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-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs33
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs213
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs172
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs11
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs23
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/MarshalUtils.cs12
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs38
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs31
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs102
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs22
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs14
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs59
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs56
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs45
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs259
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs237
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs297
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs242
-rw-r--r--modules/mono/glue/arguments_vector.h6
-rw-r--r--modules/mono/glue/base_object_glue.cpp8
-rw-r--r--modules/mono/glue/callable_glue.cpp4
-rw-r--r--modules/mono/glue/collections_glue.cpp21
-rw-r--r--modules/mono/glue/gd_glue.cpp27
-rw-r--r--modules/mono/glue/glue_header.h4
-rw-r--r--modules/mono/glue/nodepath_glue.cpp4
-rw-r--r--modules/mono/glue/rid_glue.cpp4
-rw-r--r--modules/mono/glue/scene_tree_glue.cpp4
-rw-r--r--modules/mono/glue/string_glue.cpp4
-rw-r--r--modules/mono/glue/string_name_glue.cpp4
32 files changed, 1579 insertions, 389 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs
index 70a2cf5695..850ae7fc3b 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs
@@ -666,21 +666,40 @@ namespace Godot
_size = new Vector3(width, height, depth);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the AABBs are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left AABB.</param>
+ /// <param name="right">The right AABB.</param>
+ /// <returns>Whether or not the AABBs are exactly equal.</returns>
public static bool operator ==(AABB left, AABB right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the AABBs are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left AABB.</param>
+ /// <param name="right">The right AABB.</param>
+ /// <returns>Whether or not the AABBs are not equal.</returns>
public static bool operator !=(AABB left, AABB right)
{
return !left.Equals(right);
}
/// <summary>
- /// Returns <see langword="true"/> if this AABB and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the AABB is exactly equal
+ /// to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the AABB structure and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the AABB and the object are equal.</returns>
public override bool Equals(object obj)
{
if (obj is AABB)
@@ -692,10 +711,12 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this AABB and <paramref name="other"/> are equal
+ /// Returns <see langword="true"/> if the AABBs are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="other">The other AABB to compare.</param>
- /// <returns>Whether or not the AABBs are equal.</returns>
+ /// <param name="other">The other AABB.</param>
+ /// <returns>Whether or not the AABBs are exactly equal.</returns>
public bool Equals(AABB other)
{
return _position == other._position && _size == other._size;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 0fb1df6c2f..37bdc42c2d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -209,27 +209,6 @@ namespace Godot
}
}
- /// <summary>
- /// Returns the <see cref="Basis"/>'s rotation in the form of a
- /// <see cref="Quaternion"/>. See <see cref="GetEuler"/> if you
- /// need Euler angles, but keep in mind quaternions should generally
- /// be preferred to Euler angles.
- /// </summary>
- /// <returns>The basis rotation.</returns>
- public Quaternion GetRotationQuaternion()
- {
- Basis orthonormalizedBasis = Orthonormalized();
- real_t det = orthonormalizedBasis.Determinant();
- if (det < 0)
- {
- // Ensure that the determinant is 1, such that result is a proper
- // rotation matrix which can be represented by Euler angles.
- orthonormalizedBasis = orthonormalizedBasis.Scaled(-Vector3.One);
- }
-
- return orthonormalizedBasis.Quaternion();
- }
-
internal void SetQuaternionScale(Quaternion quaternion, Vector3 scale)
{
SetDiagonal(scale);
@@ -272,8 +251,8 @@ namespace Godot
/// The returned vector contains the rotation angles in
/// the format (X angle, Y angle, Z angle).
///
- /// Consider using the <see cref="Quaternion()"/> method instead, which
- /// returns a <see cref="Godot.Quaternion"/> quaternion instead of Euler angles.
+ /// Consider using the <see cref="GetRotationQuaternion"/> method instead, which
+ /// returns a <see cref="Quaternion"/> quaternion instead of Euler angles.
/// </summary>
/// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns>
public Vector3 GetEuler()
@@ -309,6 +288,85 @@ namespace Godot
}
/// <summary>
+ /// Returns the basis's rotation in the form of a quaternion.
