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authorIgnacio Roldán Etcheverry <neikeq@users.noreply.github.com>2020-03-18 02:23:03 +0100
committerGitHub <noreply@github.com>2020-03-18 02:23:03 +0100
commited298f59827aee57e2f4dccc6ce225fe7696a1b4 (patch)
treee7d3247ba3e33bf26a7344e21e0cda2504b3a391 /modules/mono/glue
parent471089e9b01216fd5a2dd2def3e8a845370ed1f2 (diff)
parent9b322d46d302f214d830b27f26d5a1c821a610e0 (diff)
Merge pull request #36756 from aaronfranke/mono-vec2i3i
[Mono] Add Vector2i and Vector3i
Diffstat (limited to 'modules/mono/glue')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs262
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs26
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs380
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs18
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs402
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj3
6 files changed, 1069 insertions, 22 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
new file mode 100644
index 0000000000..bc2cad8713
--- /dev/null
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
@@ -0,0 +1,262 @@
+using System;
+using System.Runtime.InteropServices;
+
+namespace Godot
+{
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Rect2i : IEquatable<Rect2i>
+ {
+ private Vector2i _position;
+ private Vector2i _size;
+
+ public Vector2i Position
+ {
+ get { return _position; }
+ set { _position = value; }
+ }
+
+ public Vector2i Size
+ {
+ get { return _size; }
+ set { _size = value; }
+ }
+
+ public Vector2i End
+ {
+ get { return _position + _size; }
+ set { _size = value - _position; }
+ }
+
+ public int Area
+ {
+ get { return GetArea(); }
+ }
+
+ public 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());
+ }
+
+ public Rect2i Clip(Rect2i b)
+ {
+ var newRect = b;
+
+ if (!Intersects(newRect))
+ return new Rect2i();
+
+ 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;
+
+ 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;
+ }
+
+ public 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;
+ }
+
+ public Rect2i Expand(Vector2i to)
+ {
+ var expanded = this;
+
+ Vector2i begin = expanded._position;
+ Vector2i end = expanded._position + expanded._size;
+
+ if (to.x < begin.x)
+ begin.x = to.x;
+ if (to.y < begin.y)
+ begin.y = to.y;
+
+ if (to.x > end.x)
+ end.x = to.x;
+ if (to.y > end.y)
+ end.y = to.y;
+
+ expanded._position = begin;
+ expanded._size = end - begin;
+
+ return expanded;
+ }
+
+ public int GetArea()
+ {
+ return _size.x * _size.y;
+ }
+
+ public Rect2i Grow(int by)
+ {
+ var g = this;
+
+ g._position.x -= by;
+ g._position.y -= by;
+ g._size.x += by * 2;
+ g._size.y += by * 2;
+
+ return g;
+ }
+
+ public Rect2i GrowIndividual(int left, int top, int right, int bottom)
+ {
+ var g = this;
+
+ g._position.x -= left;
+ g._position.y -= top;
+ g._size.x += left + right;
+ g._size.y += top + bottom;
+
+ return g;
+ }
+
+ public Rect2i GrowMargin(Margin margin, int by)
+ {
+ var g = this;
+
+ g.GrowIndividual(Margin.Left == margin ? by : 0,
+ Margin.Top == margin ? by : 0,
+ Margin.Right == margin ? by : 0,
+ Margin.Bottom == margin ? by : 0);
+
+ return g;
+ }
+
+ public bool HasNoArea()
+ {
+ return _size.x <= 0 || _size.y <= 0;
+ }
+
+ public bool HasPoint(Vector2i point)
+ {
+ if (point.x < _position.x)
+ return false;
+ if (point.y < _position.y)
+ return false;
+
+ if (point.x >= _position.x + _size.x)
+ return false;
+ if (point.y >= _position.y + _size.y)
+ return false;
+
+ return true;
+ }
+
+ public bool Intersects(Rect2i b)
+ {
+ if (_position.x >= b._position.x + b._size.x)
+ return false;
