diff options
author | Raul Santos <raulsntos@gmail.com> | 2022-12-07 16:11:39 +0100 |
---|---|---|
committer | Raul Santos <raulsntos@gmail.com> | 2023-01-27 02:04:17 +0100 |
commit | a968e514148f3b9be8c1bdff38fffe6972976df2 (patch) | |
tree | 5143496843474cd65ebf49e01c3d9ee6921ce1ba /modules/mono/glue | |
parent | 4788cb35c12d5e094fe1dd633066e27fd4be7734 (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')
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> |