see cref="origin"/> vector).
+ /// This method does not account for translation (the <see cref="Origin"/> vector).
///
/// Note: This results in a multiplication by the inverse of the
/// basis matrix only if it represents a rotation-reflection.
@@ -179,7 +179,7 @@ namespace Godot
/// <returns>The inversely transformed vector.</returns>
public readonly Vector2 BasisXformInv(Vector2 v)
{
- return new Vector2(x.Dot(v), y.Dot(v));
+ return new Vector2(X.Dot(v), Y.Dot(v));
}
/// <summary>
@@ -222,14 +222,14 @@ namespace Godot
}
// Extract parameters
- Vector2 p1 = origin;
- Vector2 p2 = transform.origin;
+ Vector2 p1 = Origin;
+ Vector2 p2 = transform.Origin;
// Construct matrix
- var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.Lerp(p2, weight));
+ var res = new Transform2D(Mathf.Atan2(v.Y, v.X), p1.Lerp(p2, weight));
Vector2 scale = s1.Lerp(s2, weight);
- res.x *= scale;
- res.y *= scale;
+ res.X *= scale;
+ res.Y *= scale;
return res;
}
@@ -245,10 +245,10 @@ namespace Godot
Transform2D inv = this;
// Swap
- inv.x.y = y.x;
- inv.y.x = x.y;
+ inv.X.Y = Y.X;
+ inv.Y.X = X.Y;
- inv.origin = inv.BasisXform(-inv.origin);
+ inv.Origin = inv.BasisXform(-inv.Origin);
return inv;
}
@@ -260,7 +260,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return x.IsFinite() && y.IsFinite() && origin.IsFinite();
+ return X.IsFinite() && Y.IsFinite() && Origin.IsFinite();
}
/// <summary>
@@ -272,15 +272,15 @@ namespace Godot
{
Transform2D on = this;
- Vector2 onX = on.x;
- Vector2 onY = on.y;
+ Vector2 onX = on.X;
+ Vector2 onY = on.Y;
onX.Normalize();
onY = onY - (onX * onX.Dot(onY));
onY.Normalize();
- on.x = onX;
- on.y = onY;
+ on.X = onX;
+ on.Y = onY;
return on;
}
@@ -319,9 +319,9 @@ namespace Godot
public readonly Transform2D Scaled(Vector2 scale)
{
Transform2D copy = this;
- copy.x *= scale;
- copy.y *= scale;
- copy.origin *= scale;
+ copy.X *= scale;
+ copy.Y *= scale;
+ copy.Origin *= scale;
return copy;
}
@@ -335,8 +335,8 @@ namespace Godot
public readonly Transform2D ScaledLocal(Vector2 scale)
{
Transform2D copy = this;
- copy.x *= scale;
- copy.y *= scale;
+ copy.X *= scale;
+ copy.Y *= scale;
return copy;
}
@@ -360,7 +360,7 @@ namespace Godot
public readonly Transform2D Translated(Vector2 offset)
{
Transform2D copy = this;
- copy.origin += offset;
+ copy.Origin += offset;
return copy;
}
@@ -374,7 +374,7 @@ namespace Godot
public readonly Transform2D TranslatedLocal(Vector2 offset)
{
Transform2D copy = this;
- copy.origin += copy.BasisXform(offset);
+ copy.Origin += copy.BasisXform(offset);
return copy;
}
@@ -409,26 +409,26 @@ namespace Godot
/// <param name="originPos">The origin vector, or column index 2.</param>
public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 originPos)
{
- x = xAxis;
- y = yAxis;
- origin = originPos;
+ X = xAxis;
+ Y = yAxis;
+ Origin = originPos;
}
/// <summary>
/// Constructs a transformation matrix from the given components.
- /// Arguments are named such that xy is equal to calling <c>x.y</c>.
- /// </summary>
- /// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
- /// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
- /// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
- /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
- /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
- /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
+ /// Arguments are named such that xy is equal to calling <c>X.Y</c>.
+ /// </summary>
+ /// <param name="xx">The X component of the X column vector, accessed via <c>t.X.X</c> or <c>[0][0]</c>.</param>
+ /// <param name="xy">The Y component of the X column vector, accessed via <c>t.X.Y</c> or <c>[0][1]</c>.</param>
+ /// <param name="yx">The X component of the Y column vector, accessed via <c>t.Y.X</c> or <c>[1][0]</c>.</param>
+ /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.Y.Y</c> or <c>[1][1]</c>.</param>
+ /// <param name="ox">The X component of the origin vector, accessed via <c>t.Origin.X</c> or <c>[2][0]</c>.</param>
+ /// <param name="oy">The Y component of the origin vector, accessed via <c>t.Origin.Y</c> or <c>[2][1]</c>.</param>
public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
{
- x = new Vector2(xx, xy);
- y = new Vector2(yx, yy);
- origin = new Vector2(ox, oy);
+ X = new Vector2(xx, xy);
+ Y = new Vector2(yx, yy);
+ Origin = new Vector2(ox, oy);
}
/// <summary>
@@ -440,10 +440,10 @@ namespace Godot
public Transform2D(real_t rotation, Vector2 origin)
{
(real_t sin, real_t cos) = Mathf.SinCos(rotation);
- x.x = y.y = cos;
- x.y = y.x = sin;
- y.x *= -1;
- this.origin = origin;
+ X.X = Y.Y = cos;
+ X.Y = Y.X = sin;
+ Y.X *= -1;
+ Origin = origin;
}
/// <summary>
@@ -459,11 +459,11 @@ namespace Godot
{
(real_t rotationSin, real_t rotationCos) = Mathf.SinCos(rotation);
(real_t rotationSkewSin, real_t rotationSkewCos) = Mathf.SinCos(rotation + skew);
- x.x = rotationCos * scale.x;
- y.y = rotationSkewCos * scale.y;
- y.x = -rotationSkewSin * scale.y;
- x.y = rotationSin * scale.x;
- this.origin = origin;
+ X.X = rotationCos * scale.X;
+ Y.Y = rotationSkewCos * scale.Y;
+ Y.X = -rotationSkewSin * scale.Y;
+ X.Y = rotationSin * scale.X;
+ Origin = origin;
}
/// <summary>
@@ -476,17 +476,17 @@ namespace Godot
/// <returns>The composed transform.</returns>
public static Transform2D operator *(Transform2D left, Transform2D right)
{
- left.origin = left * right.origin;
+ left.Origin = left * right.Origin;
- real_t x0 = left.Tdotx(right.x);
- real_t x1 = left.Tdoty(right.x);
- real_t y0 = left.Tdotx(right.y);
- real_t y1 = left.Tdoty(right.y);
+ real_t x0 = left.Tdotx(right.X);
+ real_t x1 = left.Tdoty(right.X);
+ real_t y0 = left.Tdotx(right.Y);
+ real_t y1 = left.Tdoty(right.Y);
- left.x.x = x0;
- left.x.y = x1;
- left.y.x = y0;
- left.y.y = y1;
+ left.X.X = x0;
+ left.X.Y = x1;
+ left.Y.X = y0;
+ left.Y.Y = y1;
return left;
}
@@ -499,7 +499,7 @@ namespace Godot
/// <returns>The transformed Vector2.</returns>
public static Vector2 operator *(Transform2D transform, Vector2 vector)
{
- return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.origin;
+ return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.Origin;
}
/// <summary>
@@ -510,8 +510,8 @@ namespace Godot
/// <returns>The inversely transformed Vector2.</returns>
public static Vector2 operator *(Vector2 vector, Transform2D transform)
{
- Vector2 vInv = vector - transform.origin;
- return new Vector2(transform.x.Dot(vInv), transform.y.Dot(vInv));
+ Vector2 vInv = vector - transform.Origin;
+ return new Vector2(transform.X.Dot(vInv), transform.Y.Dot(vInv));
}
/// <summary>
@@ -523,8 +523,8 @@ namespace Godot
public static Rect2 operator *(Transform2D transform, Rect2 rect)
{
Vector2 pos = transform * rect.Position;
- Vector2 toX = transform.x * rect.Size.x;
- Vector2 toY = transform.y * rect.Size.y;
+ Vector2 toX = transform.X * rect.Size.X;
+ Vector2 toY = transform.Y * rect.Size.Y;
return new Rect2(pos, new Vector2()).Expand(pos + toX).Expand(pos + toY).Expand(pos + toX + toY);
}
@@ -538,9 +538,9 @@ namespace Godot
public static Rect2 operator *(Rect2 rect, Transform2D transform)
{
Vector2 pos = rect.Position * transform;
- Vector2 to1 = new Vector2(rect.Position.x, rect.Position.y + rect.Size.y) * transform;
- Vector2 to2 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y + rect.Size.y) * transform;
- Vector2 to3 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y) * transform;
+ Vector2 to1 = new Vector2(rect.Position.X, rect.Position.Y + rect.Size.Y) * transform;
+ Vector2 to2 = new Vector2(rect.Position.X + rect.Size.X, rect.Position.Y + rect.Size.Y) * transform;
+ Vector2 to3 = new Vector2(rect.Position.X + rect.Size.X, rect.Position.Y) * transform;
return new Rect2(pos, new Vector2()).Expand(to1).Expand(to2).Expand(to3);
}
@@ -629,7 +629,7 @@ namespace Godot
/// <returns>Whether or not the matrices are exactly equal.</returns>
public readonly bool Equals(Transform2D other)
{
- return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin);
+ return X.Equals(other.X) && Y.Equals(other.Y) && Origin.Equals(other.Origin);
}
/// <summary>
@@ -640,7 +640,7 @@ namespace Godot
/// <returns>Whether or not the matrices are approximately equal.</returns>
public readonly bool IsEqualApprox(Transform2D other)
{
- return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && origin.IsEqualApprox(other.origin);
+ return X.IsEqualApprox(other.X) && Y.IsEqualApprox(other.Y) && Origin.IsEqualApprox(other.Origin);
}
/// <summary>
@@ -649,7 +649,7 @@ namespace Godot
/// <returns>A hash code for this transform.</returns>
public override readonly int GetHashCode()
{
- return x.GetHashCode() ^ y.GetHashCode() ^ origin.GetHashCode();
+ return X.GetHashCode() ^ Y.GetHashCode() ^ Origin.GetHashCode();
}
/// <summary>
@@ -658,7 +658,7 @@ namespace Godot
/// <returns>A string representation of this transform.</returns>
public override readonly string ToString()
{
- return $"[X: {x}, Y: {y}, O: {origin}]";
+ return $"[X: {X}, Y: {Y}, O: {Origin}]";
}
/// <summary>
@@ -667,7 +667,7 @@ namespace Godot
/// <returns>A string representation of this transform.</returns>
public readonly string ToString(string format)
{
- return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, O: {origin.ToString(format)}]";
+ return $"[X: {X.ToString(format)}, Y: {Y.ToString(format)}, O: {Origin.ToString(format)}]";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index ce5f98a6fc..b34e95c04d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -6,7 +6,7 @@ namespace Godot
/// <summary>
/// 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations.
/// It can represent transformations such as translation, rotation, or scaling.
- /// It consists of a <see cref="Basis"/> (first 3 columns) and a
+ /// It consists of a <see cref="Godot.Basis"/> (first 3 columns) and a
/// <see cref="Vector3"/> for the origin (last column).
///
/// For more information, read this documentation article:
@@ -17,19 +17,19 @@ namespace Godot
public struct Transform3D : IEquatable<Transform3D>
{
/// <summary>
- /// The <see cref="Basis"/> of this transform. Contains the X, Y, and Z basis
+ /// The <see cref="Godot.Basis"/> of this transform. Contains the X, Y, and Z basis
/// vectors (columns 0 to 2) and is responsible for rotation and scale.
/// </summary>
- public Basis basis;
+ public Basis Basis;
/// <summary>
/// The origin vector (column 3, the fourth column). Equivalent to array index <c>[3]</c>.
/// </summary>
- public Vector3 origin;
+ public Vector3 Origin;
/// <summary>
/// Access whole columns in the form of <see cref="Vector3"/>.
- /// The fourth column is the <see cref="origin"/> vector.
+ /// The fourth column is the <see cref="Origin"/> vector.
/// </summary>
/// <param name="column">Which column vector.</param>
/// <exception cref="ArgumentOutOfRangeException">
@@ -42,13 +42,13 @@ namespace Godot
switch (column)
{
case 0:
- return basis.Column0;
+ return Basis.Column0;
case 1:
- return basis.Column1;
+ return Basis.Column1;
case 2:
- return basis.Column2;
+ return Basis.Column2;
case 3:
- return origin;
+ return Origin;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
@@ -58,16 +58,16 @@ namespace Godot
switch (column)
{
case 0:
- basis.Column0 = value;
+ Basis.Column0 = value;
return;
case 1:
- basis.Column1 = value;
+ Basis.Column1 = value;
return;
case 2:
- basis.Column2 = value;
+ Basis.Column2 = value;
return;
case 3:
- origin = value;
+ Origin = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
@@ -77,7 +77,7 @@ namespace Godot
/// <summary>
/// Access matrix elements in column-major order.
- /// The fourth column is the <see cref="origin"/> vector.
+ /// The fourth column is the <see cref="Origin"/> vector.