+ if (_position.x + _size.x <= b._position.x)
+ return false;
+ if (_position.y >= b._position.y + b._size.y)
+ return false;
+ if (_position.y + _size.y <= b._position.y)
+ return false;
+
+ return true;
+ }
+
+ public Rect2i Merge(Rect2i b)
+ {
+ Rect2i newRect;
+
+ 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 = newRect._size - newRect._position; // Make relative again
+
+ return newRect;
+ }
+
+ // Constructors
+ public Rect2i(Vector2i position, Vector2i size)
+ {
+ _position = position;
+ _size = size;
+ }
+ public Rect2i(Vector2i position, int width, int height)
+ {
+ _position = position;
+ _size = new Vector2i(width, height);
+ }
+ public Rect2i(int x, int y, Vector2i size)
+ {
+ _position = new Vector2i(x, y);
+ _size = size;
+ }
+ public Rect2i(int x, int y, int width, int height)
+ {
+ _position = new Vector2i(x, y);
+ _size = new Vector2i(width, height);
+ }
+
+ public static bool operator ==(Rect2i left, Rect2i right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Rect2i left, Rect2i right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static implicit operator Rect2(Rect2i value)
+ {
+ return new Rect2(value._position, value._size);
+ }
+
+ public static explicit operator Rect2i(Rect2 value)
+ {
+ return new Rect2i((Vector2i)value.Position, (Vector2i)value.Size);
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Rect2i)
+ {
+ return Equals((Rect2i)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Rect2i other)
+ {
+ return _position.Equals(other._position) && _size.Equals(other._size);
+ }
+
+ public override int GetHashCode()
+ {
+ return _position.GetHashCode() ^ _size.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("{0}, {1}", new object[]
+ {
+ _position.ToString(),
+ _size.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("{0}, {1}", new object[]
+ {
+ _position.ToString(format),
+ _size.ToString(format)
+ });
+ }
+ }
+}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 385bfed122..f7b13198f8 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -76,11 +76,6 @@ namespace Godot
}
}
- public real_t Cross(Vector2 b)
- {
- return x * b.y - y * b.x;
- }
-
public Vector2 Abs()
{
return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
@@ -130,6 +125,11 @@ namespace Godot
return v;
}
+ public real_t Cross(Vector2 b)
+ {
+ return x * b.y - y * b.x;
+ }
+
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
{
var p0 = preA;
@@ -234,7 +234,7 @@ namespace Godot
public Vector2 Reflect(Vector2 n)
{
- return 2.0f * n * Dot(n) - this;
+ return 2 * Dot(n) * n - this;
}
public Vector2 Rotated(real_t phi)
@@ -352,18 +352,18 @@ namespace Godot
return left;
}
- public static Vector2 operator /(Vector2 vec, real_t scale)
+ public static Vector2 operator /(Vector2 vec, real_t divisor)
{
- vec.x /= scale;
- vec.y /= scale;
+ vec.x /= divisor;
+ vec.y /= divisor;
return vec;
}
- public static Vector2 operator /(Vector2 left, Vector2 right)
+ public static Vector2 operator /(Vector2 vec, Vector2 divisorv)
{
- left.x /= right.x;
- left.y /= right.y;
- return left;
+ vec.x /= divisorv.x;
+ vec.y /= divisorv.y;
+ return vec;
}
public static Vector2 operator %(Vector2 vec, real_t divisor)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
new file mode 100644
index 0000000000..7dc22d7918
--- /dev/null
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
@@ -0,0 +1,380 @@
+using System;
+using System.Runtime.InteropServices;
+
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+namespace Godot
+{
+ /// <summary>
+ /// 2-element structure that can be used to represent 2D grid coordinates or pairs of integers.