+ /// See <see cref="GetEuler()"/> if you need Euler angles, but keep in
+ /// mind that quaternions should generally be preferred to Euler angles.
+ /// </summary>
+ /// <returns>A <see cref="Quaternion"/> representing the basis's rotation.</returns>
+ internal Quaternion GetQuaternion()
+ {
+ real_t trace = Row0[0] + Row1[1] + Row2[2];
+
+ if (trace > 0.0f)
+ {
+ real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quaternion(
+ (Row2[1] - Row1[2]) * inv_s,
+ (Row0[2] - Row2[0]) * inv_s,
+ (Row1[0] - Row0[1]) * inv_s,
+ s * 0.25f
+ );
+ }
+
+ if (Row0[0] > Row1[1] && Row0[0] > Row2[2])
+ {
+ real_t s = Mathf.Sqrt(Row0[0] - Row1[1] - Row2[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quaternion(
+ s * 0.25f,
+ (Row0[1] + Row1[0]) * inv_s,
+ (Row0[2] + Row2[0]) * inv_s,
+ (Row2[1] - Row1[2]) * inv_s
+ );
+ }
+
+ if (Row1[1] > Row2[2])
+ {
+ real_t s = Mathf.Sqrt(-Row0[0] + Row1[1] - Row2[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quaternion(
+ (Row0[1] + Row1[0]) * inv_s,
+ s * 0.25f,
+ (Row1[2] + Row2[1]) * inv_s,
+ (Row0[2] - Row2[0]) * inv_s
+ );
+ }
+ else
+ {
+ real_t s = Mathf.Sqrt(-Row0[0] - Row1[1] + Row2[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quaternion(
+ (Row0[2] + Row2[0]) * inv_s,
+ (Row1[2] + Row2[1]) * inv_s,
+ s * 0.25f,
+ (Row1[0] - Row0[1]) * inv_s
+ );
+ }
+ }
+
+ /// <summary>
+ /// Returns the <see cref="Basis"/>'s rotation in the form of a
+ /// <see cref="Quaternion"/>. See <see cref="GetEuler"/> if you
+ /// need Euler angles, but keep in mind quaternions should generally
+ /// be preferred to Euler angles.
+ /// </summary>
+ /// <returns>The basis rotation.</returns>
+ public Quaternion GetRotationQuaternion()
+ {
+ Basis orthonormalizedBasis = Orthonormalized();
+ real_t det = orthonormalizedBasis.Determinant();
+ if (det < 0)
+ {
+ // Ensure that the determinant is 1, such that result is a proper
+ // rotation matrix which can be represented by Euler angles.
+ orthonormalizedBasis = orthonormalizedBasis.Scaled(-Vector3.One);
+ }
+
+ return orthonormalizedBasis.GetQuaternion();
+ }
+
+ /// <summary>
/// Get rows by index. Rows are not very useful for user code,
/// but are more efficient for some internal calculations.
/// </summary>
@@ -468,10 +526,10 @@ namespace Godot
/// <summary>
/// Introduce an additional rotation around the given <paramref name="axis"/>
- /// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
+ /// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
- /// <param name="phi">The angle to rotate, in radians.</param>
+ /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated basis matrix.</returns>
public Basis Rotated(Vector3 axis, real_t phi)
{
@@ -600,64 +658,6 @@ namespace Godot
);
}
- /// <summary>
- /// Returns the basis's rotation in the form of a quaternion.
- /// See <see cref="GetEuler()"/> if you need Euler angles, but keep in
- /// mind that quaternions should generally be preferred to Euler angles.