/// </summary>
/// <param name="column">Which column, the matrix horizontal position.</param>
/// <param name="row">Which row, the matrix vertical position.</param>
@@ -87,18 +87,18 @@ namespace Godot
{
if (column == 3)
{
- return origin[row];
+ return Origin[row];
}
- return basis[column, row];
+ return Basis[column, row];
}
set
{
if (column == 3)
{
- origin[row] = value;
+ Origin[row] = value;
return;
}
- basis[column, row] = value;
+ Basis[column, row] = value;
}
}
@@ -110,8 +110,8 @@ namespace Godot
/// <returns>The inverse transformation matrix.</returns>
public readonly Transform3D AffineInverse()
{
- Basis basisInv = basis.Inverse();
- return new Transform3D(basisInv, basisInv * -origin);
+ Basis basisInv = Basis.Inverse();
+ return new Transform3D(basisInv, basisInv * -Origin);
}
/// <summary>
@@ -124,19 +124,19 @@ namespace Godot
/// <returns>The interpolated transform.</returns>
public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
{
- Vector3 sourceScale = basis.Scale;
- Quaternion sourceRotation = basis.GetRotationQuaternion();
- Vector3 sourceLocation = origin;
+ Vector3 sourceScale = Basis.Scale;
+ Quaternion sourceRotation = Basis.GetRotationQuaternion();
+ Vector3 sourceLocation = Origin;
- Vector3 destinationScale = transform.basis.Scale;
- Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
- Vector3 destinationLocation = transform.origin;
+ Vector3 destinationScale = transform.Basis.Scale;
+ Quaternion destinationRotation = transform.Basis.GetRotationQuaternion();
+ Vector3 destinationLocation = transform.Origin;
var interpolated = new Transform3D();
Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
Vector3 scale = sourceScale.Lerp(destinationScale, weight);
- interpolated.basis.SetQuaternionScale(quaternion, scale);
- interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
+ interpolated.Basis.SetQuaternionScale(quaternion, scale);
+ interpolated.Origin = sourceLocation.Lerp(destinationLocation, weight);
return interpolated;
}
@@ -149,8 +149,8 @@ namespace Godot
/// <returns>The inverse matrix.</returns>
public readonly Transform3D Inverse()
{
- Basis basisTr = basis.Transposed();
- return new Transform3D(basisTr, basisTr * -origin);
+ Basis basisTr = Basis.Transposed();
+ return new Transform3D(basisTr, basisTr * -Origin);
}
/// <summary>
@@ -160,7 +160,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return basis.IsFinite() && origin.IsFinite();
+ return Basis.IsFinite() && Origin.IsFinite();
}
/// <summary>
@@ -179,7 +179,7 @@ namespace Godot
public readonly Transform3D LookingAt(Vector3 target, Vector3 up)
{
Transform3D t = this;
- t.SetLookAt(origin, target, up);
+ t.SetLookAt(Origin, target, up);
return t;
}
@@ -190,7 +190,7 @@ namespace Godot
/// <returns>The orthonormalized transform.</returns>
public readonly Transform3D Orthonormalized()
{
- return new Transform3D(basis.Orthonormalized(), origin);
+ return new Transform3D(Basis.Orthonormalized(), Origin);
}
/// <summary>
@@ -219,7 +219,7 @@ namespace Godot
public readonly Transform3D RotatedLocal(Vector3 axis, real_t angle)
{
Basis tmpBasis = new Basis(axis, angle);
- return new Transform3D(basis * tmpBasis, origin);
+ return new Transform3D(Basis * tmpBasis, Origin);
}
/// <summary>
@@ -231,7 +231,7 @@ namespace Godot
/// <returns>The scaled transformation matrix.</returns>
public readonly Transform3D Scaled(Vector3 scale)
{
- return new Transform3D(basis.Scaled(scale), origin * scale);
+ return new Transform3D(Basis.Scaled(scale), Origin * scale);
}
/// <summary>
@@ -244,7 +244,7 @@ namespace Godot
public readonly Transform3D ScaledLocal(Vector3 scale)
{
Basis tmpBasis = Basis.FromScale(scale);
- return new Transform3D(basis * tmpBasis, origin);
+ return new Transform3D(Basis * tmpBasis, Origin);
}
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
@@ -265,9 +265,9 @@ namespace Godot
column0.Normalize();
column1.Normalize();
- basis = new Basis(column0, column1, column2);
+ Basis = new Basis(column0, column1, column2);
- origin = eye;
+ Origin = eye;
}
/// <summary>
@@ -279,7 +279,7 @@ namespace Godot
/// <returns>The translated matrix.</returns>
public readonly Transform3D Translated(Vector3 offset)
{
- return new Transform3D(basis, origin + offset);
+ return new Transform3D(Basis, Origin + offset);
}
/// <summary>
@@ -291,11 +291,11 @@ namespace Godot
/// <returns>The translated matrix.</returns>
public readonly Transform3D TranslatedLocal(Vector3 offset)
{
- return new Transform3D(basis, new Vector3
+ return new Transform3D(Basis, new Vector3
(
- origin[0] + basis.Row0.Dot(offset),
- origin[1] + basis.Row1.Dot(offset),
- origin[2] + basis.Row2.Dot(offset)
+ Origin[0] + Basis.Row0.Dot(offset),
+ Origin[1] + Basis.Row1.Dot(offset),
+ Origin[2] + Basis.Row2.Dot(offset)
));
}
@@ -337,64 +337,64 @@ namespace Godot
/// <param name="origin">The origin vector, or column index 3.</param>
public Transform3D(Vector3 column0, Vector3 column1, Vector3 column2, Vector3 origin)
{
- basis = new Basis(column0, column1, column2);
- this.origin = origin;
+ Basis = new Basis(column0, column1, column2);
+ Origin = origin;
}
/// <summary>
/// Constructs a transformation matrix from the given components.
- /// Arguments are named such that xy is equal to calling <c>basis.x.y</c>.
- /// </summary>
- /// <param name="xx">The X component of the X column vector, accessed via <c>t.basis.x.x</c> or <c>[0][0]</c>.</param>
- /// <param name="yx">The X component of the Y column vector, accessed via <c>t.basis.y.x</c> or <c>[1][0]</c>.</param>
- /// <param name="zx">The X component of the Z column vector, accessed via <c>t.basis.z.x</c> or <c>[2][0]</c>.</param>
- /// <param name="xy">The Y component of the X column vector, accessed via <c>t.basis.x.y</c> or <c>[0][1]</c>.</param>
- /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.basis.y.y</c> or <c>[1][1]</c>.</param>
- /// <param name="zy">The Y component of the Z column vector, accessed via <c>t.basis.y.y</c> or <c>[2][1]</c>.</param>
- /// <param name="xz">The Z component of the X column vector, accessed via <c>t.basis.x.y</c> or <c>[0][2]</c>.</param>
- /// <param name="yz">The Z component of the Y column vector, accessed via <c>t.basis.y.y</c> or <c>[1][2]</c>.</param>
- /// <param name="zz">The Z component of the Z column vector, accessed via <c>t.basis.y.y</c> or <c>[2][2]</c>.</param>
- /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
- /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
- /// <param name="oz">The Z component of the origin vector, accessed via <c>t.origin.z</c> or <c>[2][2]</c>.</param>
+ /// Arguments are named such that xy is equal to calling <c>Basis.X.Y</c>.
+ /// </summary>
+ /// <param name="xx">The X component of the X column vector, accessed via <c>t.Basis.X.X</c> or <c>[0][0]</c>.</param>
+ /// <param name="yx">The X component of the Y column vector, accessed via <c>t.Basis.Y.X</c> or <c>[1][0]</c>.</param>
+ /// <param name="zx">The X component of the Z column vector, accessed via <c>t.Basis.Z.X</c> or <c>[2][0]</c>.</param>
+ /// <param name="xy">The Y component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][1]</c>.</param>
+ /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][1]</c>.</param>
+ /// <param name="zy">The Y component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][1]</c>.</param>
+ /// <param name="xz">The Z component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][2]</c>.</param>
+ /// <param name="yz">The Z component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][2]</c>.</param>
+ /// <param name="zz">The Z component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][2]</c>.</param>
+ /// <param name="ox">The X component of the origin vector, accessed via <c>t.Origin.X</c> or <c>[2][0]</c>.</param>
+ /// <param name="oy">The Y component of the origin vector, accessed via <c>t.Origin.Y</c> or <c>[2][1]</c>.</param>
+ /// <param name="oz">The Z component of the origin vector, accessed via <c>t.Origin.Z</c> or <c>[2][2]</c>.</param>
public Transform3D(real_t xx, real_t yx, real_t zx, real_t xy, real_t yy, real_t zy, real_t xz, real_t yz, real_t zz, real_t ox, real_t oy, real_t oz)
{
- basis = new Basis(xx, yx, zx, xy, yy, zy, xz, yz, zz);
- origin = new Vector3(ox, oy, oz);
+ Basis = new Basis(xx, yx, zx, xy, yy, zy, xz, yz, zz);
+ Origin = new Vector3(ox, oy, oz);
}
/// <summary>
/// Constructs a transformation matrix from the given <paramref name="basis"/> and
/// <paramref name="origin"/> vector.
/// </summary>
- /// <param name="basis">The <see cref="Basis"/> to create the basis from.</param>
+ /// <param name="basis">The <see cref="Godot.Basis"/> to create the basis from.</param>
/// <param name="origin">The origin vector, or column index 3.</param>
public Transform3D(Basis basis, Vector3 origin)
{
- this.basis = basis;
- this.origin = origin;
+ Basis = basis;
+ Origin = origin;
}
/// <summary>
/// Constructs a transformation matrix from the given <paramref name="projection"/>
- /// by trimming the last row of the projection matrix (<c>projection.x.w</c>,
- /// <c>projection.y.w</c>, <c>projection.z.w</c>, and <c>projection.w.w</c>
+ /// by trimming the last row of the projection matrix (<c>projection.X.W</c>,
+ /// <c>projection.Y.W</c>, <c>projection.Z.W</c>, and <c>projection.W.W</c>
/// are not copied over).
/// </summary>
/// <param name="projection">The <see cref="Projection"/> to create the transform from.</param>
public Transform3D(Projection projection)
{
- basis = new Basis
+ Basis = new Basis
(
- projection.x.x, projection.y.x, projection.z.x,
- projection.x.y, projection.y.y, projection.z.y,
- projection.x.z, projection.y.z, projection.z.z
+ projection.X.X, projection.Y.X, projection.Z.X,
+ projection.X.Y, projection.Y.Y, projection.Z.Y,
+ projection.X.Z, projection.Y.Z, projection.Z.Z
);
- origin = new Vector3
+ Origin = new Vector3
(
- projection.w.x,
- projection.w.y,
- projection.w.z
+ projection.W.X,
+ projection.W.Y,
+ projection.W.Z
);
}
@@ -408,8 +408,8 @@ namespace Godot
/// <returns>The composed transform.</returns>
public static Transform3D operator *(Transform3D left, Transform3D right)
{
- left.origin = left * right.origin;
- left.basis *= right.basis;
+ left.Origin = left * right.Origin;
+ left.Basis *= right.Basis;
return left;
}
@@ -423,9 +423,9 @@ namespace Godot
{
return new Vector3
(
- transform.basis.Row0.Dot(vector) + transform.origin.x,
- transform.basis.Row1.Dot(vector) + transform.origin.y,
- transform.basis.Row2.Dot(vector) + transform.origin.z
+ transform.Basis.Row0.Dot(vector) + transform.Origin.X,
+ transform.Basis.Row1.Dot(vector) + transform.Origin.Y,
+ transform.Basis.Row2.Dot(vector) + transform.Origin.Z
);
}
@@ -440,13 +440,13 @@ namespace Godot
/// <returns>The inversely transformed Vector3.</returns>
public static Vector3 operator *(Vector3 vector, Transform3D transform)
{
- Vector3 vInv = vector - transform.origin;
+ Vector3 vInv = vector - transform.Origin;
return new Vector3
(
- (transform.basis.Row0[0] * vInv.x) + (transform.basis.Row1[0] * vInv.y) + (transform.basis.Row2[0] * vInv.z),
- (transform.basis.Row0[1] * vInv.x) + (transform.basis.Row1[1] * vInv.y) + (transform.basis.Row2[1] * vInv.z),
- (transform.basis.Row0[2] * vInv.x) + (transform.basis.Row1[2] * vInv.y) + (transform.basis.Row2[2] * vInv.z)
+ (transform.Basis.Row0[0] * vInv.X) + (transform.Basis.Row1[0] * vInv.Y) + (transform.Basis.Row2[0] * vInv.Z),
+ (transform.Basis.Row0[1] * vInv.X) + (transform.Basis.Row1[1] * vInv.Y) + (transform.Basis.Row2[1] * vInv.Z),
+ (transform.Basis.Row0[2] * vInv.X) + (transform.Basis.Row1[2] * vInv.Y) + (transform.Basis.Row2[2] * vInv.Z)
);
}
@@ -456,19 +456,19 @@ namespace Godot
/// <param name="transform">The transformation to apply.</param>
/// <param name="aabb">An AABB to transform.</param>
/// <returns>The transformed AABB.</returns>
- public static AABB operator *(Transform3D transform, AABB aabb)
+ public static Aabb operator *(Transform3D transform, Aabb aabb)
{
Vector3 min = aabb.Position;
Vector3 max = aabb.Position + aabb.Size;
- Vector3 tmin = transform.origin;
- Vector3 tmax = transform.origin;
+ Vector3 tmin = transform.Origin;
+ Vector3 tmax = transform.Origin;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
- real_t e = transform.basis[i][j] * min[j];
- real_t f = transform.basis[i][j] * max[j];
+ real_t e = transform.Basis[i][j] * min[j];
+ real_t f = transform.Basis[i][j] * max[j];
if (e < f)
{
tmin[i] += e;
@@ -482,7 +482,7 @@ namespace Godot
}
}
- return new AABB(tmin, tmax - tmin);
+ return new Aabb(tmin, tmax - tmin);
}
/// <summary>
@@ -491,18 +491,18 @@ namespace Godot
/// <param name="aabb">An AABB to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
/// <returns>The inversely transformed AABB.</returns>
- public static AABB operator *(AABB aabb, Transform3D transform)
+ public static Aabb operator *(Aabb aabb, Transform3D transform)
{
- Vector3 pos = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
- Vector3 to1 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
- Vector3 to2 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
- Vector3 to3 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z) * transform;
- Vector3 to4 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
- Vector3 to5 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
- Vector3 to6 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
- Vector3 to7 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z) * transform;
+ Vector3 pos = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+ Vector3 to1 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z) * transform;
+ Vector3 to2 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+ Vector3 to3 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y, aabb.Position.Z) * transform;
+ Vector3 to4 = new Vector3(aabb.Position.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+ Vector3 to5 = new Vector3(aabb.Position.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z) * transform;
+ Vector3 to6 = new Vector3(aabb.Position.X, aabb.Position.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+ Vector3 to7 = new Vector3(aabb.Position.X, aabb.Position.Y, aabb.Position.Z) * transform;
- return new AABB(pos, new Vector3()).Expand(to1).Expand(to2).Expand(to3).Expand(to4).Expand(to5).Expand(to6).Expand(to7);
+ return new Aabb(pos, new Vector3()).Expand(to1).Expand(to2).Expand(to3).Expand(to4).Expand(to5).Expand(to6).Expand(to7);
}
/// <summary>
@@ -513,7 +513,7 @@ namespace Godot
/// <returns>The transformed Plane.</returns>
public static Plane operator *(Transform3D transform, Plane plane)
{
- Basis bInvTrans = transform.basis.Inverse().Transposed();
+ Basis bInvTrans = transform.Basis.Inverse().Transposed();
// Transform a single point on the plane.
Vector3 point = transform * (plane.Normal * plane.D);
@@ -534,7 +534,7 @@ namespace Godot
public static Plane operator *(Plane plane, Transform3D transform)
{
Transform3D tInv = transform.AffineInverse();
- Basis bTrans = transform.basis.Transposed();
+ Basis bTrans = transform.Basis.Transposed();
// Transform a single point on the plane.
