diff options
Diffstat (limited to 'modules/mono/glue/cs_files/Vector3.cs')
-rw-r--r-- | modules/mono/glue/cs_files/Vector3.cs | 86 |
1 files changed, 43 insertions, 43 deletions
diff --git a/modules/mono/glue/cs_files/Vector3.cs b/modules/mono/glue/cs_files/Vector3.cs index c023cd83cf..190caa4b53 100644 --- a/modules/mono/glue/cs_files/Vector3.cs +++ b/modules/mono/glue/cs_files/Vector3.cs @@ -59,9 +59,9 @@ namespace Godot } } - internal void normalize() + internal void Normalize() { - float length = this.length(); + float length = this.Length(); if (length == 0f) { @@ -75,27 +75,27 @@ namespace Godot } } - public Vector3 abs() + public 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)); } - public float angle_to(Vector3 to) + public float AngleTo(Vector3 to) { - return Mathf.atan2(cross(to).length(), dot(to)); + return Mathf.Atan2(Cross(to).Length(), Dot(to)); } - public Vector3 bounce(Vector3 n) + public Vector3 Bounce(Vector3 n) { - return -reflect(n); + return -Reflect(n); } - public Vector3 ceil() + public 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)); } - public Vector3 cross(Vector3 b) + public Vector3 Cross(Vector3 b) { return new Vector3 ( @@ -105,7 +105,7 @@ namespace Godot ); } - public Vector3 cubic_interpolate(Vector3 b, Vector3 preA, Vector3 postB, float t) + public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, float t) { Vector3 p0 = preA; Vector3 p1 = this; @@ -122,46 +122,46 @@ namespace Godot ); } - public float distance_squared_to(Vector3 b) + public float DistanceSquaredTo(Vector3 b) { - return (b - this).length_squared(); + return (b - this).LengthSquared(); } - public float distance_to(Vector3 b) + public float DistanceTo(Vector3 b) { - return (b - this).length(); + return (b - this).Length(); } - public float dot(Vector3 b) + public float Dot(Vector3 b) { return x * b.x + y * b.y + z * b.z; } - public Vector3 floor() + public 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)); } - public Vector3 inverse() + public Vector3 Inverse() { return new Vector3(1.0f / x, 1.0f / y, 1.0f / z); } - public bool is_normalized() + public bool IsNormalized() { - return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon; + return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; } - public float length() + public float Length() { float x2 = x * x; float y2 = y * y; float z2 = z * z; - return Mathf.sqrt(x2 + y2 + z2); + return Mathf.Sqrt(x2 + y2 + z2); } - public float length_squared() + public float LengthSquared() { float x2 = x * x; float y2 = y * y; @@ -170,7 +170,7 @@ namespace Godot return x2 + y2 + z2; } - public Vector3 linear_interpolate(Vector3 b, float t) + public Vector3 LinearInterpolate(Vector3 b, float t) { return new Vector3 ( @@ -180,24 +180,24 @@ namespace Godot ); } - public Axis max_axis() + public Axis MaxAxis() { return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X); } - public Axis min_axis() + public Axis MinAxis() { return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z); } - public Vector3 normalized() + public Vector3 Normalized() { Vector3 v = this; - v.normalize(); + v.Normalize(); return v; } - public Basis outer(Vector3 b) + public Basis Outer(Vector3 b) { return new Basis( new Vector3(x * b.x, x * b.y, x * b.z), @@ -206,36 +206,36 @@ namespace Godot ); } - public Vector3 reflect(Vector3 n) + public Vector3 Reflect(Vector3 n) { #if DEBUG - if (!n.is_normalized()) + if (!n.IsNormalized()) throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n)); #endif - return 2.0f * n * dot(n) - this; + return 2.0f * n * Dot(n) - this; } - public Vector3 rotated(Vector3 axis, float phi) + public Vector3 Rotated(Vector3 axis, float phi) { - return new Basis(axis, phi).xform(this); + return new Basis(axis, phi).Xform(this); } - public Vector3 slide(Vector3 n) + public Vector3 Slide(Vector3 n) { - return this - n * dot(n); + return this - n * Dot(n); } - public Vector3 snapped(Vector3 by) + public Vector3 Snapped(Vector3 by) { return new Vector3 ( - Mathf.stepify(x, by.x), - Mathf.stepify(y, by.y), - Mathf.stepify(z, by.z) + Mathf.Stepify(x, by.x), + Mathf.Stepify(y, by.y), + Mathf.Stepify(z, by.z) ); } - public Basis to_diagonal_matrix() + public Basis ToDiagonalMatrix() { return new Basis( x, 0f, 0f, |