+ /// </summary>
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector2i : IEquatable<Vector2i>
+ {
+ public enum Axis
+ {
+ X = 0,
+ Y
+ }
+
+ public int x;
+ public int y;
+
+ public int this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ }
+
+ public Vector2i Abs()
+ {
+ return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
+ }
+
+ public real_t Angle()
+ {
+ return Mathf.Atan2(y, x);
+ }
+
+ public real_t AngleTo(Vector2i to)
+ {
+ return Mathf.Atan2(Cross(to), Dot(to));
+ }
+
+ public real_t AngleToPoint(Vector2i to)
+ {
+ return Mathf.Atan2(y - to.y, x - to.x);
+ }
+
+ public real_t Aspect()
+ {
+ return x / (real_t)y;
+ }
+
+ public Vector2i Bounce(Vector2i n)
+ {
+ return -Reflect(n);
+ }
+
+ public int Cross(Vector2i b)
+ {
+ return x * b.y - y * b.x;
+ }
+
+ public int DistanceSquaredTo(Vector2i b)
+ {
+ return (b - this).LengthSquared();
+ }
+
+ public real_t DistanceTo(Vector2i b)
+ {
+ return (b - this).Length();
+ }
+
+ public int Dot(Vector2i b)
+ {
+ return x * b.x + y * b.y;
+ }
+
+ public real_t Length()
+ {
+ int x2 = x * x;
+ int y2 = y * y;
+
+ return Mathf.Sqrt(x2 + y2);
+ }
+
+ public int LengthSquared()
+ {
+ int x2 = x * x;
+ int y2 = y * y;
+
+ return x2 + y2;
+ }
+
+ public Axis MaxAxis()
+ {
+ return x < y ? Axis.Y : Axis.X;
+ }
+
+ public Axis MinAxis()
+ {
+ return x > y ? Axis.Y : Axis.X;
+ }
+
+ public Vector2i PosMod(int mod)
+ {
+ Vector2i v = this;
+ v.x = Mathf.PosMod(v.x, mod);
+ v.y = Mathf.PosMod(v.y, mod);
+ return v;
+ }
+
+ public Vector2i PosMod(Vector2i modv)
+ {
+ Vector2i v = this;
+ v.x = Mathf.PosMod(v.x, modv.x);
+ v.y = Mathf.PosMod(v.y, modv.y);
+ return v;
+ }
+
+ public Vector2i Reflect(Vector2i n)
+ {
+ return 2 * Dot(n) * n - this;
+ }
+
+ public Vector2i Sign()
+ {
+ Vector2i v = this;
+ v.x = Mathf.Sign(v.x);
+ v.y = Mathf.Sign(v.y);
+ return v;
+ }
+
+ public Vector2i Tangent()
+ {
+ return new Vector2i(y, -x);
+ }
+
+ // Constants
+ 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);
+
+ public static Vector2i Zero { get { return _zero; } }
+ public static Vector2i One { get { return _one; } }
+
+ public static Vector2i Up { get { return _up; } }
+ public static Vector2i Down { get { return _down; } }
+ public static Vector2i Right { get { return _right; } }
+ public static Vector2i Left { get { return _left; } }
+
+ // Constructors
+ public Vector2i(int x, int y)
+ {
+ this.x = x;
+ this.y = y;
+ }
+ public Vector2i(Vector2i vi)
+ {
+ this.x = vi.x;
+ this.y = vi.y;
+ }
+ public Vector2i(Vector2 v)
+ {
+ this.x = Mathf.RoundToInt(v.x);
+ this.y = Mathf.RoundToInt(v.y);
+ }
+
+ public static Vector2i operator +(Vector2i left, Vector2i right)
+ {
+ left.x += right.x;
+ left.y += right.y;
+ return left;
+ }
+
+ public static Vector2i operator -(Vector2i left, Vector2i right)
+ {
+ left.x -= right.x;
+ left.y -= right.y;
+ return left;
+ }
+
+ public static Vector2i operator -(Vector2i vec)
+ {
+ vec.x = -vec.x;
+ vec.y = -vec.y;
+ return vec;
+ }
+
+ public static Vector2i operator *(Vector2i vec, int scale)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2i operator *(int scale, Vector2i vec)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2i operator *(Vector2i left, Vector2i right)
+ {
+ left.x *= right.x;
+ left.y *= right.y;
+ return left;
+ }
+
+ public static Vector2i operator /(Vector2i vec, int divisor)
+ {
+ vec.x /= divisor;
+ vec.y /= divisor;
+ return vec;