Vector3 point = tInv * (plane.Normal * plane.D);
@@ -637,7 +637,7 @@ namespace Godot
/// <returns>Whether or not the matrices are exactly equal.</returns>
public readonly bool Equals(Transform3D other)
{
- return basis.Equals(other.basis) && origin.Equals(other.origin);
+ return Basis.Equals(other.Basis) && Origin.Equals(other.Origin);
}
/// <summary>
@@ -648,7 +648,7 @@ namespace Godot
/// <returns>Whether or not the matrices are approximately equal.</returns>
public readonly bool IsEqualApprox(Transform3D other)
{
- return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin);
+ return Basis.IsEqualApprox(other.Basis) && Origin.IsEqualApprox(other.Origin);
}
/// <summary>
@@ -657,7 +657,7 @@ namespace Godot
/// <returns>A hash code for this transform.</returns>
public override readonly int GetHashCode()
{
- return basis.GetHashCode() ^ origin.GetHashCode();
+ return Basis.GetHashCode() ^ Origin.GetHashCode();
}
/// <summary>
@@ -666,7 +666,7 @@ namespace Godot
/// <returns>A string representation of this transform.</returns>
public override readonly string ToString()
{
- return $"[X: {basis.x}, Y: {basis.y}, Z: {basis.z}, O: {origin}]";
+ return $"[X: {Basis.X}, Y: {Basis.Y}, Z: {Basis.Z}, O: {Origin}]";
}
/// <summary>
@@ -675,7 +675,7 @@ namespace Godot
/// <returns>A string representation of this transform.</returns>
public readonly string ToString(string format)
{
- return $"[X: {basis.x.ToString(format)}, Y: {basis.y.ToString(format)}, Z: {basis.z.ToString(format)}, O: {origin.ToString(format)}]";
+ return $"[X: {Basis.X.ToString(format)}, Y: {Basis.Y.ToString(format)}, Z: {Basis.Z.ToString(format)}, O: {Origin.ToString(format)}]";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
index 0ac2e2969c..63a9ba2747 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
@@ -60,13 +60,13 @@ public partial struct Variant : IDisposable
case Type.Int:
case Type.Float:
case Type.Vector2:
- case Type.Vector2i:
+ case Type.Vector2I:
case Type.Rect2:
- case Type.Rect2i:
+ case Type.Rect2I:
case Type.Vector3:
- case Type.Vector3i:
+ case Type.Vector3I:
case Type.Vector4:
- case Type.Vector4i:
+ case Type.Vector4I:
case Type.Plane:
case Type.Quaternion:
case Type.Color:
@@ -117,24 +117,24 @@ public partial struct Variant : IDisposable
Type.Float => AsDouble(),
Type.String => AsString(),
Type.Vector2 => AsVector2(),
- Type.Vector2i => AsVector2i(),
+ Type.Vector2I => AsVector2I(),
Type.Rect2 => AsRect2(),
- Type.Rect2i => AsRect2i(),
+ Type.Rect2I => AsRect2I(),
Type.Vector3 => AsVector3(),
- Type.Vector3i => AsVector3i(),
- Type.Transform2d => AsTransform2D(),
+ Type.Vector3I => AsVector3I(),
+ Type.Transform2D => AsTransform2D(),
Type.Vector4 => AsVector4(),
- Type.Vector4i => AsVector4i(),
+ Type.Vector4I => AsVector4I(),
Type.Plane => AsPlane(),
Type.Quaternion => AsQuaternion(),
- Type.Aabb => AsAABB(),
+ Type.Aabb => AsAabb(),
Type.Basis => AsBasis(),
- Type.Transform3d => AsTransform3D(),
+ Type.Transform3D => AsTransform3D(),
Type.Projection => AsProjection(),
Type.Color => AsColor(),
Type.StringName => AsStringName(),
Type.NodePath => AsNodePath(),
- Type.Rid => AsRID(),
+ Type.Rid => AsRid(),
Type.Object => AsGodotObject(),
Type.Callable => AsCallable(),
Type.Signal => AsSignal(),
@@ -219,16 +219,16 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToVector2((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Vector2i AsVector2i() =>
- VariantUtils.ConvertToVector2i((godot_variant)NativeVar);
+ public Vector2I AsVector2I() =>
+ VariantUtils.ConvertToVector2I((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Rect2 AsRect2() =>
VariantUtils.ConvertToRect2((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Rect2i AsRect2i() =>
- VariantUtils.ConvertToRect2i((godot_variant)NativeVar);
+ public Rect2I AsRect2I() =>
+ VariantUtils.ConvertToRect2I((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Transform2D AsTransform2D() =>
@@ -239,8 +239,8 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToVector3((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Vector3i AsVector3i() =>
- VariantUtils.ConvertToVector3i((godot_variant)NativeVar);
+ public Vector3I AsVector3I() =>
+ VariantUtils.ConvertToVector3I((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Basis AsBasis() =>
@@ -259,16 +259,16 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToVector4((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Vector4i AsVector4i() =>
- VariantUtils.ConvertToVector4i((godot_variant)NativeVar);
+ public Vector4I AsVector4I() =>
+ VariantUtils.ConvertToVector4I((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Projection AsProjection() =>
VariantUtils.ConvertToProjection((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public AABB AsAABB() =>
- VariantUtils.ConvertToAABB((godot_variant)NativeVar);
+ public Aabb AsAabb() =>
+ VariantUtils.ConvertToAabb((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Color AsColor() =>
@@ -344,8 +344,8 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToSystemArrayOfNodePath((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public RID[] AsSystemArrayOfRID() =>
- VariantUtils.ConvertToSystemArrayOfRID((godot_variant)NativeVar);
+ public Rid[] AsSystemArrayOfRid() =>
+ VariantUtils.ConvertToSystemArrayOfRid((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Godot.Object AsGodotObject() =>
@@ -360,8 +360,8 @@ public partial struct Variant : IDisposable
VariantUtils.ConvertToNodePath((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public RID AsRID() =>
- VariantUtils.ConvertToRID((godot_variant)NativeVar);
+ public Rid AsRid() =>
+ VariantUtils.ConvertToRid((godot_variant)NativeVar);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Collections.Dictionary AsGodotDictionary() =>
@@ -416,13 +416,13 @@ public partial struct Variant : IDisposable
public static explicit operator Vector2(Variant from) => from.AsVector2();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator Vector2i(Variant from) => from.AsVector2i();
+ public static explicit operator Vector2I(Variant from) => from.AsVector2I();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Rect2(Variant from) => from.AsRect2();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator Rect2i(Variant from) => from.AsRect2i();
+ public static explicit operator Rect2I(Variant from) => from.AsRect2I();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Transform2D(Variant from) => from.AsTransform2D();
@@ -431,7 +431,7 @@ public partial struct Variant : IDisposable
public static explicit operator Vector3(Variant from) => from.AsVector3();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator Vector3i(Variant from) => from.AsVector3i();
+ public static explicit operator Vector3I(Variant from) => from.AsVector3I();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Basis(Variant from) => from.AsBasis();
@@ -446,13 +446,13 @@ public partial struct Variant : IDisposable
public static explicit operator Vector4(Variant from) => from.AsVector4();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator Vector4i(Variant from) => from.AsVector4i();
+ public static explicit operator Vector4I(Variant from) => from.AsVector4I();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Projection(Variant from) => from.AsProjection();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator AABB(Variant from) => from.AsAABB();
+ public static explicit operator Aabb(Variant from) => from.AsAabb();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Color(Variant from) => from.AsColor();
@@ -500,7 +500,7 @@ public partial struct Variant : IDisposable
public static explicit operator NodePath[](Variant from) => from.AsSystemArrayOfNodePath();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator RID[](Variant from) => from.AsSystemArrayOfRID();
+ public static explicit operator Rid[](Variant from) => from.AsSystemArrayOfRid();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Godot.Object(Variant from) => from.AsGodotObject();
@@ -512,7 +512,7 @@ public partial struct Variant : IDisposable
public static explicit operator NodePath(Variant from) => from.AsNodePath();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static explicit operator RID(Variant from) => from.AsRID();
+ public static explicit operator Rid(Variant from) => from.AsRid();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Collections.Dictionary(Variant from) => from.AsGodotDictionary();
@@ -566,13 +566,13 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(Vector2 from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(Vector2i from) => from;
+ public static Variant CreateFrom(Vector2I from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Rect2 from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(Rect2i from) => from;
+ public static Variant CreateFrom(Rect2I from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Transform2D from) => from;
@@ -581,7 +581,7 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(Vector3 from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(Vector3i from) => from;
+ public static Variant CreateFrom(Vector3I from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Basis from) => from;
@@ -596,13 +596,13 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(Vector4 from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(Vector4i from) => from;
+ public static Variant CreateFrom(Vector4I from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Projection from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(AABB from) => from;
+ public static Variant CreateFrom(Aabb from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Color from) => from;
@@ -661,7 +661,7 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(Span<NodePath> from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(Span<RID> from) => from;
+ public static Variant CreateFrom(Span<Rid> from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Godot.Object from) => from;
@@ -673,7 +673,7 @@ public partial struct Variant : IDisposable
public static Variant CreateFrom(NodePath from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Variant CreateFrom(RID from) => from;
+ public static Variant CreateFrom(Rid from) => from;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Variant CreateFrom(Collections.Dictionary from) => from;
@@ -740,16 +740,16 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(Vector2i from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2i(from));
+ public static implicit operator Variant(Vector2I from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2I(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Rect2 from) =>
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(Rect2i from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2i(from));
+ public static implicit operator Variant(Rect2I from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2I(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Transform2D from) =>
@@ -760,8 +760,8 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(Vector3i from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3i(from));
+ public static implicit operator Variant(Vector3I from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3I(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Basis from) =>
@@ -780,16 +780,16 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(Vector4i from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4i(from));
+ public static implicit operator Variant(Vector4I from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4I(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Projection from) =>
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromProjection(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(AABB from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromAABB(from));
+ public static implicit operator Variant(Aabb from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromAabb(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Color from) =>
@@ -856,7 +856,7 @@ public partial struct Variant : IDisposable
(Variant)from.AsSpan();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(RID[] from) =>
+ public static implicit operator Variant(Rid[] from) =>
(Variant)from.AsSpan();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -904,8 +904,8 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfNodePath(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(Span<RID> from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfRID(from));
+ public static implicit operator Variant(Span<Rid> from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfRid(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Godot.Object from) =>
@@ -920,8 +920,8 @@ public partial struct Variant : IDisposable
CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromNodePath(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator Variant(RID from) =>
- CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRID(from));
+ public static implicit operator Variant(Rid from) =>
+ CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRid(from));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Collections.Dictionary from) =>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 07cb34cadd..0bf8f25f06 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -29,12 +29,12 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public real_t x;
+ public real_t X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public real_t y;
+ public real_t Y;
/// <summary>
/// Access vector components using their index.
@@ -43,8 +43,8 @@ namespace Godot
/// <paramref name="index"/> is not 0 or 1.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>.
/// </value>
public real_t this[int index]
{
@@ -53,9 +53,9 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -65,10 +65,10 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -81,8 +81,8 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out real_t x, out real_t y)
{
- x = this.x;
- y = this.y;
+ x = X;
+ y = Y;
}
internal void Normalize()
@@ -91,13 +91,13 @@ namespace Godot
if (lengthsq == 0)
{
- x = y = 0f;
+ X = Y = 0f;
}
else
{
real_t length = Mathf.Sqrt(lengthsq);
- x /= length;
- y /= length;
+ X /= length;
+ Y /= length;
}
}
@@ -107,19 +107,19 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public readonly Vector2 Abs()
{
- return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
+ return new Vector2(Mathf.Abs(X), Mathf.Abs(Y));
}
/// <summary>
/// Returns this vector's angle with respect to the X axis, or (1, 0) vector, in radians.
///
/// Equivalent to the result of <see cref="Mathf.Atan2(real_t, real_t)"/> when
- /// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>.
+ /// called with the vector's <see cref="Y"/> and <see cref="X"/> as parameters: <c>Mathf.Atan2(v.Y, v.X)</c>.
/// </summary>
/// <returns>The angle of this vector, in radians.</returns>
public readonly real_t Angle()
{
- return Mathf.Atan2(y, x);
+ return Mathf.Atan2(Y, X);
}
/// <summary>
@@ -139,16 +139,16 @@ namespace Godot
/// <returns>The angle between the two vectors, in radians.</returns>
public readonly real_t AngleToPoint(Vector2 to)
{
- return Mathf.Atan2(to.y - y, to.x - x);
+ return Mathf.Atan2(to.Y - Y, to.X - X);
}
/// <summary>
- /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
+ /// Returns the aspect ratio of this vector, the ratio of <see cref="X"/> to <see cref="Y"/>.
/// </summary>
- /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
+ /// <returns>The <see cref="X"/> component divided by the <see cref="Y"/> component.</returns>
public readonly real_t Aspect()
{
- return x / y;
+ return X / Y;
}
/// <summary>
@@ -167,7 +167,7 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public readonly Vector2 Ceil()
{
- return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
+ return new Vector2(Mathf.Ceil(X), Mathf.Ceil(Y));
}
/// <summary>
@@ -182,8 +182,8 @@ namespace Godot
{
return new Vector2
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y)
);
}
@@ -194,7 +194,7 @@ namespace Godot
/// <returns>The cross product value.</returns>
public readonly real_t Cross(Vector2 with)
{
- return (x * with.y) - (y * with.x);
+ return (X * with.Y) - (Y * with.X);
}
/// <summary>
@@ -210,8 +210,8 @@ namespace Godot
{
return new Vector2
(
- Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
- Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight)
+ Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+ Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight)
);
}
@@ -233,8 +233,8 @@ namespace Godot
{
return new Vector2
(
- Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT)
+ Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT)
);
}
@@ -251,8 +251,8 @@ namespace Godot
{
return new Vector2
(
- Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t),
- Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t)
+ Mathf.BezierInterpolate(X, control1.X, control2.X, end.X, t),
+ Mathf.BezierInterpolate(Y, control1.Y, control2.Y, end.Y, t)
);
}
@@ -268,8 +268,8 @@ namespace Godot
public readonly Vector2 BezierDerivative(Vector2 control1, Vector2 control2, Vector2 end, real_t t)
{
return new Vector2(
- Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t),
- Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t)
+ Mathf.BezierDerivative(X, control1.X, control2.X, end.X, t),
+ Mathf.BezierDerivative(Y, control1.Y, control2.Y, end.Y, t)
);
}
@@ -280,7 +280,7 @@ namespace Godot
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public readonly Vector2 DirectionTo(Vector2 to)
{
- return new Vector2(to.x - x, to.y - y).Normalized();
+ return new Vector2(to.X - X, to.Y - Y).Normalized();
}
/// <summary>
@@ -292,7 +292,7 @@ namespace Godot
/// <returns>The squared distance between the two vectors.</returns>
public readonly real_t DistanceSquaredTo(Vector2 to)
{
- return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
+ return (X - to.X) * (X - to.X) + (Y - to.Y) * (Y - to.Y);
}
/// <summary>
@@ -302,7 +302,7 @@ namespace Godot
/// <returns>The distance between the two vectors.</returns>
public readonly real_t DistanceTo(Vector2 to)
{
- return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
+ return Mathf.Sqrt((X - to.X) * (X - to.X) + (Y - to.Y) * (Y - to.Y));
}
/// <summary>
@@ -312,7 +312,7 @@ namespace Godot
/// <returns>The dot product of the two vectors.</returns>
public readonly real_t Dot(Vector2 with)
{
- return (x * with.x) + (y * with.y);
+ return (X * with.X) + (Y * with.Y);
}
/// <summary>
@@ -321,16 +321,16 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public readonly Vector2 Floor()
{
- return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
+ return new Vector2(Mathf.Floor(X), Mathf.Floor(Y));
}
/// <summary>
- /// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.x, 1 / v.y)</c>.