- /// </summary>
- /// <returns>A <see cref="Godot.Quaternion"/> representing the basis's rotation.</returns>
- public Quaternion Quaternion()
- {
- real_t trace = Row0[0] + Row1[1] + Row2[2];
-
- if (trace > 0.0f)
- {
- real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quaternion(
- (Row2[1] - Row1[2]) * inv_s,
- (Row0[2] - Row2[0]) * inv_s,
- (Row1[0] - Row0[1]) * inv_s,
- s * 0.25f
- );
- }
-
- if (Row0[0] > Row1[1] && Row0[0] > Row2[2])
- {
- real_t s = Mathf.Sqrt(Row0[0] - Row1[1] - Row2[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quaternion(
- s * 0.25f,
- (Row0[1] + Row1[0]) * inv_s,
- (Row0[2] + Row2[0]) * inv_s,
- (Row2[1] - Row1[2]) * inv_s
- );
- }
-
- if (Row1[1] > Row2[2])
- {
- real_t s = Mathf.Sqrt(-Row0[0] + Row1[1] - Row2[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quaternion(
- (Row0[1] + Row1[0]) * inv_s,
- s * 0.25f,
- (Row1[2] + Row2[1]) * inv_s,
- (Row0[2] - Row2[0]) * inv_s
- );
- }
- else
- {
- real_t s = Mathf.Sqrt(-Row0[0] - Row1[1] + Row2[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quaternion(
- (Row0[2] + Row2[0]) * inv_s,
- (Row1[2] + Row2[1]) * inv_s,
- s * 0.25f,
- (Row1[0] - Row0[1]) * inv_s
- );
- }
- }
-
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),
@@ -745,7 +745,7 @@ namespace Godot
/// given in the vector format as (X angle, Y angle, Z angle).
///
/// Consider using the <see cref="Basis(Quaternion)"/> constructor instead, which
- /// uses a <see cref="Godot.Quaternion"/> quaternion instead of Euler angles.
+ /// uses a <see cref="Quaternion"/> quaternion instead of Euler angles.
/// </summary>
/// <param name="eulerYXZ">The Euler angles to create the basis from.</param>
public Basis(Vector3 eulerYXZ)
@@ -770,10 +770,10 @@ namespace Godot
/// <summary>
/// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
- /// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
+ /// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
- /// <param name="phi">The angle to rotate, in radians.</param>
+ /// <param name="angle">The angle to rotate, in radians.</param>
public Basis(Vector3 axis, real_t phi)
{
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
@@ -827,6 +827,14 @@ namespace Godot
Row2 = new Vector3(xz, yz, zz);
}
+ /// <summary>
+ /// Composes these two basis matrices by multiplying them
+ /// together. This has the effect of transforming the second basis
+ /// (the child) by the first basis (the parent).
+ /// </summary>
+ /// <param name="left">The parent basis.</param>
+ /// <param name="right">The child basis.</param>
+ /// <returns>The composed basis.</returns>
public static Basis operator *(Basis left, Basis right)
{
return new Basis
@@ -837,21 +845,40 @@ namespace Godot
);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the basis matrices are exactly
+ /// equal. Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left basis.</param>
+ /// <param name="right">The right basis.</param>
+ /// <returns>Whether or not the basis matrices are exactly equal.</returns>
public static bool operator ==(Basis left, Basis right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the basis matrices are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left basis.</param>
+ /// <param name="right">The right basis.</param>
+ /// <returns>Whether or not the basis matrices are not equal.</returns>
public static bool operator !=(Basis left, Basis right)
{
return !left.Equals(right);
}
/// <summary>
- /// Returns <see langword="true"/> if this basis and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the <see cref="Basis"/> is
+ /// exactly equal to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the basis and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the basis matrix and the object are exactly equal.</returns>
public override bool Equals(object obj)
{
if (obj is Basis)
@@ -863,10 +890,12 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this basis and <paramref name="other"/> are equal
+ /// Returns <see langword="true"/> if the basis matrices are exactly
+ /// equal. Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="other">The other basis to compare.</param>
- /// <returns>Whether or not the bases are equal.</returns>
+ /// <param name="other">The other basis.</param>
+ /// <returns>Whether or not the basis matrices are exactly equal.</returns>
public bool Equals(Basis other)
{
return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
index 2a869bc335..fc9d40ca48 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
@@ -878,6 +878,13 @@ namespace Godot
return true;
}
+ /// <summary>
+ /// Adds each component of the <see cref="Color"/>
+ /// with the components of the given <see cref="Color"/>.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>The added color.</returns>
public static Color operator +(Color left, Color right)
{
left.r += right.r;
@@ -887,6 +894,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Subtracts each component of the <see cref="Color"/>
+ /// by the components of the given <see cref="Color"/>.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>The subtracted color.</returns>
public static Color operator -(Color left, Color right)
{
left.r -= right.r;
@@ -896,11 +910,25 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Inverts the given color. This is equivalent to
+ /// <c>Colors.White - c</c> or
+ /// <c>new Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)</c>.
