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-rw-r--r--modules/mono/glue/cs_files/Basis.cs4
-rw-r--r--modules/mono/glue/cs_files/Mathf.cs81
-rw-r--r--modules/mono/glue/cs_files/MathfEx.cs39
3 files changed, 91 insertions, 33 deletions
diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs
index 2e7e5404c4..aa07cf3999 100644
--- a/modules/mono/glue/cs_files/Basis.cs
+++ b/modules/mono/glue/cs_files/Basis.cs
@@ -206,13 +206,13 @@ 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]);
}
diff --git a/modules/mono/glue/cs_files/Mathf.cs b/modules/mono/glue/cs_files/Mathf.cs
index adbcc855ef..bbee106018 100644
--- a/modules/mono/glue/cs_files/Mathf.cs
+++ b/modules/mono/glue/cs_files/Mathf.cs
@@ -8,16 +8,14 @@ using real_t = System.Single;
namespace Godot
{
- public static class Mathf
+ public static partial class Mathf
{
- // 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
+ // Define constants with Decimal precision and cast down to double or float.
- #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
+ 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;
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
@@ -27,6 +25,11 @@ namespace Godot
return Math.Abs(s);
}
+ public static int Abs(int s)
+ {
+ return Math.Abs(s);
+ }
+
public static real_t Acos(real_t s)
{
return (real_t)Math.Acos(s);
@@ -57,18 +60,14 @@ namespace Godot
return (real_t)Math.Ceiling(s);
}
- public static real_t Clamp(real_t val, real_t min, real_t max)
+ public static int Clamp(int value, int min, int max)
{
- if (val < min)
- {
- return min;
- }
- else if (val > max)
- {
- return max;
- }
+ return value < min ? min : value > max ? max : value;
+ }
- return val;
+ public static real_t Clamp(real_t value, real_t min, real_t max)
+ {
+ return value < min ? min : value > max ? max : value;
}
public static real_t Cos(real_t s)
@@ -151,6 +150,21 @@ namespace Godot
}
}
+ 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);
@@ -181,16 +195,16 @@ namespace Godot
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(real_t r, real_t th)
@@ -218,6 +232,11 @@ namespace Godot
return (int)Math.Round(s);
}
+ public static int Sign(int s)
+ {
+ return (s < 0) ? -1 : 1;
+ }
+
public static real_t Sign(real_t s)
{
return (s < 0f) ? -1f : 1f;
@@ -258,16 +277,16 @@ namespace Godot
return (real_t)Math.Tanh(s);
}
- public static int Wrap(int val, int min, int max)
+ public static int Wrap(int value, int min, int max)
{
int rng = max - min;
- return min + ((((val - min) % rng) + rng) % rng);
+ return min + ((((value - min) % rng) + rng) % rng);
}
- public static real_t Wrap(real_t val, real_t min, real_t max)
+ public static real_t Wrap(real_t value, real_t min, real_t max)
{
real_t rng = max - min;
- return min + (val - min) - (rng * Floor((val - min) / rng));
+ return min + ((((value - min) % rng) + rng) % rng);
}
}
}
diff --git a/modules/mono/glue/cs_files/MathfEx.cs b/modules/mono/glue/cs_files/MathfEx.cs
new file mode 100644
index 0000000000..739b7fb568
--- /dev/null
+++ b/modules/mono/glue/cs_files/MathfEx.cs
@@ -0,0 +1,39 @@
+using System;
+
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+namespace Godot
+{
+ public static partial class Mathf
+ {
+ // Define constants with Decimal precision and cast down to double or float.
+
+ public const real_t E = (real_t) 2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045
+ public const real_t Sqrt2 = (real_t) 1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095
+
+#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
+
+ public static int CeilToInt(real_t s)
+ {
+ return (int)Math.Ceiling(s);
+ }
+
+ public static int FloorToInt(real_t s)
+ {
+ return (int)Math.Floor(s);
+ }
+
+ public static int RoundToInt(real_t s)
+ {
+ return (int)Math.Round(s);
+ }
+ }
+} \ No newline at end of file