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-rw-r--r--modules/mono/glue/cs_files/Mathf.cs145
1 files changed, 87 insertions, 58 deletions
diff --git a/modules/mono/glue/cs_files/Mathf.cs b/modules/mono/glue/cs_files/Mathf.cs
index 476396e9a3..adbcc855ef 100644
--- a/modules/mono/glue/cs_files/Mathf.cs
+++ b/modules/mono/glue/cs_files/Mathf.cs
@@ -1,51 +1,63 @@
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 const float PI = 3.14159274f;
- public const float Epsilon = 1e-06f;
+ // Define constants with Decimal precision and cast down to double or float.
+ public const real_t PI = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
+
+ #if REAL_T_IS_DOUBLE
+ public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used.
+ #else
+ public const real_t Epsilon = 1e-06f;
+ #endif
- private const float Deg2RadConst = 0.0174532924f;
- private const float Rad2DegConst = 57.29578f;
+ 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 float Abs(float s)
+ public static real_t Abs(real_t s)
{
return Math.Abs(s);
}
- public static float Acos(float s)
+ public static real_t Acos(real_t s)
{
- return (float)Math.Acos(s);
+ return (real_t)Math.Acos(s);
}
- public static float Asin(float s)
+ public static real_t Asin(real_t s)
{
- return (float)Math.Asin(s);
+ return (real_t)Math.Asin(s);
}
- public static float Atan(float s)
+ public static real_t Atan(real_t s)
{
- return (float)Math.Atan(s);
+ return (real_t)Math.Atan(s);
}
- public static float Atan2(float x, float y)
+ public static real_t Atan2(real_t x, real_t y)
{
- return (float)Math.Atan2(x, y);
+ return (real_t)Math.Atan2(x, y);
}
- public static Vector2 Cartesian2Polar(float x, float y)
- {
- return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
- }
+ public static Vector2 Cartesian2Polar(real_t x, real_t y)
+ {
+ return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
+ }
- public static float Ceil(float s)
+ public static real_t Ceil(real_t s)
{
- return (float)Math.Ceiling(s);
+ return (real_t)Math.Ceiling(s);
}
- public static float Clamp(float val, float min, float max)
+ public static real_t Clamp(real_t val, real_t min, real_t max)
{
if (val < min)
{
@@ -59,17 +71,17 @@ namespace Godot
return val;
}
- public static float Cos(float s)
+ public static real_t Cos(real_t s)
{
- return (float)Math.Cos(s);
+ return (real_t)Math.Cos(s);
}
- public static float Cosh(float s)
+ public static real_t Cosh(real_t s)
{
- return (float)Math.Cosh(s);
+ return (real_t)Math.Cosh(s);
}
- public static int Decimals(float step)
+ public static int Decimals(real_t step)
{
return Decimals((decimal)step);
}
@@ -79,12 +91,12 @@ 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)
{
@@ -117,17 +129,17 @@ 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)
{
@@ -139,14 +151,14 @@ namespace Godot
}
}
- public static float Lerp(float from, float to, float weight)
+ 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)
@@ -154,7 +166,7 @@ namespace Godot
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;
}
@@ -164,7 +176,7 @@ namespace Godot
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;
}
@@ -181,47 +193,52 @@ namespace Godot
return val;
}
- 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 RoundToInt(real_t s)
+ {
+ return (int)Math.Round(s);
+ }
+
+ public static real_t Sign(real_t s)
{
return (s < 0f) ? -1f : 1f;
}
- public static float Sin(float s)
+ public static real_t Sin(real_t s)
{
- return (float)Math.Sin(s);
+ return (real_t)Math.Sin(s);
}
- public static float Sinh(float s)
+ public static real_t Sinh(real_t s)
{
- return (float)Math.Sinh(s);
+ return (real_t)Math.Sinh(s);
}
- public static float Sqrt(float s)
+ public static real_t Sqrt(real_t s)
{
- return (float)Math.Sqrt(s);
+ return (real_t)Math.Sqrt(s);
}
- public static float Stepify(float s, float step)
+ public static real_t Stepify(real_t s, real_t step)
{
if (step != 0f)
{
@@ -231,14 +248,26 @@ 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 val, int min, int max)
{
- return (float)Math.Tan(s);
+ int rng = max - min;
+ return min + ((((val - min) % rng) + rng) % rng);
}
- public static float Tanh(float s)
+ public static real_t Wrap(real_t val, real_t min, real_t max)
{
- return (float)Math.Tanh(s);
+ real_t rng = max - min;
+ return min + (val - min) - (rng * Floor((val - min) / rng));
}
}
}