+ /// </summary>
+ /// <param name="color">The color to invert.</param>
+ /// <returns>The inverted color</returns>
public static Color operator -(Color color)
{
return Colors.White - color;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Color"/>
+ /// by the given <see langword="float"/>.
+ /// </summary>
+ /// <param name="color">The color to multiply.</param>
+ /// <param name="scale">The value to multiply by.</param>
+ /// <returns>The multiplied color.</returns>
public static Color operator *(Color color, float scale)
{
color.r *= scale;
@@ -910,6 +938,13 @@ namespace Godot
return color;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Color"/>
+ /// by the given <see langword="float"/>.
+ /// </summary>
+ /// <param name="scale">The value to multiply by.</param>
+ /// <param name="color">The color to multiply.</param>
+ /// <returns>The multiplied color.</returns>
public static Color operator *(float scale, Color color)
{
color.r *= scale;
@@ -919,6 +954,13 @@ namespace Godot
return color;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Color"/>
+ /// by the components of the given <see cref="Color"/>.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>The multiplied color.</returns>
public static Color operator *(Color left, Color right)
{
left.r *= right.r;
@@ -928,6 +970,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Color"/>
+ /// by the given <see langword="float"/>.
+ /// </summary>
+ /// <param name="color">The dividend vector.</param>
+ /// <param name="scale">The divisor value.</param>
+ /// <returns>The divided color.</returns>
public static Color operator /(Color color, float scale)
{
color.r /= scale;
@@ -937,6 +986,13 @@ namespace Godot
return color;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Color"/>
+ /// by the components of the given <see cref="Color"/>.
+ /// </summary>
+ /// <param name="left">The dividend color.</param>
+ /// <param name="right">The divisor color.</param>
+ /// <returns>The divided color.</returns>
public static Color operator /(Color left, Color right)
{
left.r /= right.r;
@@ -946,23 +1002,51 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the colors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the colors are equal.</returns>
public static bool operator ==(Color left, Color right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the colors are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the colors are equal.</returns>
public static bool operator !=(Color left, Color right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Compares two <see cref="Color"/>s by first checking if
+ /// the red value of the <paramref name="left"/> color is less than
+ /// the red value of the <paramref name="right"/> color.
+ /// If the red values are exactly equal, then it repeats this check
+ /// with the green values of the two colors, then with the blue values,
+ /// and then with the alpha value.
+ /// This operator is useful for sorting colors.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Color left, Color right)
{
- if (Mathf.IsEqualApprox(left.r, right.r))
+ if (left.r == right.r)
{
- if (Mathf.IsEqualApprox(left.g, right.g))
+ if (left.g == right.g)
{
- if (Mathf.IsEqualApprox(left.b, right.b))
+ if (left.b == right.b)
{
return left.a < right.a;
}
@@ -973,13 +1057,25 @@ namespace Godot
return left.r < right.r;
}
+ /// <summary>
+ /// Compares two <see cref="Color"/>s by first checking if
+ /// the red value of the <paramref name="left"/> color is greater than
+ /// the red value of the <paramref name="right"/> color.
+ /// If the red values are exactly equal, then it repeats this check
+ /// with the green values of the two colors, then with the blue values,
+ /// and then with the alpha value.
+ /// This operator is useful for sorting colors.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Color left, Color right)
{
- if (Mathf.IsEqualApprox(left.r, right.r))
+ if (left.r == right.r)
{
- if (Mathf.IsEqualApprox(left.g, right.g))
+ if (left.g == right.g)
{
- if (Mathf.IsEqualApprox(left.b, right.b))
+ if (left.b == right.b)
{
return left.a > right.a;
}
@@ -991,6 +1087,64 @@ namespace Godot
}
/// <summary>
+ /// Compares two <see cref="Color"/>s by first checking if
+ /// the red value of the <paramref name="left"/> color is less than
+ /// or equal to the red value of the <paramref name="right"/> color.
