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-rw-r--r--modules/mono/glue/cs_files/Mathf.cs217
1 files changed, 129 insertions, 88 deletions
diff --git a/modules/mono/glue/cs_files/Mathf.cs b/modules/mono/glue/cs_files/Mathf.cs
index 6951ace4fc..0d20a12563 100644
--- a/modules/mono/glue/cs_files/Mathf.cs
+++ b/modules/mono/glue/cs_files/Mathf.cs
@@ -1,77 +1,87 @@
using System;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
namespace Godot
{
- public static class Mathf
+ public static partial class Mathf
{
- public const float PI = 3.14159274f;
- public const float Epsilon = 1e-06f;
+ // Define constants with Decimal precision and cast down to double or float.
- private const float Deg2RadConst = 0.0174532924f;
- private const float Rad2DegConst = 57.29578f;
+ public const real_t Tau = (real_t) 6.2831853071795864769252867666M; // 6.2831855f and 6.28318530717959
+ public const real_t Pi = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
+ public const real_t Inf = real_t.PositiveInfinity;
+ public const real_t NaN = real_t.NaN;
- public static float Abs(float s)
+ private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433
+ private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823
+
+ public static real_t Abs(real_t s)
{
return Math.Abs(s);
}
- public static float Acos(float s)
+ public static int Abs(int s)
{
- return (float)Math.Acos(s);
+ return Math.Abs(s);
}
- public static float Asin(float s)
+ public static real_t Acos(real_t s)
{
- return (float)Math.Asin(s);
+ return (real_t)Math.Acos(s);
}
- public static float Atan(float s)
+ public static real_t Asin(real_t s)
{
- return (float)Math.Atan(s);
+ return (real_t)Math.Asin(s);
}
- public static float Atan2(float x, float y)
+ public static real_t Atan(real_t s)
{
- return (float)Math.Atan2(x, y);
+ return (real_t)Math.Atan(s);
}
- public static Vector2 Cartesian2Polar(float x, float y)
- {
- return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
- }
+ public static real_t Atan2(real_t x, real_t y)
+ {
+ return (real_t)Math.Atan2(x, y);
+ }
- public static float Ceil(float s)
+ public static Vector2 Cartesian2Polar(real_t x, real_t y)
{
- return (float)Math.Ceiling(s);
+ return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
}
- public static float Clamp(float val, float min, float max)
+ public static real_t Ceil(real_t s)
{
- if (val < min)
- {
- return min;
- }
- else if (val > max)
- {
- return max;
- }
+ return (real_t)Math.Ceiling(s);
+ }
- return val;
+ public static int Clamp(int value, int min, int max)
+ {
+ return value < min ? min : value > max ? max : value;
}
- public static float Cos(float s)
+ public static real_t Clamp(real_t value, real_t min, real_t max)
{
- return (float)Math.Cos(s);
+ return value < min ? min : value > max ? max : value;
}
- public static float Cosh(float s)
+ public static real_t Cos(real_t s)
{
- return (float)Math.Cosh(s);
+ return (real_t)Math.Cos(s);
}
- public static int Decimals(float step)
+ public static real_t Cosh(real_t s)
{
- return Decimals(step);
+ return (real_t)Math.Cosh(s);
+ }
+
+ public static int Decimals(real_t step)
+ {
+ return Decimals((decimal)step);
}
public static int Decimals(decimal step)
@@ -79,12 +89,12 @@ namespace Godot
return BitConverter.GetBytes(decimal.GetBits(step)[3])[2];
}
- public static float Deg2Rad(float deg)
+ public static real_t Deg2Rad(real_t deg)
{
return deg * Deg2RadConst;
}
- public static float Ease(float s, float curve)
+ public static real_t Ease(real_t s, real_t curve)
{
if (s < 0f)
{
@@ -104,7 +114,8 @@ namespace Godot
return Pow(s, curve);
}
- else if (curve < 0f)
+
+ if (curve < 0f)
{
if (s < 0.5f)
{
@@ -117,111 +128,129 @@ namespace Godot
return 0f;
}
- public static float Exp(float s)
+ public static real_t Exp(real_t s)
{
- return (float)Math.Exp(s);