+ /// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.X, 1 / v.Y)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public readonly Vector2 Inverse()
{
- return new Vector2(1 / x, 1 / y);
+ return new Vector2(1 / X, 1 / Y);
}
/// <summary>
@@ -340,7 +340,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return Mathf.IsFinite(x) && Mathf.IsFinite(y);
+ return Mathf.IsFinite(X) && Mathf.IsFinite(Y);
}
/// <summary>
@@ -359,7 +359,7 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- return Mathf.Sqrt((x * x) + (y * y));
+ return Mathf.Sqrt((X * X) + (Y * Y));
}
/// <summary>
@@ -370,7 +370,7 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly real_t LengthSquared()
{
- return (x * x) + (y * y);
+ return (X * X) + (Y * Y);
}
/// <summary>
@@ -384,8 +384,8 @@ namespace Godot
{
return new Vector2
(
- Mathf.Lerp(x, to.x, weight),
- Mathf.Lerp(y, to.y, weight)
+ Mathf.Lerp(X, to.X, weight),
+ Mathf.Lerp(Y, to.Y, weight)
);
}
@@ -415,7 +415,7 @@ namespace Godot
/// <returns>The index of the highest axis.</returns>
public readonly Axis MaxAxisIndex()
{
- return x < y ? Axis.Y : Axis.X;
+ return X < Y ? Axis.Y : Axis.X;
}
/// <summary>
@@ -425,7 +425,7 @@ namespace Godot
/// <returns>The index of the lowest axis.</returns>
public readonly Axis MinAxisIndex()
{
- return x < y ? Axis.X : Axis.Y;
+ return X < Y ? Axis.X : Axis.Y;
}
/// <summary>
@@ -467,8 +467,8 @@ namespace Godot
public readonly Vector2 PosMod(real_t mod)
{
Vector2 v;
- v.x = Mathf.PosMod(x, mod);
- v.y = Mathf.PosMod(y, mod);
+ v.X = Mathf.PosMod(X, mod);
+ v.Y = Mathf.PosMod(Y, mod);
return v;
}
@@ -483,8 +483,8 @@ namespace Godot
public readonly Vector2 PosMod(Vector2 modv)
{
Vector2 v;
- v.x = Mathf.PosMod(x, modv.x);
- v.y = Mathf.PosMod(y, modv.y);
+ v.X = Mathf.PosMod(X, modv.X);
+ v.Y = Mathf.PosMod(Y, modv.Y);
return v;
}
@@ -524,8 +524,8 @@ namespace Godot
(real_t sin, real_t cos) = Mathf.SinCos(angle);
return new Vector2
(
- x * cos - y * sin,
- x * sin + y * cos
+ X * cos - Y * sin,
+ X * sin + Y * cos
);
}
@@ -536,7 +536,7 @@ namespace Godot
/// <returns>The rounded vector.</returns>
public readonly Vector2 Round()
{
- return new Vector2(Mathf.Round(x), Mathf.Round(y));
+ return new Vector2(Mathf.Round(X), Mathf.Round(Y));
}
/// <summary>
@@ -548,8 +548,8 @@ namespace Godot
public readonly Vector2 Sign()
{
Vector2 v;
- v.x = Mathf.Sign(x);
- v.y = Mathf.Sign(y);
+ v.X = Mathf.Sign(X);
+ v.Y = Mathf.Sign(Y);
return v;
}
@@ -597,7 +597,7 @@ namespace Godot
/// <returns>The snapped vector.</returns>
public readonly Vector2 Snapped(Vector2 step)
{
- return new Vector2(Mathf.Snapped(x, step.x), Mathf.Snapped(y, step.y));
+ return new Vector2(Mathf.Snapped(X, step.X), Mathf.Snapped(Y, step.Y));
}
/// <summary>
@@ -607,7 +607,7 @@ namespace Godot
/// <returns>The perpendicular vector.</returns>
public readonly Vector2 Orthogonal()
{
- return new Vector2(y, -x);
+ return new Vector2(Y, -X);
}
// Constants
@@ -664,8 +664,8 @@ namespace Godot
/// <param name="y">The vector's Y component.</param>
public Vector2(real_t x, real_t y)
{
- this.x = x;
- this.y = y;
+ X = x;
+ Y = y;
}
/// <summary>
@@ -689,8 +689,8 @@ namespace Godot
/// <returns>The added vector.</returns>
public static Vector2 operator +(Vector2 left, Vector2 right)
{
- left.x += right.x;
- left.y += right.y;
+ left.X += right.X;
+ left.Y += right.Y;
return left;
}
@@ -703,14 +703,14 @@ namespace Godot
/// <returns>The subtracted vector.</returns>
public static Vector2 operator -(Vector2 left, Vector2 right)
{
- left.x -= right.x;
- left.y -= right.y;
+ left.X -= right.X;
+ left.Y -= right.Y;
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 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.
@@ -719,8 +719,8 @@ namespace Godot
/// <returns>The negated/flipped vector.</returns>
public static Vector2 operator -(Vector2 vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
return vec;
}
@@ -733,8 +733,8 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector2 operator *(Vector2 vec, real_t scale)
{
- vec.x *= scale;
- vec.y *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
return vec;
}
@@ -747,8 +747,8 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector2 operator *(real_t scale, Vector2 vec)
{
- vec.x *= scale;
- vec.y *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
return vec;
}
@@ -761,8 +761,8 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector2 operator *(Vector2 left, Vector2 right)
{
- left.x *= right.x;
- left.y *= right.y;
+ left.X *= right.X;
+ left.Y *= right.Y;
return left;
}
@@ -775,8 +775,8 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector2 operator /(Vector2 vec, real_t divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
return vec;
}
@@ -789,8 +789,8 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector2 operator /(Vector2 vec, Vector2 divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
return vec;
}
@@ -812,8 +812,8 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector2 operator %(Vector2 vec, real_t divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
return vec;
}
@@ -835,8 +835,8 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector2 operator %(Vector2 vec, Vector2 divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
return vec;
}
@@ -879,11 +879,11 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -899,11 +899,11 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -919,11 +919,11 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- return left.y <= right.y;
+ return left.Y <= right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -939,11 +939,11 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- return left.y >= right.y;
+ return left.Y >= right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -968,7 +968,7 @@ namespace Godot
/// <returns>Whether or not the vectors are exactly equal.</returns>
public readonly bool Equals(Vector2 other)
{
- return x == other.x && y == other.y;
+ return X == other.X && Y == other.Y;
}
/// <summary>
@@ -979,7 +979,7 @@ namespace Godot
/// <returns>Whether or not the vectors are approximately equal.</returns>
public readonly bool IsEqualApprox(Vector2 other)
{
- return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
+ return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y);
}
/// <summary>
@@ -991,7 +991,7 @@ namespace Godot
/// <returns>Whether or not the vector is approximately zero.</returns>
public readonly bool IsZeroApprox()
{
- return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y);
+ return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y);
}
/// <summary>
@@ -1000,7 +1000,7 @@ namespace Godot
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode();
}
/// <summary>
@@ -1009,7 +1009,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString()
{
- return $"({x}, {y})";
+ return $"({X}, {Y})";
}
/// <summary>
@@ -1018,7 +1018,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
index 740fedec66..e849939ebb 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
@@ -8,7 +8,7 @@ namespace Godot
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
- public struct Vector2i : IEquatable<Vector2i>
+ public struct Vector2I : IEquatable<Vector2I>
{
/// <summary>
/// Enumerated index values for the axes.
@@ -29,12 +29,12 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public int x;
+ public int X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public int y;
+ public int Y;
/// <summary>
/// Access vector components using their index.
@@ -43,8 +43,8 @@ namespace Godot
/// <paramref name="index"/> is not 0 or 1.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>.
/// </value>
public int this[int index]
{
@@ -53,9 +53,9 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -65,10 +65,10 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -81,26 +81,26 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out int x, out int y)
{
- x = this.x;
- y = this.y;
+ x = X;
+ y = Y;
}
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
- public readonly Vector2i Abs()
+ public readonly Vector2I Abs()
{
- return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
+ return new Vector2I(Mathf.Abs(X), Mathf.Abs(Y));
}
/// <summary>
- /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
+ /// Returns the aspect ratio of this vector, the ratio of <see cref="X"/> to <see cref="Y"/>.
/// </summary>
- /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
+ /// <returns>The <see cref="X"/> component divided by the <see cref="Y"/> component.</returns>
public readonly real_t Aspect()
{
- return x / (real_t)y;
+ return X / (real_t)Y;
}
/// <summary>
@@ -111,12 +111,12 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
- public readonly Vector2i Clamp(Vector2i min, Vector2i max)
+ public readonly Vector2I Clamp(Vector2I min, Vector2I max)
{
- return new Vector2i
+ return new Vector2I
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y)
);
}
@@ -127,8 +127,8 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- int x2 = x * x;
- int y2 = y * y;
+ int x2 = X * X;
+ int y2 = Y * Y;
return Mathf.Sqrt(x2 + y2);
}
@@ -141,8 +141,8 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly int LengthSquared()
{
- int x2 = x * x;
- int y2 = y * y;
+ int x2 = X * X;
+ int y2 = Y * Y;
return x2 + y2;
}
@@ -154,7 +154,7 @@ namespace Godot
/// <returns>The index of the highest axis.</returns>
public readonly Axis MaxAxisIndex()
{
- return x < y ? Axis.Y : Axis.X;
+ return X < Y ? Axis.Y : Axis.X;
}
/// <summary>
@@ -164,7 +164,7 @@ namespace Godot
/// <returns>The index of the lowest axis.</returns>
public readonly Axis MinAxisIndex()
{
- return x < y ? Axis.X : Axis.Y;
+ return X < Y ? Axis.X : Axis.Y;
}
/// <summary>
@@ -173,181 +173,181 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
- public readonly Vector2i Sign()
+ public readonly Vector2I Sign()
{
- Vector2i v = this;
- v.x = Mathf.Sign(v.x);
- v.y = Mathf.Sign(v.y);
+ Vector2I v = this;
+ v.X = Mathf.Sign(v.X);
+ v.Y = Mathf.Sign(v.Y);
return v;
}
// Constants
- private static readonly Vector2i _zero = new Vector2i(0, 0);
- private static readonly Vector2i _one = new Vector2i(1, 1);
+ private static readonly Vector2I _zero = new Vector2I(0, 0);
+ private static readonly Vector2I _one = new Vector2I(1, 1);
- private static readonly Vector2i _up = new Vector2i(0, -1);
- private static readonly Vector2i _down = new Vector2i(0, 1);
- private static readonly Vector2i _right = new Vector2i(1, 0);
- private static readonly Vector2i _left = new Vector2i(-1, 0);
+ private static readonly Vector2I _up = new Vector2I(0, -1);
+ private static readonly Vector2I _down = new Vector2I(0, 1);
+ private static readonly Vector2I _right = new Vector2I(1, 0);
+ private static readonly Vector2I _left = new Vector2I(-1, 0);
/// <summary>
/// Zero vector, a vector with all components set to <c>0</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(0, 0)</c>.</value>
- public static Vector2i Zero { get { return _zero; } }
+ /// <value>Equivalent to <c>new Vector2I(0, 0)</c>.</value>
+ public static Vector2I Zero { get { return _zero; } }
/// <summary>
/// One vector, a vector with all components set to <c>1</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(1, 1)</c>.</value>
- public static Vector2i One { get { return _one; } }
+ /// <value>Equivalent to <c>new Vector2I(1, 1)</c>.</value>
+ public static Vector2I One { get { return _one; } }
/// <summary>
/// Up unit vector. Y is down in 2D, so this vector points -Y.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(0, -1)</c>.</value>
- public static Vector2i Up { get { return _up; } }
+ /// <value>Equivalent to <c>new Vector2I(0, -1)</c>.</value>
+ public static Vector2I Up { get { return _up; } }
/// <summary>
/// Down unit vector. Y is down in 2D, so this vector points +Y.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(0, 1)</c>.</value>
- public static Vector2i Down { get { return _down; } }
+ /// <value>Equivalent to <c>new Vector2I(0, 1)</c>.</value>
+ public static Vector2I Down { get { return _down; } }
/// <summary>
/// Right unit vector. Represents the direction of right.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(1, 0)</c>.</value>
- public static Vector2i Right { get { return _right; } }
+ /// <value>Equivalent to <c>new Vector2I(1, 0)</c>.</value>
+ public static Vector2I Right { get { return _right; } }
/// <summary>
/// Left unit vector. Represents the direction of left.
/// </summary>
- /// <value>Equivalent to <c>new Vector2i(-1, 0)</c>.</value>
- public static Vector2i Left { get { return _left; } }
+ /// <value>Equivalent to <c>new Vector2I(-1, 0)</c>.</value>
+ public static Vector2I Left { get { return _left; } }
/// <summary>
- /// Constructs a new <see cref="Vector2i"/> with the given components.
+ /// Constructs a new <see cref="Vector2I"/> with the given components.
/// </summary>
/// <param name="x">The vector's X component.</param>
/// <param name="y">The vector's Y component.</param>
- public Vector2i(int x, int y)
+ public Vector2I(int x, int y)
{
- this.x = x;
- this.y = y;
+ X = x;
+ Y = y;
}
/// <summary>
- /// Adds each component of the <see cref="Vector2i"/>
- /// with the components of the given <see cref="Vector2i"/>.
+ /// 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)
+ public static Vector2I operator +(Vector2I left, Vector2I right)
{
- left.x += right.x;
- left.y += right.y;
+ left.X += right.X;
+ left.Y += right.Y;
return left;
}
/// <summary>
- /// Subtracts each component of the <see cref="Vector2i"/>
- /// by the components of the given <see cref="Vector2i"/>.
+ /// 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)
+ public static Vector2I operator -(Vector2I left, Vector2I right)
{
- left.x -= right.x;
- left.y -= right.y;
+ left.X -= right.X;
+ left.Y -= right.Y;
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>.
+ /// 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)
+ public static Vector2I operator -(Vector2I vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector2i"/>
+ /// 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)
+ public static Vector2I operator *(Vector2I vec, int scale)
{
- vec.x *= scale;
- vec.y *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector2i"/>
+ /// 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)
+ public static Vector2I operator *(int scale, Vector2I vec)
{
- vec.x *= scale;
- vec.y *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector2i"/>
- /// by the components of the given <see cref="Vector2i"/>.
+ /// 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)
+ public static Vector2I operator *(Vector2I left, Vector2I right)
{
- left.x *= right.x;
- left.y *= right.y;
+ left.X *= right.X;
+ left.Y *= right.Y;
return left;
}
/// <summary>
- /// Divides each component of the <see cref="Vector2i"/>
+ /// Divides 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)
+ public static Vector2I operator /(Vector2I vec, int divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
return vec;
}
/// <summary>
- /// Divides each component of the <see cref="Vector2i"/>
- /// by the components of the given <see cref="Vector2i"/>.
+ /// 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)
+ public static Vector2I operator /(Vector2I vec, Vector2I divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector2i"/>
+ /// 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.
@@ -356,22 +356,22 @@ namespace Godot
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vector2i(10, -20) % 7); // Prints "(3, -6)"
+ /// 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)
+ public static Vector2I operator %(Vector2I vec, int divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector2i"/>
- /// with the components of the given <see cref="Vector2i"/>.
+ /// 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="Mathf.PosMod(int, int)"/> instead
@@ -379,16 +379,16 @@ namespace Godot
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vector2i(10, -20) % new Vector2i(7, 8)); // Prints "(3, -4)"
+ /// 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)
+ public static Vector2I operator %(Vector2I vec, Vector2I divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
return vec;
}
@@ -398,7 +398,7 @@ namespace Godot
/// <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)
+ public static bool operator ==(Vector2I left, Vector2I right)
{
return left.Equals(right);
}
@@ -409,13 +409,13 @@ namespace Godot
/// <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)
+ public static bool operator !=(Vector2I left, Vector2I right)
{
return !left.Equals(right);
}
/// <summary>
- /// Compares two <see cref="Vector2i"/> vectors by first checking if
+ /// 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
@@ -425,17 +425,17 @@ namespace Godot
/// <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)
+ public static bool operator <(Vector2I left, Vector2I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- return left.y < right.y;
+ 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
+ /// 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
@@ -445,17 +445,17 @@ namespace Godot
/// <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)
+ public static bool operator >(Vector2I left, Vector2I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- return left.y > right.y;
+ 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
+ /// 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
@@ -465,17 +465,17 @@ namespace Godot
/// <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)
+ public static bool operator <=(Vector2I left, Vector2I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- return left.y <= right.y;
+ 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
+ /// 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
@@ -485,33 +485,33 @@ namespace Godot
/// <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)
+ public static bool operator >=(Vector2I left, Vector2I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- return left.y >= right.y;
+ return left.Y >= right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
- /// Converts this <see cref="Vector2i"/> to a <see cref="Vector2"/>.
