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-rw-r--r--modules/mono/glue/cs_files/Basis.cs133
1 files changed, 67 insertions, 66 deletions
diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs
index 2e7e5404c4..929b13d70c 100644
--- a/modules/mono/glue/cs_files/Basis.cs
+++ b/modules/mono/glue/cs_files/Basis.cs
@@ -1,6 +1,5 @@
using System;
using System.Runtime.InteropServices;
-
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
@@ -19,8 +18,7 @@ namespace Godot
new Vector3(0f, 0f, 1f)
);
- private static readonly Basis[] orthoBases = new Basis[24]
- {
+ private static readonly Basis[] orthoBases = {
new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f),
new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f),
new Basis(-1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, 1f),
@@ -188,7 +186,7 @@ namespace Godot
public Vector3 GetEuler()
{
- Basis m = this.Orthonormalized();
+ Basis m = Orthonormalized();
Vector3 euler;
euler.z = 0.0f;
@@ -206,13 +204,13 @@ namespace Godot
}
else
{
- euler.x = Mathf.PI * 0.5f;
+ euler.x = Mathf.Pi * 0.5f;
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
}
else
{
- euler.x = -Mathf.PI * 0.5f;
+ euler.x = -Mathf.Pi * 0.5f;
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
@@ -221,7 +219,7 @@ namespace Godot
public int GetOrthogonalIndex()
{
- Basis orth = this;
+ var orth = this;
for (int i = 0; i < 3; i++)
{
@@ -251,10 +249,9 @@ namespace Godot
public Basis Inverse()
{
- Basis inv = this;
+ var inv = this;
- real_t[] co = new real_t[3]
- {
+ real_t[] co = {
inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
@@ -297,12 +294,12 @@ namespace Godot
Vector3 zAxis = GetAxis(2);
xAxis.Normalize();
- yAxis = (yAxis - xAxis * (xAxis.Dot(yAxis)));
+ yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
yAxis.Normalize();
- zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
+ zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
zAxis.Normalize();
- return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
+ return CreateFromAxes(xAxis, yAxis, zAxis);
}
public Basis Rotated(Vector3 axis, real_t phi)
@@ -312,7 +309,7 @@ namespace Godot
public Basis Scaled(Vector3 scale)
{
- Basis m = this;
+ var m = this;
m[0, 0] *= scale.x;
m[0, 1] *= scale.x;
@@ -344,7 +341,7 @@ namespace Godot
public Basis Transposed()
{
- Basis tr = this;
+ var tr = this;
real_t temp = this[0, 1];
this[0, 1] = this[1, 0];
@@ -375,9 +372,9 @@ namespace Godot
{
return new Vector3
(
- (this[0, 0] * v.x) + (this[1, 0] * v.y) + (this[2, 0] * v.z),
- (this[0, 1] * v.x) + (this[1, 1] * v.y) + (this[2, 1] * v.z),
- (this[0, 2] * v.x) + (this[1, 2] * v.y) + (this[2, 2] * v.z)
+ this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
+ this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
+ this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
);
}
@@ -393,34 +390,38 @@ namespace Godot
(_y[0] - _x[1]) * inv_s,
s * 0.25f
);
- } else if (_x[0] > _y[1] && _x[0] > _z[2]) {
- real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- s * 0.25f,
- (_x[1] + _y[0]) * inv_s,
- (_x[2] + _z[0]) * inv_s,
- (_z[1] - _y[2]) * inv_s
- );
- } else if (_y[1] > _z[2]) {
- real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- (_x[1] + _y[0]) * inv_s,
- s * 0.25f,
- (_y[2] + _z[1]) * inv_s,
- (_x[2] - _z[0]) * inv_s
- );
- } else {
- real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- (_x[2] + _z[0]) * inv_s,
- (_y[2] + _z[1]) * inv_s,
- s * 0.25f,
- (_y[0] - _x[1]) * inv_s
- );
}
+
+ if (_x[0] > _y[1] && _x[0] > _z[2]) {
+ real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ s * 0.25f,
+ (_x[1] + _y[0]) * inv_s,
+ (_x[2] + _z[0]) * inv_s,
+ (_z[1] - _y[2]) * inv_s
+ );
+ }
+
+ if (_y[1] > _z[2]) {
+ real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ (_x[1] + _y[0]) * inv_s,
+ s * 0.25f,
+ (_y[2] + _z[1]) * inv_s,
+ (_x[2] - _z[0]) * inv_s
+ );
+ } else {
+ real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ (_x[2] + _z[0]) * inv_s,
+ (_y[2] + _z[1]) * inv_s,
+ s * 0.25f,
+ (_y[0] - _x[1]) * inv_s
+ );
+ }
}
public Basis(Quat quat)
@@ -440,33 +441,33 @@ namespace Godot
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
- this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
- this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
- this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
+ _x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
+ _y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
+ _z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 axis, real_t phi)
{
- Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
+ var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
- real_t cosine = Mathf.Cos( (real_t)phi);
- real_t sine = Mathf.Sin( (real_t)phi);
+ real_t cosine = Mathf.Cos( phi);
+ real_t sine = Mathf.Sin( phi);
- this._x = new Vector3
+ _x = new Vector3
(
axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
);
- this._y = new Vector3
+ _y = new Vector3
(
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
);
- this._z = new Vector3
+ _z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@@ -476,16 +477,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
- this._x = xAxis;
- this._y = yAxis;
- this._z = zAxis;
+ _x = xAxis;
+ _y = yAxis;
+ _z = zAxis;
}
public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
{
- this._x = new Vector3(xx, xy, xz);
- this._y = new Vector3(yx, yy, yz);
- this._z = new Vector3(zx, zy, zz);
+ _x = new Vector3(xx, xy, xz);
+ _y = new Vector3(yx, yy, yz);
+ _z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
@@ -532,9 +533,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this._x.ToString(),
- this._y.ToString(),
- this._z.ToString()
+ _x.ToString(),
+ _y.ToString(),
+ _z.ToString()
});
}
@@ -542,9 +543,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this._x.ToString(format),
- this._y.ToString(format),
- this._z.ToString(format)
+ _x.ToString(format),
+ _y.ToString(format),
+ _z.ToString(format)
});
}
}