+ /// If the red values are exactly equal, then it repeats this check
+ /// with the green values of the two colors, then with the blue values,
+ /// and then with the alpha value.
+ /// This operator is useful for sorting colors.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the left is less than or equal to the right.</returns>
+ public static bool operator <=(Color left, Color right)
+ {
+ if (left.r == right.r)
+ {
+ if (left.g == right.g)
+ {
+ if (left.b == right.b)
+ {
+ return left.a <= right.a;
+ }
+ return left.b < right.b;
+ }
+ return left.g < right.g;
+ }
+ return left.r < right.r;
+ }
+
+ /// <summary>
+ /// Compares two <see cref="Color"/>s by first checking if
+ /// the red value of the <paramref name="left"/> color is greater than
+ /// or equal to the red value of the <paramref name="right"/> color.
+ /// If the red values are exactly equal, then it repeats this check
+ /// with the green values of the two colors, then with the blue values,
+ /// and then with the alpha value.
+ /// This operator is useful for sorting colors.
+ /// </summary>
+ /// <param name="left">The left color.</param>
+ /// <param name="right">The right color.</param>
+ /// <returns>Whether or not the left is greater than or equal to the right.</returns>
+ public static bool operator >=(Color left, Color right)
+ {
+ if (left.r == right.r)
+ {
+ if (left.g == right.g)
+ {
+ if (left.b == right.b)
+ {
+ return left.a >= right.a;
+ }
+ return left.b > right.b;
+ }
+ return left.g > right.g;
+ }
+ return left.r > right.r;
+ }
+
+ /// <summary>
/// Returns <see langword="true"/> if this color and <paramref name="obj"/> are equal.
/// </summary>
/// <param name="obj">The other object to compare.</param>
@@ -1006,9 +1160,11 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this color and <paramref name="other"/> are equal
+ /// Returns <see langword="true"/> if the colors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="other">The other color to compare.</param>
+ /// <param name="other">The other color.</param>
/// <returns>Whether or not the colors are equal.</returns>
public bool Equals(Color other)
{
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs
index d64c8b563e..68c821b447 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs
@@ -158,6 +158,7 @@ namespace Godot
{"YELLOWGREEN", new Color(0.60f, 0.80f, 0.20f)},
};
+#pragma warning disable CS1591 // Disable warning: "Missing XML comment for publicly visible type or member"
public static Color AliceBlue { get { return namedColors["ALICEBLUE"]; } }
public static Color AntiqueWhite { get { return namedColors["ANTIQUEWHITE"]; } }
public static Color Aqua { get { return namedColors["AQUA"]; } }
@@ -304,5 +305,6 @@ namespace Godot
public static Color WhiteSmoke { get { return namedColors["WHITESMOKE"]; } }
public static Color Yellow { get { return namedColors["YELLOW"]; } }
public static Color YellowGreen { get { return namedColors["YELLOWGREEN"]; } }
+#pragma warning restore CS1591
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs
index 2dfe304aaa..e80b6af68f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs
@@ -314,13 +314,16 @@ namespace Godot.Collections
internal static extern int godot_icall_Dictionary_Count(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
- internal extern static int godot_icall_Dictionary_KeyValuePairs(IntPtr ptr, out IntPtr keys, out IntPtr values);
+ internal static extern int godot_icall_Dictionary_KeyValuePairs(IntPtr ptr, out IntPtr keys, out IntPtr values);
[MethodImpl(MethodImplOptions.InternalCall)]
- internal extern static void godot_icall_Dictionary_KeyValuePairAt(IntPtr ptr, int index, out object key, out object value);
+ internal static extern void godot_icall_Dictionary_KeyValuePairAt(IntPtr ptr, int index, out object key, out object value);
[MethodImpl(MethodImplOptions.InternalCall)]
- internal extern static void godot_icall_Dictionary_Add(IntPtr ptr, object key, object value);
+ internal static extern void godot_icall_Dictionary_KeyValuePairAt_Generic(IntPtr ptr, int index, out object key, out object value, int valueTypeEncoding, IntPtr valueTypeClass);
+
+ [MethodImpl(MethodImplOptions.InternalCall)]
+ internal static extern void godot_icall_Dictionary_Add(IntPtr ptr, object key, object value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Dictionary_Clear(IntPtr ptr);