+ /// Converts this <see cref="Vector2I"/> to a <see cref="Vector2"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static implicit operator Vector2(Vector2i value)
+ public static implicit operator Vector2(Vector2I value)
{
- return new Vector2(value.x, value.y);
+ return new Vector2(value.X, value.Y);
}
/// <summary>
- /// Converts a <see cref="Vector2"/> to a <see cref="Vector2i"/>.
+ /// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static explicit operator Vector2i(Vector2 value)
+ public static explicit operator Vector2I(Vector2 value)
{
- return new Vector2i(
- Mathf.RoundToInt(value.x),
- Mathf.RoundToInt(value.y)
+ return new Vector2I(
+ Mathf.RoundToInt(value.X),
+ Mathf.RoundToInt(value.Y)
);
}
@@ -523,7 +523,7 @@ namespace Godot
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
- return obj is Vector2i other && Equals(other);
+ return obj is Vector2I other && Equals(other);
}
/// <summary>
@@ -531,36 +531,36 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
- public readonly bool Equals(Vector2i other)
+ public readonly bool Equals(Vector2I other)
{
- return x == other.x && y == other.y;
+ return X == other.X && Y == other.Y;
}
/// <summary>
- /// Serves as the hash function for <see cref="Vector2i"/>.
+ /// Serves as the hash function for <see cref="Vector2I"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode();
}
/// <summary>
- /// Converts this <see cref="Vector2i"/> to a string.
+ /// Converts this <see cref="Vector2I"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString()
{
- return $"({x}, {y})";
+ return $"({X}, {Y})";
}
/// <summary>
- /// Converts this <see cref="Vector2i"/> to a string with the given <paramref name="format"/>.
+ /// Converts this <see cref="Vector2I"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index b017ba5853..c773c0fda6 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -33,17 +33,17 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public real_t x;
+ public real_t X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public real_t y;
+ public real_t Y;
/// <summary>
/// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
/// </summary>
- public real_t z;
+ public real_t Z;
/// <summary>
/// Access vector components using their index.
@@ -52,9 +52,9 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1 or 2.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>,
- /// <c>[2]</c> is equivalent to <see cref="z"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+ /// <c>[2]</c> is equivalent to <see cref="Z"/>.
/// </value>
public real_t this[int index]
{
@@ -63,11 +63,11 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -77,13 +77,13 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- z = value;
+ Z = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -96,9 +96,9 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out real_t x, out real_t y, out real_t z)
{
- x = this.x;
- y = this.y;
- z = this.z;
+ x = X;
+ y = Y;
+ z = Z;
}
internal void Normalize()
@@ -107,14 +107,14 @@ namespace Godot
if (lengthsq == 0)
{
- x = y = z = 0f;
+ X = Y = Z = 0f;
}
else
{
real_t length = Mathf.Sqrt(lengthsq);
- x /= length;
- y /= length;
- z /= length;
+ X /= length;
+ Y /= length;
+ Z /= length;
}
}
@@ -124,7 +124,7 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public readonly Vector3 Abs()
{
- return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
+ return new Vector3(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
}
/// <summary>
@@ -153,7 +153,7 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public readonly Vector3 Ceil()
{
- return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
+ return new Vector3(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z));
}
/// <summary>
@@ -168,9 +168,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y),
- Mathf.Clamp(z, min.z, max.z)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y),
+ Mathf.Clamp(Z, min.Z, max.Z)
);
}
@@ -183,9 +183,9 @@ namespace Godot
{
return new Vector3
(
- (y * with.z) - (z * with.y),
- (z * with.x) - (x * with.z),
- (x * with.y) - (y * with.x)
+ (Y * with.Z) - (Z * with.Y),
+ (Z * with.X) - (X * with.Z),
+ (X * with.Y) - (Y * with.X)
);
}
@@ -202,9 +202,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
- Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
- Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight)
+ Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+ Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight),
+ Mathf.CubicInterpolate(Z, b.Z, preA.Z, postB.Z, weight)
);
}
@@ -226,9 +226,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT)
+ Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(Z, b.Z, preA.Z, postB.Z, weight, t, preAT, postBT)
);
}
@@ -245,9 +245,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t),
- Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t),
- Mathf.BezierInterpolate(z, control1.z, control2.z, end.z, t)
+ Mathf.BezierInterpolate(X, control1.X, control2.X, end.X, t),
+ Mathf.BezierInterpolate(Y, control1.Y, control2.Y, end.Y, t),
+ Mathf.BezierInterpolate(Z, control1.Z, control2.Z, end.Z, t)
);
}
@@ -263,9 +263,9 @@ namespace Godot
public readonly Vector3 BezierDerivative(Vector3 control1, Vector3 control2, Vector3 end, real_t t)
{
return new Vector3(
- Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t),
- Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t),
- Mathf.BezierDerivative(z, control1.z, control2.z, end.y, t)
+ Mathf.BezierDerivative(X, control1.X, control2.X, end.X, t),
+ Mathf.BezierDerivative(Y, control1.Y, control2.Y, end.Y, t),
+ Mathf.BezierDerivative(Z, control1.Z, control2.Z, end.Y, t)
);
}
@@ -276,7 +276,7 @@ namespace Godot
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public readonly Vector3 DirectionTo(Vector3 to)
{
- return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
+ return new Vector3(to.X - X, to.Y - Y, to.Z - Z).Normalized();
}
/// <summary>
@@ -309,7 +309,7 @@ namespace Godot
/// <returns>The dot product of the two vectors.</returns>
public readonly real_t Dot(Vector3 with)
{
- return (x * with.x) + (y * with.y) + (z * with.z);
+ return (X * with.X) + (Y * with.Y) + (Z * with.Z);
}
/// <summary>
@@ -318,16 +318,16 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public readonly Vector3 Floor()
{
- return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
+ return new Vector3(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z));
}
/// <summary>
- /// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.x, 1 / v.y, 1 / v.z)</c>.
+ /// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.X, 1 / v.Y, 1 / v.Z)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public readonly Vector3 Inverse()
{
- return new Vector3(1 / x, 1 / y, 1 / z);
+ return new Vector3(1 / X, 1 / Y, 1 / Z);
}
/// <summary>
@@ -337,7 +337,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z);
+ return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z);
}
/// <summary>
@@ -356,9 +356,9 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- real_t x2 = x * x;
- real_t y2 = y * y;
- real_t z2 = z * z;
+ real_t x2 = X * X;
+ real_t y2 = Y * Y;
+ real_t z2 = Z * Z;
return Mathf.Sqrt(x2 + y2 + z2);
}
@@ -371,9 +371,9 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly real_t LengthSquared()
{
- real_t x2 = x * x;
- real_t y2 = y * y;
- real_t z2 = z * z;
+ real_t x2 = X * X;
+ real_t y2 = Y * Y;
+ real_t z2 = Z * Z;
return x2 + y2 + z2;
}
@@ -389,9 +389,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.Lerp(x, to.x, weight),
- Mathf.Lerp(y, to.y, weight),
- Mathf.Lerp(z, to.z, weight)
+ Mathf.Lerp(X, to.X, weight),
+ Mathf.Lerp(Y, to.Y, weight),
+ Mathf.Lerp(Z, to.Z, weight)
);
}
@@ -421,7 +421,7 @@ namespace Godot
/// <returns>The index of the highest axis.</returns>
public readonly Axis MaxAxisIndex()
{
- return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+ return X < Y ? (Y < Z ? Axis.Z : Axis.Y) : (X < Z ? Axis.Z : Axis.X);
}
/// <summary>
@@ -431,7 +431,7 @@ namespace Godot
/// <returns>The index of the lowest axis.</returns>
public readonly Axis MinAxisIndex()
{
- return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+ return X < Y ? (X < Z ? Axis.X : Axis.Z) : (Y < Z ? Axis.Y : Axis.Z);
}
/// <summary>
@@ -470,9 +470,9 @@ namespace Godot
public readonly Basis Outer(Vector3 with)
{
return new Basis(
- x * with.x, x * with.y, x * with.z,
- y * with.x, y * with.y, y * with.z,
- z * with.x, z * with.y, z * with.z
+ X * with.X, X * with.Y, X * with.Z,
+ Y * with.X, Y * with.Y, Y * with.Z,
+ Z * with.X, Z * with.Y, Z * with.Z
);
}
@@ -487,9 +487,9 @@ namespace Godot
public readonly Vector3 PosMod(real_t mod)
{
Vector3 v;
- v.x = Mathf.PosMod(x, mod);
- v.y = Mathf.PosMod(y, mod);
- v.z = Mathf.PosMod(z, mod);
+ v.X = Mathf.PosMod(X, mod);
+ v.Y = Mathf.PosMod(Y, mod);
+ v.Z = Mathf.PosMod(Z, mod);
return v;
}
@@ -504,9 +504,9 @@ namespace Godot
public readonly Vector3 PosMod(Vector3 modv)
{
Vector3 v;
- v.x = Mathf.PosMod(x, modv.x);
- v.y = Mathf.PosMod(y, modv.y);
- v.z = Mathf.PosMod(z, modv.z);
+ v.X = Mathf.PosMod(X, modv.X);
+ v.Y = Mathf.PosMod(Y, modv.Y);
+ v.Z = Mathf.PosMod(Z, modv.Z);
return v;
}
@@ -561,7 +561,7 @@ namespace Godot
/// <returns>The rounded vector.</returns>
public readonly Vector3 Round()
{
- return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z));
+ return new Vector3(Mathf.Round(X), Mathf.Round(Y), Mathf.Round(Z));
}
/// <summary>
@@ -573,9 +573,9 @@ namespace Godot
public readonly Vector3 Sign()
{
Vector3 v;
- v.x = Mathf.Sign(x);
- v.y = Mathf.Sign(y);
- v.z = Mathf.Sign(z);
+ v.X = Mathf.Sign(X);
+ v.Y = Mathf.Sign(Y);
+ v.Z = Mathf.Sign(Z);
return v;
}
@@ -642,9 +642,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.Snapped(x, step.x),
- Mathf.Snapped(y, step.y),
- Mathf.Snapped(z, step.z)
+ Mathf.Snapped(X, step.X),
+ Mathf.Snapped(Y, step.Y),
+ Mathf.Snapped(Z, step.Z)
);
}
@@ -719,9 +719,9 @@ namespace Godot
/// <param name="z">The vector's Z component.</param>
public Vector3(real_t x, real_t y, real_t z)
{
- this.x = x;
- this.y = y;
- this.z = z;
+ X = x;
+ Y = y;
+ Z = z;
}
/// <summary>
@@ -733,9 +733,9 @@ namespace Godot
/// <returns>The added vector.</returns>
public static Vector3 operator +(Vector3 left, Vector3 right)
{
- left.x += right.x;
- left.y += right.y;
- left.z += right.z;
+ left.X += right.X;
+ left.Y += right.Y;
+ left.Z += right.Z;
return left;
}
@@ -748,15 +748,15 @@ namespace Godot
/// <returns>The subtracted vector.</returns>
public static Vector3 operator -(Vector3 left, Vector3 right)
{
- left.x -= right.x;
- left.y -= right.y;
- left.z -= right.z;
+ left.X -= right.X;
+ left.Y -= right.Y;
+ left.Z -= right.Z;
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 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.
@@ -765,9 +765,9 @@ namespace Godot
/// <returns>The negated/flipped vector.</returns>
public static Vector3 operator -(Vector3 vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
- vec.z = -vec.z;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
+ vec.Z = -vec.Z;
return vec;
}
@@ -780,9 +780,9 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector3 operator *(Vector3 vec, real_t scale)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
return vec;
}
@@ -795,9 +795,9 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector3 operator *(real_t scale, Vector3 vec)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
return vec;
}
@@ -810,9 +810,9 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector3 operator *(Vector3 left, Vector3 right)
{
- left.x *= right.x;
- left.y *= right.y;
- left.z *= right.z;
+ left.X *= right.X;
+ left.Y *= right.Y;
+ left.Z *= right.Z;
return left;
}
@@ -825,9 +825,9 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector3 operator /(Vector3 vec, real_t divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
- vec.z /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
+ vec.Z /= divisor;
return vec;
}
@@ -840,9 +840,9 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector3 operator /(Vector3 vec, Vector3 divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
- vec.z /= divisorv.z;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
+ vec.Z /= divisorv.Z;
return vec;
}
@@ -864,9 +864,9 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector3 operator %(Vector3 vec, real_t divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
- vec.z %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
+ vec.Z %= divisor;
return vec;
}
@@ -888,9 +888,9 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector3 operator %(Vector3 vec, Vector3 divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
- vec.z %= divisorv.z;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
+ vec.Z %= divisorv.Z;
return vec;
}
@@ -933,15 +933,15 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -957,15 +957,15 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -981,15 +981,15 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z <= right.z;
+ return left.Z <= right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -1005,15 +1005,15 @@ namespace Godot
/// <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)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z >= right.z;
+ return left.Z >= right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -1038,7 +1038,7 @@ namespace Godot
/// <returns>Whether or not the vectors are exactly equal.</returns>
public readonly bool Equals(Vector3 other)
{
- return x == other.x && y == other.y && z == other.z;
+ return X == other.X && Y == other.Y && Z == other.Z;
}
/// <summary>
@@ -1049,7 +1049,7 @@ namespace Godot
/// <returns>Whether or not the vectors are approximately equal.</returns>
public readonly bool IsEqualApprox(Vector3 other)
{
- return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z);
+ return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z);
}
/// <summary>
@@ -1061,7 +1061,7 @@ namespace Godot
/// <returns>Whether or not the vector is approximately zero.</returns>
public readonly bool IsZeroApprox()
{
- return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z);
+ return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y) && Mathf.IsZeroApprox(Z);
}
/// <summary>
@@ -1070,7 +1070,7 @@ namespace Godot
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode();
}
/// <summary>
@@ -1079,7 +1079,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString()
{
- return $"({x}, {y}, {z})";
+ return $"({X}, {Y}, {Z})";
}
/// <summary>
@@ -1088,7 +1088,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
index de0c6d27e7..fe899527ef 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
@@ -8,7 +8,7 @@ namespace Godot
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
- public struct Vector3i : IEquatable<Vector3i>
+ public struct Vector3I : IEquatable<Vector3I>
{
/// <summary>
/// Enumerated index values for the axes.
@@ -33,17 +33,17 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public int x;
+ public int X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public int y;
+ public int Y;
/// <summary>
/// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
/// </summary>
- public int z;
+ public int Z;
/// <summary>
/// Access vector components using their <paramref name="index"/>.
@@ -52,9 +52,9 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1 or 2.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>,
- /// <c>[2]</c> is equivalent to <see cref="z"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+ /// <c>[2]</c> is equivalent to <see cref="Z"/>.