+ return (real_t)Math.Exp(s);
}
- public static float Floor(float s)
+ public static real_t Floor(real_t s)
{
- return (float)Math.Floor(s);
+ return (real_t)Math.Floor(s);
}
- public static float Fposmod(float x, float y)
+ public static real_t Fposmod(real_t x, real_t y)
{
if (x >= 0f)
{
return x % y;
}
- else
- {
- return y - (-x % y);
- }
+
+ return y - -x % y;
}
- public static float Lerp(float from, float to, float weight)
+ public static real_t InverseLerp(real_t from, real_t to, real_t weight)
+ {
+ return (Clamp(weight, 0f, 1f) - from) / (to - from);
+ }
+
+ public static bool IsInf(real_t s)
+ {
+ return real_t.IsInfinity(s);
+ }
+
+ public static bool IsNaN(real_t s)
+ {
+ return real_t.IsNaN(s);
+ }
+
+ public static real_t Lerp(real_t from, real_t to, real_t weight)
{
return from + (to - from) * Clamp(weight, 0f, 1f);
}
- public static float Log(float s)
+ public static real_t Log(real_t s)
{
- return (float)Math.Log(s);
+ return (real_t)Math.Log(s);
}
public static int Max(int a, int b)
{
- return (a > b) ? a : b;
+ return a > b ? a : b;
}
- public static float Max(float a, float b)
+ public static real_t Max(real_t a, real_t b)
{
- return (a > b) ? a : b;
+ return a > b ? a : b;
}
public static int Min(int a, int b)
{
- return (a < b) ? a : b;
+ return a < b ? a : b;
}
- public static float Min(float a, float b)
+ public static real_t Min(real_t a, real_t b)
{
- return (a < b) ? a : b;
+ return a < b ? a : b;
}
- public static int NearestPo2(int val)
+ public static int NearestPo2(int value)
{
- val--;
- val |= val >> 1;
- val |= val >> 2;
- val |= val >> 4;
- val |= val >> 8;
- val |= val >> 16;
- val++;
- return val;
+ value--;
+ value |= value >> 1;
+ value |= value >> 2;
+ value |= value >> 4;
+ value |= value >> 8;
+ value |= value >> 16;
+ value++;
+ return value;
}
- public static Vector2 Polar2Cartesian(float r, float th)
- {
- return new Vector2(r * Cos(th), r * Sin(th));
- }
+ public static Vector2 Polar2Cartesian(real_t r, real_t th)
+ {
+ return new Vector2(r * Cos(th), r * Sin(th));
+ }
- public static float Pow(float x, float y)
+ public static real_t Pow(real_t x, real_t y)
{
- return (float)Math.Pow(x, y);
+ return (real_t)Math.Pow(x, y);
}
- public static float Rad2Deg(float rad)
+ public static real_t Rad2Deg(real_t rad)
{
return rad * Rad2DegConst;
}
- public static float Round(float s)
+ public static real_t Round(real_t s)
{
- return (float)Math.Round(s);
+ return (real_t)Math.Round(s);
}
- public static float Sign(float s)
+ public static int Sign(int s)
{
- return (s < 0f) ? -1f : 1f;
+ return s < 0 ? -1 : 1;
}
- public static float Sin(float s)
+ public static real_t Sign(real_t s)
{
- return (float)Math.Sin(s);
+ return s < 0f ? -1f : 1f;
}
- public static float Sinh(float s)
+ public static real_t Sin(real_t s)
{
- return (float)Math.Sinh(s);
+ return (real_t)Math.Sin(s);
}
- public static float Sqrt(float s)
+ public static real_t Sinh(real_t s)
{
- return (float)Math.Sqrt(s);
+ return (real_t)Math.Sinh(s);
}
- public static float Stepify(float s, float step)
+ public static real_t Sqrt(real_t s)
+ {
+ return (real_t)Math.Sqrt(s);
+ }
+
+ public static real_t Stepify(real_t s, real_t step)
{
if (step != 0f)
{
@@ -231,14 +260,26 @@ namespace Godot
return s;
}
- public static float Tan(float s)
+ public static real_t Tan(real_t s)
+ {
+ return (real_t)Math.Tan(s);
+ }
+
+ public static real_t Tanh(real_t s)
+ {
+ return (real_t)Math.Tanh(s);
+ }
+
+ public static int Wrap(int value, int min, int max)
{
- return (float)Math.Tan(s);
+ int rng = max - min;
+ return min + ((value - min) % rng + rng) % rng;
}
- public static float Tanh(float s)
+ public static real_t Wrap(real_t value, real_t min, real_t max)
{
- return (float)Math.Tanh(s);
+ real_t rng = max - min;
+ return min + ((value - min) % rng + rng) % rng;
}
}
}