@@ -485,7 +488,7 @@ namespace Godot.Collections
private KeyValuePair<TKey, TValue> GetKeyValuePair(int index)
{
- Dictionary.godot_icall_Dictionary_KeyValuePairAt(GetPtr(), index, out object key, out object value);
+ Dictionary.godot_icall_Dictionary_KeyValuePairAt_Generic(GetPtr(), index, out object key, out object value, valTypeEncoding, valTypeClass);
return new KeyValuePair<TKey, TValue>((TKey)key, (TValue)value);
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
index ef42374041..74aa38386f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
@@ -127,7 +127,7 @@ namespace Godot
/// </code>
/// </example>
/// <param name="linear">The linear energy to convert.</param>
- /// <returns>Audio as decibels</returns>
+ /// <returns>Audio as decibels.</returns>
public static real_t Linear2Db(real_t linear)
{
return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
@@ -323,6 +323,16 @@ namespace Godot
}
/// <summary>
+ /// Returns a normally-distributed pseudo-random number, using Box-Muller transform with the specified <c>mean</c> and a standard <c>deviation</c>.
+ /// This is also called Gaussian distribution.
+ /// </summary>
+ /// <returns>A random normally-distributed <see langword="float"/> number.</returns>
+ public static double Randfn(double mean, double deviation)
+ {
+ return godot_icall_GD_randfn(mean, deviation);
+ }
+
+ /// <summary>
/// Returns a random unsigned 32-bit integer.
/// Use remainder to obtain a random value in the interval <c>[0, N - 1]</c> (where N is smaller than 2^32).
/// </summary>
@@ -390,7 +400,7 @@ namespace Godot
/// </summary>
/// <param name="seed">
/// Seed to use to generate the random number.
- /// If a different seed is used, its value will be modfied.
+ /// If a different seed is used, its value will be modified.
/// </param>
/// <returns>A random <see langword="uint"/> number.</returns>
public static uint RandFromSeed(ref ulong seed)
@@ -564,19 +574,22 @@ namespace Godot
internal static extern void godot_icall_GD_printt(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern float godot_icall_GD_randf();
+ internal static extern void godot_icall_GD_randomize();
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern uint godot_icall_GD_randi();
[MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern void godot_icall_GD_randomize();
+ internal static extern float godot_icall_GD_randf();
+
+ [MethodImpl(MethodImplOptions.InternalCall)]
+ internal static extern int godot_icall_GD_randi_range(int from, int to);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern double godot_icall_GD_randf_range(double from, double to);
[MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern int godot_icall_GD_randi_range(int from, int to);
+ internal static extern double godot_icall_GD_randfn(double mean, double deviation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern uint godot_icall_GD_rand_seed(ulong seed, out ulong newSeed);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/MarshalUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/MarshalUtils.cs
index 3051bcedc7..ee4d0eed08 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/MarshalUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/MarshalUtils.cs
@@ -80,6 +80,18 @@ namespace Godot
private static bool TypeIsGenericIDictionary(Type type) => type.GetGenericTypeDefinition() == typeof(IDictionary<,>);
/// <summary>
+ /// Returns the generic type definition of <paramref name="type"/>.
+ /// </summary>
+ /// <exception cref="InvalidOperationException">
+ /// Thrown when the given <paramref name="type"/> is not a generic type.
+ /// That is, <see cref="Type.IsGenericType"/> returns <see langword="false"/>.
+ /// </exception>
+ private static void GetGenericTypeDefinition(Type type, out Type genericTypeDefinition)
+ {
+ genericTypeDefinition = type.GetGenericTypeDefinition();
+ }
+
+ /// <summary>
/// Gets the element type for the given <paramref name="arrayType"/>.
/// </summary>
/// <param name="arrayType">Type for the generic array.</param>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
index 6f7fac7429..ce213da6a7 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
@@ -180,6 +180,24 @@ namespace Godot
}
/// <summary>
+ /// Cubic interpolates between two values by a normalized value with pre and post values.