+ }
+
+ public static Vector2i operator /(Vector2i vec, Vector2i divisorv)
+ {
+ vec.x /= divisorv.x;
+ vec.y /= divisorv.y;
+ return vec;
+ }
+
+ public static Vector2i operator %(Vector2i vec, int divisor)
+ {
+ vec.x %= divisor;
+ vec.y %= divisor;
+ return vec;
+ }
+
+ public static Vector2i operator %(Vector2i vec, Vector2i divisorv)
+ {
+ vec.x %= divisorv.x;
+ vec.y %= divisorv.y;
+ return vec;
+ }
+
+ public static Vector2i operator &(Vector2i vec, int and)
+ {
+ vec.x &= and;
+ vec.y &= and;
+ return vec;
+ }
+
+ public static Vector2i operator &(Vector2i vec, Vector2i andv)
+ {
+ vec.x &= andv.x;
+ vec.y &= andv.y;
+ return vec;
+ }
+
+ public static bool operator ==(Vector2i left, Vector2i right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Vector2i left, Vector2i right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static bool operator <(Vector2i left, Vector2i right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y < right.y;
+ }
+ return left.x < right.x;
+ }
+
+ public static bool operator >(Vector2i left, Vector2i right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y > right.y;
+ }
+ return left.x > right.x;
+ }
+
+ public static bool operator <=(Vector2i left, Vector2i right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y <= right.y;
+ }
+ return left.x <= right.x;
+ }
+
+ public static bool operator >=(Vector2i left, Vector2i right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y >= right.y;
+ }
+ return left.x >= right.x;
+ }
+
+ public static implicit operator Vector2(Vector2i value)
+ {
+ return new Vector2(value.x, value.y);
+ }
+
+ public static explicit operator Vector2i(Vector2 value)
+ {
+ return new Vector2i(value);
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Vector2i)
+ {
+ return Equals((Vector2i)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Vector2i other)
+ {
+ return x == other.x && y == other.y;
+ }
+
+ public override int GetHashCode()
+ {
+ return y.GetHashCode() ^ x.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ this.x.ToString(),
+ this.y.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ this.x.ToString(format),
+ this.y.ToString(format)
+ });
+ }
+ }
+}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 390036c654..a43836e985 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -400,20 +400,20 @@ namespace Godot
return left;
}
- public static Vector3 operator /(Vector3 vec, real_t scale)
+ public static Vector3 operator /(Vector3 vec, real_t divisor)
{
- vec.x /= scale;
- vec.y /= scale;
- vec.z /= scale;
+ vec.x /= divisor;
+ vec.y /= divisor;
+ vec.z /= divisor;
return vec;
}
- public static Vector3 operator /(Vector3 left, Vector3 right)
+ public static Vector3 operator /(Vector3 vec, Vector3 divisorv)
{
- left.x /= right.x;
- left.y /= right.y;
- left.z /= right.z;
- return left;
+ vec.x /= divisorv.x;
+ vec.y /= divisorv.y;
+ vec.z /= divisorv.z;
+ return vec;
}
public static Vector3 operator %(Vector3 vec, real_t divisor)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
new file mode 100644
index 0000000000..c17f900131
--- /dev/null
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
@@ -0,0 +1,402 @@
+using System;
+using System.Runtime.InteropServices;
+
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+namespace Godot
+{
+ /// <summary>
+ /// 3-element structure that can be used to represent 3D grid coordinates or sets of integers.