/// </value>
public int this[int index]
{
@@ -63,11 +63,11 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -77,13 +77,13 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- z = value;
+ Z = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -96,18 +96,18 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out int x, out int y, out int z)
{
- x = this.x;
- y = this.y;
- z = this.z;
+ x = X;
+ y = Y;
+ z = Z;
}
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
- public readonly Vector3i Abs()
+ public readonly Vector3I Abs()
{
- return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
+ return new Vector3I(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
}
/// <summary>
@@ -118,13 +118,13 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
- public readonly Vector3i Clamp(Vector3i min, Vector3i max)
+ public readonly Vector3I Clamp(Vector3I min, Vector3I max)
{
- return new Vector3i
+ return new Vector3I
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y),
- Mathf.Clamp(z, min.z, max.z)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y),
+ Mathf.Clamp(Z, min.Z, max.Z)
);
}
@@ -135,9 +135,9 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- int x2 = x * x;
- int y2 = y * y;
- int z2 = z * z;
+ int x2 = X * X;
+ int y2 = Y * Y;
+ int z2 = Z * Z;
return Mathf.Sqrt(x2 + y2 + z2);
}
@@ -150,9 +150,9 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly int LengthSquared()
{
- int x2 = x * x;
- int y2 = y * y;
- int z2 = z * z;
+ int x2 = X * X;
+ int y2 = Y * Y;
+ int z2 = Z * Z;
return x2 + y2 + z2;
}
@@ -164,7 +164,7 @@ namespace Godot
/// <returns>The index of the highest axis.</returns>
public readonly Axis MaxAxisIndex()
{
- return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+ return X < Y ? (Y < Z ? Axis.Z : Axis.Y) : (X < Z ? Axis.Z : Axis.X);
}
/// <summary>
@@ -174,7 +174,7 @@ namespace Godot
/// <returns>The index of the lowest axis.</returns>
public readonly Axis MinAxisIndex()
{
- return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+ return X < Y ? (X < Z ? Axis.X : Axis.Z) : (Y < Z ? Axis.Y : Axis.Z);
}
/// <summary>
@@ -183,208 +183,208 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
- public readonly Vector3i Sign()
+ public readonly Vector3I Sign()
{
- Vector3i v = this;
- v.x = Mathf.Sign(v.x);
- v.y = Mathf.Sign(v.y);
- v.z = Mathf.Sign(v.z);
+ Vector3I v = this;
+ v.X = Mathf.Sign(v.X);
+ v.Y = Mathf.Sign(v.Y);
+ v.Z = Mathf.Sign(v.Z);
return v;
}
// Constants
- private static readonly Vector3i _zero = new Vector3i(0, 0, 0);
- private static readonly Vector3i _one = new Vector3i(1, 1, 1);
+ private static readonly Vector3I _zero = new Vector3I(0, 0, 0);
+ private static readonly Vector3I _one = new Vector3I(1, 1, 1);
- private static readonly Vector3i _up = new Vector3i(0, 1, 0);
- private static readonly Vector3i _down = new Vector3i(0, -1, 0);
- private static readonly Vector3i _right = new Vector3i(1, 0, 0);
- private static readonly Vector3i _left = new Vector3i(-1, 0, 0);
- private static readonly Vector3i _forward = new Vector3i(0, 0, -1);
- private static readonly Vector3i _back = new Vector3i(0, 0, 1);
+ private static readonly Vector3I _up = new Vector3I(0, 1, 0);
+ private static readonly Vector3I _down = new Vector3I(0, -1, 0);
+ private static readonly Vector3I _right = new Vector3I(1, 0, 0);
+ private static readonly Vector3I _left = new Vector3I(-1, 0, 0);
+ private static readonly Vector3I _forward = new Vector3I(0, 0, -1);
+ private static readonly Vector3I _back = new Vector3I(0, 0, 1);
/// <summary>
/// Zero vector, a vector with all components set to <c>0</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(0, 0, 0)</c>.</value>
- public static Vector3i Zero { get { return _zero; } }
+ /// <value>Equivalent to <c>new Vector3I(0, 0, 0)</c>.</value>
+ public static Vector3I Zero { get { return _zero; } }
/// <summary>
/// One vector, a vector with all components set to <c>1</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(1, 1, 1)</c>.</value>
- public static Vector3i One { get { return _one; } }
+ /// <value>Equivalent to <c>new Vector3I(1, 1, 1)</c>.</value>
+ public static Vector3I One { get { return _one; } }
/// <summary>
/// Up unit vector.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(0, 1, 0)</c>.</value>
- public static Vector3i Up { get { return _up; } }
+ /// <value>Equivalent to <c>new Vector3I(0, 1, 0)</c>.</value>
+ public static Vector3I Up { get { return _up; } }
/// <summary>
/// Down unit vector.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(0, -1, 0)</c>.</value>
- public static Vector3i Down { get { return _down; } }
+ /// <value>Equivalent to <c>new Vector3I(0, -1, 0)</c>.</value>
+ public static Vector3I Down { get { return _down; } }
/// <summary>
/// Right unit vector. Represents the local direction of right,
/// and the global direction of east.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(1, 0, 0)</c>.</value>
- public static Vector3i Right { get { return _right; } }
+ /// <value>Equivalent to <c>new Vector3I(1, 0, 0)</c>.</value>
+ public static Vector3I Right { get { return _right; } }
/// <summary>
/// Left unit vector. Represents the local direction of left,
/// and the global direction of west.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(-1, 0, 0)</c>.</value>
- public static Vector3i Left { get { return _left; } }
+ /// <value>Equivalent to <c>new Vector3I(-1, 0, 0)</c>.</value>
+ public static Vector3I Left { get { return _left; } }
/// <summary>
/// Forward unit vector. Represents the local direction of forward,
/// and the global direction of north.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(0, 0, -1)</c>.</value>
- public static Vector3i Forward { get { return _forward; } }
+ /// <value>Equivalent to <c>new Vector3I(0, 0, -1)</c>.</value>
+ public static Vector3I Forward { get { return _forward; } }
/// <summary>
/// Back unit vector. Represents the local direction of back,
/// and the global direction of south.
/// </summary>
- /// <value>Equivalent to <c>new Vector3i(0, 0, 1)</c>.</value>
- public static Vector3i Back { get { return _back; } }
+ /// <value>Equivalent to <c>new Vector3I(0, 0, 1)</c>.</value>
+ public static Vector3I Back { get { return _back; } }
/// <summary>
- /// Constructs a new <see cref="Vector3i"/> with the given components.
+ /// Constructs a new <see cref="Vector3I"/> with the given components.
/// </summary>
/// <param name="x">The vector's X component.</param>
/// <param name="y">The vector's Y component.</param>
/// <param name="z">The vector's Z component.</param>
- public Vector3i(int x, int y, int z)
+ public Vector3I(int x, int y, int z)
{
- this.x = x;
- this.y = y;
- this.z = z;
+ X = x;
+ Y = y;
+ Z = z;
}
/// <summary>
- /// Adds each component of the <see cref="Vector3i"/>
- /// with the components of the given <see cref="Vector3i"/>.
+ /// 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)
+ public static Vector3I operator +(Vector3I left, Vector3I right)
{
- left.x += right.x;
- left.y += right.y;
- left.z += right.z;
+ left.X += right.X;
+ left.Y += right.Y;
+ left.Z += right.Z;
return left;
}
/// <summary>
- /// Subtracts each component of the <see cref="Vector3i"/>
- /// by the components of the given <see cref="Vector3i"/>.
+ /// 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)
+ public static Vector3I operator -(Vector3I left, Vector3I right)
{
- left.x -= right.x;
- left.y -= right.y;
- left.z -= right.z;
+ left.X -= right.X;
+ left.Y -= right.Y;
+ left.Z -= right.Z;
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>.
+ /// 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)
+ public static Vector3I operator -(Vector3I vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
- vec.z = -vec.z;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
+ vec.Z = -vec.Z;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector3i"/>
+ /// 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)
+ public static Vector3I operator *(Vector3I vec, int scale)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector3i"/>
+ /// 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)
+ public static Vector3I operator *(int scale, Vector3I vec)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector3i"/>
- /// by the components of the given <see cref="Vector3i"/>.
+ /// 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)
+ public static Vector3I operator *(Vector3I left, Vector3I right)
{
- left.x *= right.x;
- left.y *= right.y;
- left.z *= right.z;
+ left.X *= right.X;
+ left.Y *= right.Y;
+ left.Z *= right.Z;
return left;
}
/// <summary>
- /// Divides each component of the <see cref="Vector3i"/>
+ /// Divides 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)
+ public static Vector3I operator /(Vector3I vec, int divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
- vec.z /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
+ vec.Z /= divisor;
return vec;
}
/// <summary>
- /// Divides each component of the <see cref="Vector3i"/>
- /// by the components of the given <see cref="Vector3i"/>.
+ /// 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)
+ public static Vector3I operator /(Vector3I vec, Vector3I divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
- vec.z /= divisorv.z;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
+ vec.Z /= divisorv.Z;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector3i"/>
+ /// 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.
@@ -393,23 +393,23 @@ namespace Godot
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vector3i(10, -20, 30) % 7); // Prints "(3, -6, 2)"
+ /// 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)
+ public static Vector3I operator %(Vector3I vec, int divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
- vec.z %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
+ vec.Z %= divisor;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector3i"/>
- /// with the components of the given <see cref="Vector3i"/>.
+ /// 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="Mathf.PosMod(int, int)"/> instead
@@ -417,17 +417,17 @@ namespace Godot
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vector3i(10, -20, 30) % new Vector3i(7, 8, 9)); // Prints "(3, -4, 3)"
+ /// 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)
+ public static Vector3I operator %(Vector3I vec, Vector3I divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
- vec.z %= divisorv.z;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
+ vec.Z %= divisorv.Z;
return vec;
}
@@ -437,7 +437,7 @@ namespace Godot
/// <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)
+ public static bool operator ==(Vector3I left, Vector3I right)
{
return left.Equals(right);
}
@@ -448,13 +448,13 @@ namespace Godot
/// <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)
+ public static bool operator !=(Vector3I left, Vector3I right)
{
return !left.Equals(right);
}
/// <summary>
- /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// 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
@@ -464,21 +464,21 @@ namespace Godot
/// <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)
+ public static bool operator <(Vector3I left, Vector3I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
- /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// 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
@@ -488,21 +488,21 @@ namespace Godot
/// <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)
+ public static bool operator >(Vector3I left, Vector3I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
- /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// 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
@@ -512,21 +512,21 @@ namespace Godot
/// <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)
+ public static bool operator <=(Vector3I left, Vector3I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z <= right.z;
+ return left.Z <= right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
- /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// 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
@@ -536,38 +536,38 @@ namespace Godot
/// <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)
+ public static bool operator >=(Vector3I left, Vector3I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- return left.z >= right.z;
+ return left.Z >= right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
- /// Converts this <see cref="Vector3i"/> to a <see cref="Vector3"/>.
+ /// Converts this <see cref="Vector3I"/> to a <see cref="Vector3"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static implicit operator Vector3(Vector3i value)
+ public static implicit operator Vector3(Vector3I value)
{
- return new Vector3(value.x, value.y, value.z);
+ return new Vector3(value.X, value.Y, value.Z);
}
/// <summary>
- /// Converts a <see cref="Vector3"/> to a <see cref="Vector3i"/>.
+ /// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static explicit operator Vector3i(Vector3 value)
+ public static explicit operator Vector3I(Vector3 value)
{
- return new Vector3i(
- Mathf.RoundToInt(value.x),
- Mathf.RoundToInt(value.y),
- Mathf.RoundToInt(value.z)
+ return new Vector3I(
+ Mathf.RoundToInt(value.X),
+ Mathf.RoundToInt(value.Y),
+ Mathf.RoundToInt(value.Z)
);
}
@@ -579,7 +579,7 @@ namespace Godot
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
- return obj is Vector3i other && Equals(other);
+ return obj is Vector3I other && Equals(other);
}
/// <summary>
@@ -587,36 +587,36 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
- public readonly bool Equals(Vector3i other)
+ public readonly bool Equals(Vector3I other)
{
- return x == other.x && y == other.y && z == other.z;
+ return X == other.X && Y == other.Y && Z == other.Z;
}
/// <summary>
- /// Serves as the hash function for <see cref="Vector3i"/>.
+ /// Serves as the hash function for <see cref="Vector3I"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode();
}
/// <summary>
- /// Converts this <see cref="Vector3i"/> to a string.
+ /// Converts this <see cref="Vector3I"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString()
{
- return $"({x}, {y}, {z})";
+ return $"({X}, {Y}, {Z})";
}
/// <summary>
- /// Converts this <see cref="Vector3i"/> to a string with the given <paramref name="format"/>.
+ /// Converts this <see cref="Vector3I"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
index 0f4528bb40..1fd39632b0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
@@ -37,22 +37,22 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public real_t x;
+ public real_t X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public real_t y;
+ public real_t Y;
/// <summary>
/// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
/// </summary>
- public real_t z;
+ public real_t Z;
/// <summary>
/// The vector's W component. Also accessible by using the index position <c>[3]</c>.
/// </summary>
- public real_t w;
+ public real_t W;
/// <summary>
/// Access vector components using their index.
@@ -61,10 +61,10 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1, 2 or 3.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>,
- /// <c>[2]</c> is equivalent to <see cref="z"/>.
- /// <c>[3]</c> is equivalent to <see cref="w"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+ /// <c>[2]</c> is equivalent to <see cref="Z"/>.
+ /// <c>[3]</c> is equivalent to <see cref="W"/>.
/// </value>
public real_t this[int index]
{
@@ -73,13 +73,13 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
case 3:
- return w;
+ return W;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -89,16 +89,16 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- z = value;
+ Z = value;
return;
case 3:
- w = value;
+ W = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -111,10 +111,10 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w)
{
- x = this.x;
- y = this.y;
- z = this.z;
- w = this.w;
+ x = X;
+ y = Y;
+ z = Z;
+ w = W;
}
internal void Normalize()
@@ -123,15 +123,15 @@ namespace Godot
if (lengthsq == 0)
{
- x = y = z = w = 0f;
+ X = Y = Z = W = 0f;
}
else
{
real_t length = Mathf.Sqrt(lengthsq);
- x /= length;
- y /= length;
- z /= length;
- w /= length;
+ X /= length;
+ Y /= length;
+ Z /= length;
+ W /= length;
}
}
@@ -141,7 +141,7 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public readonly Vector4 Abs()
{
- return new Vector4(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
+ return new Vector4(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z), Mathf.Abs(W));
}
/// <summary>
@@ -150,7 +150,7 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public readonly Vector4 Ceil()
{
- return new Vector4(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z), Mathf.Ceil(w));
+ return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
}
/// <summary>
@@ -165,10 +165,10 @@ namespace Godot
{
return new Vector4
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y),
- Mathf.Clamp(z, min.z, max.z),
- Mathf.Clamp(w, min.w, max.w)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y),
+ Mathf.Clamp(Z, min.Z, max.Z),
+ Mathf.Clamp(W, min.W, max.W)
);
}
@@ -185,10 +185,10 @@ namespace Godot
{
return new Vector4
(
- Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
- Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
- Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight),
- Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
+ Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+ Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight),
+ Mathf.CubicInterpolate(Z, b.Z, preA.Z, postB.Z, weight),
+ Mathf.CubicInterpolate(W, b.W, preA.W, postB.W, weight)
);
}
@@ -210,10 +210,10 @@ namespace Godot
{
return new Vector4
(
- Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT),
- Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT)
+ Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(Z, b.Z, preA.Z, postB.Z, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(W, b.W, preA.W, postB.W, weight, t, preAT, postBT)
);
}
@@ -224,7 +224,7 @@ namespace Godot
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public readonly Vector4 DirectionTo(Vector4 to)
{
- Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w);
+ Vector4 ret = new Vector4(to.X - X, to.Y - Y, to.Z - Z, to.W - W);
ret.Normalize();
return ret;
}
@@ -258,7 +258,7 @@ namespace Godot
/// <returns>The dot product of the two vectors.</returns>
public readonly real_t Dot(Vector4 with)
{
- return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w);
+ return (X * with.X) + (Y * with.Y) + (Z * with.Z) + (W * with.W);
}
/// <summary>
@@ -267,16 +267,16 @@ namespace Godot
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public readonly Vector4 Floor()
{
- return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
+ return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
}
/// <summary>
- /// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>.