+ /// </summary>
+ /// <param name="from">The start value for interpolation.</param>
+ /// <param name="to">The destination value for interpolation.</param>
+ /// <param name="pre">The value which before "from" value for interpolation.</param>
+ /// <param name="post">The value which after "to" value for interpolation.</param>
+ /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
+ /// <returns>The resulting value of the interpolation.</returns>
+ public static real_t CubicInterpolate(real_t from, real_t to, real_t pre, real_t post, real_t weight)
+ {
+ return 0.5f *
+ ((from * 2.0f) +
+ (-pre + to) * weight +
+ (2.0f * pre - 5.0f * from + 4.0f * to - post) * (weight * weight) +
+ (-pre + 3.0f * from - 3.0f * to + post) * (weight * weight * weight));
+ }
+
+ /// <summary>
/// Converts an angle expressed in degrees to radians.
/// </summary>
/// <param name="deg">An angle expressed in degrees.</param>
@@ -624,7 +642,7 @@ namespace Godot
/// </summary>
/// <param name="s">The value to snap.</param>
/// <param name="step">The step size to snap to.</param>
- /// <returns></returns>
+ /// <returns>The snapped value.</returns>
public static real_t Snapped(real_t s, real_t step)
{
if (step != 0f)
@@ -693,5 +711,23 @@ namespace Godot
}
return min + ((((value - min) % range) + range) % range);
}
+
+ private static real_t Fract(real_t value)
+ {
+ return value - (real_t)Math.Floor(value);
+ }
+
+ /// <summary>
+ /// Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code].
+ /// If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [code]length[/code] side (like a triangle wave).
+ /// If [code]length[/code] is less than zero, it becomes positive.
+ /// </summary>
+ /// <param name="value">The value to pingpong.</param>
+ /// <param name="length">The maximum value of the function.</param>
+ /// <returns>The ping-ponged value.</returns>
+ public static real_t PingPong(real_t value, real_t length)
+ {
+ return (length != (real_t)0.0) ? Abs(Fract((value - length) / (length * (real_t)2.0)) * length * (real_t)2.0 - length) : (real_t)0.0;
+ }
}
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs
index 9bb73ce7dd..f15d01b34b 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs
@@ -44,7 +44,7 @@ namespace Godot
/// <summary>
/// Returns the amount of digits after the decimal place.
/// </summary>
- /// <param name="s">The input <see cref="decimal"/> value.</param>
+ /// <param name="s">The input <see langword="decimal"/> value.</param>
/// <returns>The amount of digits.</returns>
public static int DecimalCount(decimal s)
{
@@ -54,7 +54,7 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> upward (towards positive infinity).
///
- /// This is the same as <see cref="Ceil(real_t)"/>, but returns an <c>int</c>.
+ /// This is the same as <see cref="Ceil(real_t)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to ceil.</param>
/// <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
@@ -66,7 +66,7 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> downward (towards negative infinity).
///
- /// This is the same as <see cref="Floor(real_t)"/>, but returns an <c>int</c>.
+ /// This is the same as <see cref="Floor(real_t)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to floor.</param>
/// <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
@@ -78,7 +78,7 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> to the nearest whole number.
///
- /// This is the same as <see cref="Round(real_t)"/>, but returns an <c>int</c>.
+ /// This is the same as <see cref="Round(real_t)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to round.</param>
/// <returns>The rounded number.</returns>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs
index f53b5dc904..40fb5f8788 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs
@@ -122,7 +122,7 @@ namespace Godot
/// "/root/Level/Path2D"
/// </code>
/// </example>
- /// <param name="path"></param>
+ /// <param name="path">A string that represents a path in a scene tree.</param>
public NodePath(string path)
{
ptr = godot_icall_NodePath_Ctor(path);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
index 66f7b745f7..63af1c5892 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
@@ -309,16 +309,43 @@ namespace Godot
D = _normal.Dot(v1);
}
+ /// <summary>
+ /// Returns the negative value of the <see cref="Plane"/>.
+ /// This is the same as writing <c>new Plane(-p.Normal, -p.D)</c>.
+ /// This operation flips the direction of the normal vector and
+ /// also flips the distance value, resulting in a Plane that is
+ /// in the same place, but facing the opposite direction.