+ /// </summary>
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector3i : IEquatable<Vector3i>
+ {
+ public enum Axis
+ {
+ X = 0,
+ Y,
+ Z
+ }
+
+ public int x;
+ public int y;
+ public int z;
+
+ public int this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ case 2:
+ z = value;
+ return;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ }
+
+ public Vector3i Abs()
+ {
+ Vector3i v = this;
+ if (v.x < 0)
+ {
+ v.x = -v.x;
+ }
+ if (v.y < 0)
+ {
+ v.y = -v.y;
+ }
+ if (v.z < 0)
+ {
+ v.z = -v.z;
+ }
+ return v;
+ }
+
+ public int DistanceSquaredTo(Vector3i b)
+ {
+ return (b - this).LengthSquared();
+ }
+
+ public real_t DistanceTo(Vector3i b)
+ {
+ return (b - this).Length();
+ }
+
+ public int Dot(Vector3i b)
+ {
+ return x * b.x + y * b.y + z * b.z;
+ }
+
+ public real_t Length()
+ {
+ int x2 = x * x;
+ int y2 = y * y;
+ int z2 = z * z;
+
+ return Mathf.Sqrt(x2 + y2 + z2);
+ }
+
+ public int LengthSquared()
+ {
+ int x2 = x * x;
+ int y2 = y * y;
+ int z2 = z * z;
+
+ return x2 + y2 + z2;
+ }
+
+ public Axis MaxAxis()
+ {
+ return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+ }
+
+ public Axis MinAxis()
+ {
+ return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+ }
+
+ public Vector3i PosMod(int mod)
+ {
+ Vector3i v = this;
+ v.x = Mathf.PosMod(v.x, mod);
+ v.y = Mathf.PosMod(v.y, mod);
+ v.z = Mathf.PosMod(v.z, mod);
+ return v;
+ }
+
+ public Vector3i PosMod(Vector3i modv)
+ {
+ Vector3i v = this;
+ v.x = Mathf.PosMod(v.x, modv.x);
+ v.y = Mathf.PosMod(v.y, modv.y);
+ v.z = Mathf.PosMod(v.z, modv.z);
+ return v;
+ }
+
+ public Vector3i Sign()
+ {
+ 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 _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);
+
+ public static Vector3i Zero { get { return _zero; } }
+ public static Vector3i One { get { return _one; } }
+
+ public static Vector3i Up { get { return _up; } }
+ public static Vector3i Down { get { return _down; } }
+ public static Vector3i Right { get { return _right; } }
+ public static Vector3i Left { get { return _left; } }
+ public static Vector3i Forward { get { return _forward; } }
+ public static Vector3i Back { get { return _back; } }
+
+ // Constructors
+ public Vector3i(int x, int y, int z)
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+ public Vector3i(Vector3i vi)
+ {
+ this.x = vi.x;
+ this.y = vi.y;
+ this.z = vi.z;
+ }
+ public Vector3i(Vector3 v)
+ {
+ this.x = Mathf.RoundToInt(v.x);
+ this.y = Mathf.RoundToInt(v.y);
+ this.z = Mathf.RoundToInt(v.z);
+ }
+
+ public static Vector3i operator +(Vector3i left, Vector3i right)
+ {
+ left.x += right.x;
+ left.y += right.y;
+ left.z += right.z;
+ return left;
+ }
+
+ public static Vector3i operator -(Vector3i left, Vector3i right)
+ {
+ left.x -= right.x;
+ left.y -= right.y;
+ left.z -= right.z;
+ return left;
+ }
+
+ public static Vector3i operator -(Vector3i vec)
+ {
+ vec.x = -vec.x;
+ vec.y = -vec.y;
+ vec.z = -vec.z;
+ return vec;
+ }
+
+ public static Vector3i operator *(Vector3i vec, int scale)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ vec.z *= scale;
+ return vec;
+ }
+
+ public static Vector3i operator *(int scale, Vector3i vec)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ vec.z *= scale;
+ return vec;
+ }
+
+ public static Vector3i operator *(Vector3i left, Vector3i right)
+ {
+ left.x *= right.x;
+ left.y *= right.y;
+ left.z *= right.z;
+ return left;
+ }
+