+ /// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.X, 1 / v.Y, 1 / v.Z, 1 / v.W)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public readonly Vector4 Inverse()
{
- return new Vector4(1 / x, 1 / y, 1 / z, 1 / w);
+ return new Vector4(1 / X, 1 / Y, 1 / Z, 1 / W);
}
/// <summary>
@@ -286,7 +286,7 @@ namespace Godot
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
- return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
+ return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z) && Mathf.IsFinite(W);
}
/// <summary>
@@ -305,10 +305,10 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- real_t x2 = x * x;
- real_t y2 = y * y;
- real_t z2 = z * z;
- real_t w2 = w * w;
+ real_t x2 = X * X;
+ real_t y2 = Y * Y;
+ real_t z2 = Z * Z;
+ real_t w2 = W * W;
return Mathf.Sqrt(x2 + y2 + z2 + w2);
}
@@ -321,10 +321,10 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly real_t LengthSquared()
{
- real_t x2 = x * x;
- real_t y2 = y * y;
- real_t z2 = z * z;
- real_t w2 = w * w;
+ real_t x2 = X * X;
+ real_t y2 = Y * Y;
+ real_t z2 = Z * Z;
+ real_t w2 = W * W;
return x2 + y2 + z2 + w2;
}
@@ -340,10 +340,10 @@ namespace Godot
{
return new Vector4
(
- Mathf.Lerp(x, to.x, weight),
- Mathf.Lerp(y, to.y, weight),
- Mathf.Lerp(z, to.z, weight),
- Mathf.Lerp(w, to.w, weight)
+ Mathf.Lerp(X, to.X, weight),
+ Mathf.Lerp(Y, to.Y, weight),
+ Mathf.Lerp(Z, to.Z, weight),
+ Mathf.Lerp(W, to.W, weight)
);
}
@@ -355,7 +355,7 @@ namespace Godot
public readonly Axis MaxAxisIndex()
{
int max_index = 0;
- real_t max_value = x;
+ real_t max_value = X;
for (int i = 1; i < 4; i++)
{
if (this[i] > max_value)
@@ -375,7 +375,7 @@ namespace Godot
public readonly Axis MinAxisIndex()
{
int min_index = 0;
- real_t min_value = x;
+ real_t min_value = X;
for (int i = 1; i < 4; i++)
{
if (this[i] <= min_value)
@@ -409,10 +409,10 @@ namespace Godot
public readonly Vector4 PosMod(real_t mod)
{
return new Vector4(
- Mathf.PosMod(x, mod),
- Mathf.PosMod(y, mod),
- Mathf.PosMod(z, mod),
- Mathf.PosMod(w, mod)
+ Mathf.PosMod(X, mod),
+ Mathf.PosMod(Y, mod),
+ Mathf.PosMod(Z, mod),
+ Mathf.PosMod(W, mod)
);
}
@@ -427,10 +427,10 @@ namespace Godot
public readonly Vector4 PosMod(Vector4 modv)
{
return new Vector4(
- Mathf.PosMod(x, modv.x),
- Mathf.PosMod(y, modv.y),
- Mathf.PosMod(z, modv.z),
- Mathf.PosMod(w, modv.w)
+ Mathf.PosMod(X, modv.X),
+ Mathf.PosMod(Y, modv.Y),
+ Mathf.PosMod(Z, modv.Z),
+ Mathf.PosMod(W, modv.W)
);
}
@@ -441,7 +441,7 @@ namespace Godot
/// <returns>The rounded vector.</returns>
public readonly Vector4 Round()
{
- return new Vector4(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z), Mathf.Round(w));
+ return new Vector4(Mathf.Round(X), Mathf.Round(Y), Mathf.Round(Z), Mathf.Round(W));
}
/// <summary>
@@ -453,10 +453,10 @@ namespace Godot
public readonly Vector4 Sign()
{
Vector4 v;
- v.x = Mathf.Sign(x);
- v.y = Mathf.Sign(y);
- v.z = Mathf.Sign(z);
- v.w = Mathf.Sign(w);
+ v.X = Mathf.Sign(X);
+ v.Y = Mathf.Sign(Y);
+ v.Z = Mathf.Sign(Z);
+ v.W = Mathf.Sign(W);
return v;
}
@@ -469,10 +469,10 @@ namespace Godot
public readonly Vector4 Snapped(Vector4 step)
{
return new Vector4(
- Mathf.Snapped(x, step.x),
- Mathf.Snapped(y, step.y),
- Mathf.Snapped(z, step.z),
- Mathf.Snapped(w, step.w)
+ Mathf.Snapped(X, step.X),
+ Mathf.Snapped(Y, step.Y),
+ Mathf.Snapped(Z, step.Z),
+ Mathf.Snapped(W, step.W)
);
}
@@ -506,10 +506,10 @@ namespace Godot
/// <param name="w">The vector's W component.</param>
public Vector4(real_t x, real_t y, real_t z, real_t w)
{
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
}
/// <summary>
@@ -521,10 +521,10 @@ namespace Godot
/// <returns>The added vector.</returns>
public static Vector4 operator +(Vector4 left, Vector4 right)
{
- left.x += right.x;
- left.y += right.y;
- left.z += right.z;
- left.w += right.w;
+ left.X += right.X;
+ left.Y += right.Y;
+ left.Z += right.Z;
+ left.W += right.W;
return left;
}
@@ -537,16 +537,16 @@ namespace Godot
/// <returns>The subtracted vector.</returns>
public static Vector4 operator -(Vector4 left, Vector4 right)
{
- left.x -= right.x;
- left.y -= right.y;
- left.z -= right.z;
- left.w -= right.w;
+ left.X -= right.X;
+ left.Y -= right.Y;
+ left.Z -= right.Z;
+ left.W -= right.W;
return left;
}
/// <summary>
/// Returns the negative value of the <see cref="Vector4"/>.
- /// This is the same as writing <c>new Vector4(-v.x, -v.y, -v.z, -v.w)</c>.
+ /// This is the same as writing <c>new Vector4(-v.X, -v.Y, -v.Z, -v.W)</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.
@@ -555,10 +555,10 @@ namespace Godot
/// <returns>The negated/flipped vector.</returns>
public static Vector4 operator -(Vector4 vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
- vec.z = -vec.z;
- vec.w = -vec.w;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
+ vec.Z = -vec.Z;
+ vec.W = -vec.W;
return vec;
}
@@ -571,10 +571,10 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector4 operator *(Vector4 vec, real_t scale)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
- vec.w *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
+ vec.W *= scale;
return vec;
}
@@ -587,10 +587,10 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector4 operator *(real_t scale, Vector4 vec)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
- vec.w *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
+ vec.W *= scale;
return vec;
}
@@ -603,10 +603,10 @@ namespace Godot
/// <returns>The multiplied vector.</returns>
public static Vector4 operator *(Vector4 left, Vector4 right)
{
- left.x *= right.x;
- left.y *= right.y;
- left.z *= right.z;
- left.w *= right.w;
+ left.X *= right.X;
+ left.Y *= right.Y;
+ left.Z *= right.Z;
+ left.W *= right.W;
return left;
}
@@ -619,10 +619,10 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector4 operator /(Vector4 vec, real_t divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
- vec.z /= divisor;
- vec.w /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
+ vec.Z /= divisor;
+ vec.W /= divisor;
return vec;
}
@@ -635,10 +635,10 @@ namespace Godot
/// <returns>The divided vector.</returns>
public static Vector4 operator /(Vector4 vec, Vector4 divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
- vec.z /= divisorv.z;
- vec.w /= divisorv.w;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
+ vec.Z /= divisorv.Z;
+ vec.W /= divisorv.W;
return vec;
}
@@ -660,10 +660,10 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector4 operator %(Vector4 vec, real_t divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
- vec.z %= divisor;
- vec.w %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
+ vec.Z %= divisor;
+ vec.W %= divisor;
return vec;
}
@@ -685,10 +685,10 @@ namespace Godot
/// <returns>The remainder vector.</returns>
public static Vector4 operator %(Vector4 vec, Vector4 divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
- vec.z %= divisorv.z;
- vec.w %= divisorv.w;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
+ vec.Z %= divisorv.Z;
+ vec.W %= divisorv.W;
return vec;
}
@@ -731,19 +731,19 @@ namespace Godot
/// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector4 left, Vector4 right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w < right.w;
+ return left.W < right.W;
}
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -759,19 +759,19 @@ namespace Godot
/// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector4 left, Vector4 right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w > right.w;
+ return left.W > right.W;
}
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -787,19 +787,19 @@ namespace Godot
/// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector4 left, Vector4 right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w <= right.w;
+ return left.W <= right.W;
}
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
@@ -815,19 +815,19 @@ namespace Godot
/// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector4 left, Vector4 right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w >= right.w;
+ return left.W >= right.W;
}
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
@@ -852,7 +852,7 @@ namespace Godot
/// <returns>Whether or not the vectors are exactly equal.</returns>
public readonly bool Equals(Vector4 other)
{
- return x == other.x && y == other.y && z == other.z && w == other.w;
+ return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
}
/// <summary>
@@ -863,7 +863,7 @@ namespace Godot
/// <returns>Whether or not the vectors are approximately equal.</returns>
public readonly bool IsEqualApprox(Vector4 other)
{
- return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
+ return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z) && Mathf.IsEqualApprox(W, other.W);
}
/// <summary>
@@ -875,7 +875,7 @@ namespace Godot
/// <returns>Whether or not the vector is approximately zero.</returns>
public readonly bool IsZeroApprox()
{
- return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z) && Mathf.IsZeroApprox(w);
+ return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y) && Mathf.IsZeroApprox(Z) && Mathf.IsZeroApprox(W);
}
/// <summary>
@@ -884,7 +884,7 @@ namespace Godot
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
}
/// <summary>
@@ -893,7 +893,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public override string ToString()
{
- return $"({x}, {y}, {z}, {w})";
+ return $"({X}, {Y}, {Z}, {W})";
}
/// <summary>
@@ -902,7 +902,7 @@ namespace Godot
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}, {W.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
index 00ecc64856..f065327066 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
@@ -8,7 +8,7 @@ namespace Godot
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
- public struct Vector4i : IEquatable<Vector4i>
+ public struct Vector4I : IEquatable<Vector4I>
{
/// <summary>
/// Enumerated index values for the axes.
@@ -37,22 +37,22 @@ namespace Godot
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
- public int x;
+ public int X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
- public int y;
+ public int Y;
/// <summary>
/// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
/// </summary>
- public int z;
+ public int Z;
/// <summary>
/// The vector's W component. Also accessible by using the index position <c>[3]</c>.
/// </summary>
- public int w;
+ public int W;
/// <summary>
/// Access vector components using their <paramref name="index"/>.
@@ -61,10 +61,10 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1, 2 or 3.
/// </exception>
/// <value>
- /// <c>[0]</c> is equivalent to <see cref="x"/>,
- /// <c>[1]</c> is equivalent to <see cref="y"/>,
- /// <c>[2]</c> is equivalent to <see cref="z"/>.
- /// <c>[3]</c> is equivalent to <see cref="w"/>.
+ /// <c>[0]</c> is equivalent to <see cref="X"/>,
+ /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+ /// <c>[2]</c> is equivalent to <see cref="Z"/>.
+ /// <c>[3]</c> is equivalent to <see cref="W"/>.
/// </value>
public int this[int index]
{
@@ -73,13 +73,13 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return X;
case 1:
- return y;
+ return Y;
case 2:
- return z;
+ return Z;
case 3:
- return w;
+ return W;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
@@ -89,16 +89,16 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ X = value;
return;
case 1:
- y = value;
+ Y = value;
return;
case 2:
- z = value;
+ Z = value;
return;
case 3:
- w = value;
+ W = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
@@ -111,19 +111,19 @@ namespace Godot
/// </summary>
public readonly void Deconstruct(out int x, out int y, out int z, out int w)
{
- x = this.x;
- y = this.y;
- z = this.z;
- w = this.w;
+ x = X;
+ y = Y;
+ z = Z;
+ w = W;
}
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
- public readonly Vector4i Abs()
+ public readonly Vector4I Abs()
{
- return new Vector4i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
+ return new Vector4I(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z), Mathf.Abs(W));
}
/// <summary>
@@ -134,14 +134,14 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
- public readonly Vector4i Clamp(Vector4i min, Vector4i max)
+ public readonly Vector4I Clamp(Vector4I min, Vector4I max)
{
- return new Vector4i
+ return new Vector4I
(
- Mathf.Clamp(x, min.x, max.x),
- Mathf.Clamp(y, min.y, max.y),
- Mathf.Clamp(z, min.z, max.z),
- Mathf.Clamp(w, min.w, max.w)
+ Mathf.Clamp(X, min.X, max.X),
+ Mathf.Clamp(Y, min.Y, max.Y),
+ Mathf.Clamp(Z, min.Z, max.Z),
+ Mathf.Clamp(W, min.W, max.W)
);
}
@@ -152,10 +152,10 @@ namespace Godot
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
- int x2 = x * x;
- int y2 = y * y;
- int z2 = z * z;
- int w2 = w * w;
+ int x2 = X * X;
+ int y2 = Y * Y;
+ int z2 = Z * Z;
+ int w2 = W * W;
return Mathf.Sqrt(x2 + y2 + z2 + w2);
}
@@ -168,10 +168,10 @@ namespace Godot
/// <returns>The squared length of this vector.</returns>
public readonly int LengthSquared()
{
- int x2 = x * x;
- int y2 = y * y;
- int z2 = z * z;
- int w2 = w * w;
+ int x2 = X * X;
+ int y2 = Y * Y;
+ int z2 = Z * Z;
+ int w2 = W * W;
return x2 + y2 + z2 + w2;
}
@@ -184,7 +184,7 @@ namespace Godot
public readonly Axis MaxAxisIndex()
{
int max_index = 0;
- int max_value = x;
+ int max_value = X;
for (int i = 1; i < 4; i++)
{
if (this[i] > max_value)
@@ -204,7 +204,7 @@ namespace Godot
public readonly Axis MinAxisIndex()
{
int min_index = 0;
- int min_value = x;
+ int min_value = X;
for (int i = 1; i < 4; i++)
{
if (this[i] <= min_value)
@@ -222,213 +222,217 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
- public readonly Vector4i Sign()
+ public readonly Vector4I Sign()
{
- return new Vector4i(Mathf.Sign(x), Mathf.Sign(y), Mathf.Sign(z), Mathf.Sign(w));
+ return new Vector4I(Mathf.Sign(X), Mathf.Sign(Y), Mathf.Sign(Z), Mathf.Sign(W));
}
// Constants
- private static readonly Vector4i _zero = new Vector4i(0, 0, 0, 0);
- private static readonly Vector4i _one = new Vector4i(1, 1, 1, 1);
+ private static readonly Vector4I _zero = new Vector4I(0, 0, 0, 0);
+ private static readonly Vector4I _one = new Vector4I(1, 1, 1, 1);
/// <summary>
/// Zero vector, a vector with all components set to <c>0</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector4i(0, 0, 0, 0)</c>.</value>
- public static Vector4i Zero { get { return _zero; } }
+ /// <value>Equivalent to <c>new Vector4I(0, 0, 0, 0)</c>.</value>
+ public static Vector4I Zero { get { return _zero; } }
/// <summary>
/// One vector, a vector with all components set to <c>1</c>.