+ public static Vector3i operator /(Vector3i vec, int divisor)
+ {
+ vec.x /= divisor;
+ vec.y /= divisor;
+ vec.z /= divisor;
+ return vec;
+ }
+
+ public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
+ {
+ vec.x /= divisorv.x;
+ vec.y /= divisorv.y;
+ vec.z /= divisorv.z;
+ return vec;
+ }
+
+ public static Vector3i operator %(Vector3i vec, int divisor)
+ {
+ vec.x %= divisor;
+ vec.y %= divisor;
+ vec.z %= divisor;
+ return vec;
+ }
+
+ public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
+ {
+ vec.x %= divisorv.x;
+ vec.y %= divisorv.y;
+ vec.z %= divisorv.z;
+ return vec;
+ }
+
+ public static Vector3i operator &(Vector3i vec, int and)
+ {
+ vec.x &= and;
+ vec.y &= and;
+ vec.z &= and;
+ return vec;
+ }
+
+ public static Vector3i operator &(Vector3i vec, Vector3i andv)
+ {
+ vec.x &= andv.x;
+ vec.y &= andv.y;
+ vec.z &= andv.z;
+ return vec;
+ }
+
+ public static bool operator ==(Vector3i left, Vector3i right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Vector3i left, Vector3i right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static bool operator <(Vector3i left, Vector3i right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z < right.z;
+ else
+ return left.y < right.y;
+ }
+
+ return left.x < right.x;
+ }
+
+ public static bool operator >(Vector3i left, Vector3i right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z > right.z;
+ else
+ return left.y > right.y;
+ }
+
+ return left.x > right.x;
+ }
+
+ public static bool operator <=(Vector3i left, Vector3i right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z <= right.z;
+ else
+ return left.y < right.y;
+ }
+
+ return left.x < right.x;
+ }
+
+ public static bool operator >=(Vector3i left, Vector3i right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z >= right.z;
+ else
+ return left.y > right.y;
+ }
+
+ return left.x > right.x;
+ }
+
+ public static implicit operator Vector3(Vector3i value)
+ {
+ return new Vector3(value.x, value.y, value.z);
+ }
+
+ public static explicit operator Vector3i(Vector3 value)
+ {
+ return new Vector3i(value);
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Vector3i)
+ {
+ return Equals((Vector3i)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Vector3i other)
+ {
+ return x == other.x && y == other.y && z == other.z;
+ }
+
+ public override int GetHashCode()
+ {
+ return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("({0}, {1}, {2})", new object[]
+ {
+ this.x.ToString(),
+ this.y.ToString(),
+ this.z.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("({0}, {1}, {2})", new object[]
+ {
+ this.x.ToString(format),
+ this.y.ToString(format),
+ this.z.ToString(format)
+ });
+ }
+ }
+}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
index 799322c529..ba0bbd7630 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
+++ b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
@@ -67,6 +67,7 @@
<Compile Include="Core\Plane.cs" />
<Compile Include="Core\Quat.cs" />
<Compile Include="Core\Rect2.cs" />
+ <Compile Include="Core\Rect2i.cs" />
<Compile Include="Core\RID.cs" />
<Compile Include="Core\SignalInfo.cs" />
<Compile Include="Core\SignalAwaiter.cs" />
@@ -75,7 +76,9 @@
<Compile Include="Core\Transform.cs" />
<Compile Include="Core\Transform2D.cs" />
<Compile Include="Core\Vector2.cs" />
+ <Compile Include="Core\Vector2i.cs" />
<Compile Include="Core\Vector3.cs" />
+ <Compile Include="Core\Vector3i.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<!--