/// </summary>
- /// <value>Equivalent to <c>new Vector4i(1, 1, 1, 1)</c>.</value>
- public static Vector4i One { get { return _one; } }
+ /// <value>Equivalent to <c>new Vector4I(1, 1, 1, 1)</c>.</value>
+ public static Vector4I One { get { return _one; } }
/// <summary>
- /// Constructs a new <see cref="Vector4i"/> with the given components.
+ /// Constructs a new <see cref="Vector4I"/> with the given components.
/// </summary>
/// <param name="x">The vector's X component.</param>
/// <param name="y">The vector's Y component.</param>
/// <param name="z">The vector's Z component.</param>
/// <param name="w">The vector's W component.</param>
- public Vector4i(int x, int y, int z, int w)
+ public Vector4I(int x, int y, int z, int w)
{
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
}
/// <summary>
- /// Adds each component of the <see cref="Vector4i"/>
- /// with the components of the given <see cref="Vector4i"/>.
+ /// Adds each component of the <see cref="Vector4I"/>
+ /// with the components of the given <see cref="Vector4I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The added vector.</returns>
- public static Vector4i operator +(Vector4i left, Vector4i right)
+ public static Vector4I operator +(Vector4I left, Vector4I right)
{
- left.x += right.x;
- left.y += right.y;
- left.z += right.z;
- left.w += right.w;
+ left.X += right.X;
+ left.Y += right.Y;
+ left.Z += right.Z;
+ left.W += right.W;
return left;
}
/// <summary>
- /// Subtracts each component of the <see cref="Vector4i"/>
- /// by the components of the given <see cref="Vector4i"/>.
+ /// Subtracts each component of the <see cref="Vector4I"/>
+ /// by the components of the given <see cref="Vector4I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The subtracted vector.</returns>
- public static Vector4i operator -(Vector4i left, Vector4i right)
+ public static Vector4I operator -(Vector4I left, Vector4I right)
{
- left.x -= right.x;
- left.y -= right.y;
- left.z -= right.z;
- left.w -= right.w;
+ left.X -= right.X;
+ left.Y -= right.Y;
+ left.Z -= right.Z;
+ left.W -= right.W;
return left;
}
/// <summary>
- /// Returns the negative value of the <see cref="Vector4i"/>.
- /// This is the same as writing <c>new Vector4i(-v.x, -v.y, -v.z, -v.w)</c>.
+ /// Returns the negative value of the <see cref="Vector4I"/>.
+ /// This is the same as writing <c>new Vector4I(-v.X, -v.Y, -v.Z, -v.W)</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 Vector4i operator -(Vector4i vec)
+ public static Vector4I operator -(Vector4I vec)
{
- vec.x = -vec.x;
- vec.y = -vec.y;
- vec.z = -vec.z;
- vec.w = -vec.w;
+ vec.X = -vec.X;
+ vec.Y = -vec.Y;
+ vec.Z = -vec.Z;
+ vec.W = -vec.W;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector4i"/>
+ /// Multiplies each component of the <see cref="Vector4I"/>
/// 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 Vector4i operator *(Vector4i vec, int scale)
+ public static Vector4I operator *(Vector4I vec, int scale)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
- vec.w *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
+ vec.W *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector4i"/>
+ /// Multiplies each component of the <see cref="Vector4I"/>
/// 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 Vector4i operator *(int scale, Vector4i vec)
+ public static Vector4I operator *(int scale, Vector4I vec)
{
- vec.x *= scale;
- vec.y *= scale;
- vec.z *= scale;
- vec.w *= scale;
+ vec.X *= scale;
+ vec.Y *= scale;
+ vec.Z *= scale;
+ vec.W *= scale;
return vec;
}
/// <summary>
- /// Multiplies each component of the <see cref="Vector4i"/>
- /// by the components of the given <see cref="Vector4i"/>.
+ /// Multiplies each component of the <see cref="Vector4I"/>
+ /// by the components of the given <see cref="Vector4I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The multiplied vector.</returns>
- public static Vector4i operator *(Vector4i left, Vector4i right)
+ public static Vector4I operator *(Vector4I left, Vector4I right)
{
- left.x *= right.x;
- left.y *= right.y;
- left.z *= right.z;
- left.w *= right.w;
+ left.X *= right.X;
+ left.Y *= right.Y;
+ left.Z *= right.Z;
+ left.W *= right.W;
return left;
}
/// <summary>
- /// Divides each component of the <see cref="Vector4i"/>
+ /// Divides each component of the <see cref="Vector4I"/>
/// 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 Vector4i operator /(Vector4i vec, int divisor)
+ public static Vector4I operator /(Vector4I vec, int divisor)
{
- vec.x /= divisor;
- vec.y /= divisor;
- vec.z /= divisor;
- vec.w /= divisor;
+ vec.X /= divisor;
+ vec.Y /= divisor;
+ vec.Z /= divisor;
+ vec.W /= divisor;
return vec;
}
/// <summary>
- /// Divides each component of the <see cref="Vector4i"/>
- /// by the components of the given <see cref="Vector4i"/>.
+ /// Divides each component of the <see cref="Vector4I"/>
+ /// by the components of the given <see cref="Vector4I"/>.
/// </summary>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisorv">The divisor vector.</param>
/// <returns>The divided vector.</returns>
- public static Vector4i operator /(Vector4i vec, Vector4i divisorv)
+ public static Vector4I operator /(Vector4I vec, Vector4I divisorv)
{
- vec.x /= divisorv.x;
- vec.y /= divisorv.y;
- vec.z /= divisorv.z;
- vec.w /= divisorv.w;
+ vec.X /= divisorv.X;
+ vec.Y /= divisorv.Y;
+ vec.Z /= divisorv.Z;
+ vec.W /= divisorv.W;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector4i"/>
+ /// Gets the remainder of each component of the <see cref="Vector4I"/>
/// 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="Mathf.PosMod(int, int)"/> instead
+ /// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vecto43i(10, -20, 30, -40) % 7); // Prints "(3, -6, 2, -5)"
+ /// GD.Print(new Vector4I(10, -20, 30, -40) % 7); // Prints "(3, -6, 2, -5)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisor">The divisor value.</param>
/// <returns>The remainder vector.</returns>
- public static Vector4i operator %(Vector4i vec, int divisor)
+ public static Vector4I operator %(Vector4I vec, int divisor)
{
- vec.x %= divisor;
- vec.y %= divisor;
- vec.z %= divisor;
- vec.w %= divisor;
+ vec.X %= divisor;
+ vec.Y %= divisor;
+ vec.Z %= divisor;
+ vec.W %= divisor;
return vec;
}
/// <summary>
- /// Gets the remainder of each component of the <see cref="Vector4i"/>
- /// with the components of the given <see cref="Vector4i"/>.
+ /// Gets the remainder of each component of the <see cref="Vector4I"/>
+ /// with the components of the given <see cref="Vector4I"/>.
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
+ /// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
+ /// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
- /// GD.Print(new Vector4i(10, -20, 30, -40) % new Vector4i(6, 7, 8, 9)); // Prints "(4, -6, 6, -4)"
+ /// GD.Print(new Vector4I(10, -20, 30, -40) % new Vector4I(6, 7, 8, 9)); // Prints "(4, -6, 6, -4)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisorv">The divisor vector.</param>
/// <returns>The remainder vector.</returns>
- public static Vector4i operator %(Vector4i vec, Vector4i divisorv)
+ public static Vector4I operator %(Vector4I vec, Vector4I divisorv)
{
- vec.x %= divisorv.x;
- vec.y %= divisorv.y;
- vec.z %= divisorv.z;
- vec.w %= divisorv.w;
+ vec.X %= divisorv.X;
+ vec.Y %= divisorv.Y;
+ vec.Z %= divisorv.Z;
+ vec.W %= divisorv.W;
return vec;
}
@@ -438,7 +442,7 @@ namespace Godot
/// <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 ==(Vector4i left, Vector4i right)
+ public static bool operator ==(Vector4I left, Vector4I right)
{
return left.Equals(right);
}
@@ -449,13 +453,13 @@ namespace Godot
/// <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 !=(Vector4i left, Vector4i right)
+ public static bool operator !=(Vector4I left, Vector4I right)
{
return !left.Equals(right);
}
/// <summary>
- /// Compares two <see cref="Vector4i"/> vectors by first checking if
+ /// Compares two <see cref="Vector4I"/> 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
@@ -465,25 +469,25 @@ namespace Godot
/// <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 <(Vector4i left, Vector4i right)
+ public static bool operator <(Vector4I left, Vector4I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w < right.w;
+ return left.W < right.W;
}
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
- /// Compares two <see cref="Vector4i"/> vectors by first checking if
+ /// Compares two <see cref="Vector4I"/> 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
@@ -493,25 +497,25 @@ namespace Godot
/// <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 >(Vector4i left, Vector4i right)
+ public static bool operator >(Vector4I left, Vector4I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w > right.w;
+ return left.W > right.W;
}
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
- /// Compares two <see cref="Vector4i"/> vectors by first checking if
+ /// Compares two <see cref="Vector4I"/> 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
@@ -521,25 +525,25 @@ namespace Godot
/// <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 <=(Vector4i left, Vector4i right)
+ public static bool operator <=(Vector4I left, Vector4I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w <= right.w;
+ return left.W <= right.W;
}
- return left.z < right.z;
+ return left.Z < right.Z;
}
- return left.y < right.y;
+ return left.Y < right.Y;
}
- return left.x < right.x;
+ return left.X < right.X;
}
/// <summary>
- /// Compares two <see cref="Vector4i"/> vectors by first checking if
+ /// Compares two <see cref="Vector4I"/> 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
@@ -549,43 +553,43 @@ namespace Godot
/// <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 >=(Vector4i left, Vector4i right)
+ public static bool operator >=(Vector4I left, Vector4I right)
{
- if (left.x == right.x)
+ if (left.X == right.X)
{
- if (left.y == right.y)
+ if (left.Y == right.Y)
{
- if (left.z == right.z)
+ if (left.Z == right.Z)
{
- return left.w >= right.w;
+ return left.W >= right.W;
}
- return left.z > right.z;
+ return left.Z > right.Z;
}
- return left.y > right.y;
+ return left.Y > right.Y;
}
- return left.x > right.x;
+ return left.X > right.X;
}
/// <summary>
- /// Converts this <see cref="Vector4i"/> to a <see cref="Vector4"/>.
+ /// Converts this <see cref="Vector4I"/> to a <see cref="Vector4"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static implicit operator Vector4(Vector4i value)
+ public static implicit operator Vector4(Vector4I value)
{
- return new Vector4(value.x, value.y, value.z, value.w);
+ return new Vector4(value.X, value.Y, value.Z, value.W);
}
/// <summary>
- /// Converts a <see cref="Vector4"/> to a <see cref="Vector4i"/>.
+ /// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
- public static explicit operator Vector4i(Vector4 value)
+ public static explicit operator Vector4I(Vector4 value)
{
- return new Vector4i(
- Mathf.RoundToInt(value.x),
- Mathf.RoundToInt(value.y),
- Mathf.RoundToInt(value.z),
- Mathf.RoundToInt(value.w)
+ return new Vector4I(
+ Mathf.RoundToInt(value.X),
+ Mathf.RoundToInt(value.Y),
+ Mathf.RoundToInt(value.Z),
+ Mathf.RoundToInt(value.W)
);
}
@@ -597,7 +601,7 @@ namespace Godot
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
- return obj is Vector4i other && Equals(other);
+ return obj is Vector4I other && Equals(other);
}
/// <summary>
@@ -605,36 +609,36 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
- public readonly bool Equals(Vector4i other)
+ public readonly bool Equals(Vector4I other)
{
- return x == other.x && y == other.y && z == other.z && w == other.w;
+ return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
}
/// <summary>
- /// Serves as the hash function for <see cref="Vector4i"/>.
+ /// Serves as the hash function for <see cref="Vector4I"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+ return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
}
/// <summary>
- /// Converts this <see cref="Vector4i"/> to a string.
+ /// Converts this <see cref="Vector4I"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString()
{
- return $"({x}, {y}, {z}, {w})";
+ return $"({X}, {Y}, {Z}, {W})";
}
/// <summary>
- /// Converts this <see cref="Vector4i"/> to a string with the given <paramref name="format"/>.
+ /// Converts this <see cref="Vector4I"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string format)
{
- return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}), {w.ToString(format)})";
+ return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}), {W.ToString(format)})";
}
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
index 644212c74d..465d6f1a5e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
+++ b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
@@ -49,7 +49,7 @@
</ItemGroup>
<!-- Sources -->
<ItemGroup>
- <Compile Include="Core\AABB.cs" />
+ <Compile Include="Core\Aabb.cs" />
<Compile Include="Core\Bridge\GodotSerializationInfo.cs" />
<Compile Include="Core\Bridge\MethodInfo.cs" />
<Compile Include="Core\Callable.generics.cs" />
@@ -60,8 +60,9 @@
<Compile Include="Core\Attributes\ExportCategoryAttribute.cs" />
<Compile Include="Core\Attributes\ExportGroupAttribute.cs" />
<Compile Include="Core\Attributes\ExportSubgroupAttribute.cs" />
+ <Compile Include="Core\Attributes\GodotClassNameAttribute.cs" />
<Compile Include="Core\Attributes\MustBeVariantAttribute.cs" />
- <Compile Include="Core\Attributes\RPCAttribute.cs" />
+ <Compile Include="Core\Attributes\RpcAttribute.cs" />
<Compile Include="Core\Attributes\ScriptPathAttribute.cs" />
<Compile Include="Core\Attributes\SignalAttribute.cs" />
<Compile Include="Core\Attributes\ToolAttribute.cs" />
@@ -110,9 +111,9 @@
<Compile Include="Core\Projection.cs" />
<Compile Include="Core\Quaternion.cs" />
<Compile Include="Core\Rect2.cs" />
- <Compile Include="Core\Rect2i.cs" />
+ <Compile Include="Core\Rect2I.cs" />
<Compile Include="Core\ReflectionUtils.cs" />
- <Compile Include="Core\RID.cs" />
+ <Compile Include="Core\Rid.cs" />
<Compile Include="Core\NativeInterop\NativeFuncs.cs" />
<Compile Include="Core\NativeInterop\InteropStructs.cs" />
<Compile Include="Core\NativeInterop\Marshaling.cs" />
@@ -124,11 +125,11 @@
<Compile Include="Core\Transform3D.cs" />
<Compile Include="Core\Variant.cs" />
<Compile Include="Core\Vector2.cs" />
- <Compile Include="Core\Vector2i.cs" />
+ <Compile Include="Core\Vector2I.cs" />
<Compile Include="Core\Vector3.cs" />
- <Compile Include="Core\Vector3i.cs" />
+ <Compile Include="Core\Vector3I.cs" />
<Compile Include="Core\Vector4.cs" />
- <Compile Include="Core\Vector4i.cs" />
+ <Compile Include="Core\Vector4I.cs" />
<Compile Include="GlobalUsings.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>