+ /// </summary>
+ /// <param name="plane">The plane to negate/flip.</param>
+ /// <returns>The negated/flipped plane.</returns>
public static Plane operator -(Plane plane)
{
return new Plane(-plane._normal, -plane.D);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Plane"/>s are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the planes are exactly equal.</returns>
public static bool operator ==(Plane left, Plane right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Plane"/>s are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the planes are not equal.</returns>
public static bool operator !=(Plane left, Plane right)
{
return !left.Equals(right);
@@ -328,7 +355,7 @@ namespace Godot
/// Returns <see langword="true"/> if this plane and <paramref name="obj"/> are equal.
/// </summary>
/// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the plane and the other object are equal.</returns>
+ /// <returns>Whether or not the plane and the other object are exactly equal.</returns>
public override bool Equals(object obj)
{
if (obj is Plane)
@@ -343,7 +370,7 @@ namespace Godot
/// Returns <see langword="true"/> if this plane and <paramref name="other"/> are equal.
/// </summary>
/// <param name="other">The other plane to compare.</param>
- /// <returns>Whether or not the planes are equal.</returns>
+ /// <returns>Whether or not the planes are exactly equal.</returns>
public bool Equals(Plane other)
{
return _normal == other._normal && D == other.D;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index c18f818ed2..e38dca414f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -377,7 +377,7 @@ namespace Godot
/// <param name="basis">The <see cref="Basis"/> to construct from.</param>
public Quaternion(Basis basis)
{
- this = basis.Quaternion();
+ this = basis.GetQuaternion();
}
/// <summary>
@@ -446,6 +446,14 @@ namespace Godot
}
}
+ /// <summary>
+ /// Composes these two quaternions by multiplying them together.
+ /// This has the effect of rotating the second quaternion
+ /// (the child) by the first quaternion (the parent).
+ /// </summary>
+ /// <param name="left">The parent quaternion.</param>
+ /// <param name="right">The child quaternion.</param>
+ /// <returns>The composed quaternion.</returns>
public static Quaternion operator *(Quaternion left, Quaternion right)
{
return new Quaternion
@@ -457,21 +465,55 @@ namespace Godot
);
}
+ /// <summary>
+ /// Adds each component of the left <see cref="Quaternion"/>
+ /// to the right <see cref="Quaternion"/>. This operation is not
+ /// meaningful on its own, but it can be used as a part of a
+ /// larger expression, such as approximating an intermediate
+ /// rotation between two nearby rotations.
+ /// </summary>
+ /// <param name="left">The left quaternion to add.</param>
+ /// <param name="right">The right quaternion to add.</param>
+ /// <returns>The added quaternion.</returns>
public static Quaternion operator +(Quaternion left, Quaternion right)
{
return new Quaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
}
+ /// <summary>
+ /// Subtracts each component of the left <see cref="Quaternion"/>
+ /// by the right <see cref="Quaternion"/>. This operation is not
+ /// meaningful on its own, but it can be used as a part of a
+ /// larger expression.
+ /// </summary>
+ /// <param name="left">The left quaternion to subtract.</param>
+ /// <param name="right">The right quaternion to subtract.</param>
+ /// <returns>The subtracted quaternion.</returns>
public static Quaternion operator -(Quaternion left, Quaternion right)
{
return new Quaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
}
- public static Quaternion operator -(Quaternion left)
+ /// <summary>
+ /// Returns the negative value of the <see cref="Quaternion"/>.
+ /// This is the same as writing
+ /// <c>new Quaternion(-q.x, -q.y, -q.z, -q.w)</c>. This operation
+ /// results in a quaternion that represents the same rotation.
+ /// </summary>
+ /// <param name="quat">The quaternion to negate.</param>
+ /// <returns>The negated quaternion.</returns>
+ public static Quaternion operator -(Quaternion quat)
{
- return new Quaternion(-left.x, -left.y, -left.z, -left.w);
+ return new Quaternion(-quat.x, -quat.y, -quat.z, -quat.w);
}
+ /// <summary>
+ /// Rotates (multiplies) the <see cref="Vector3"/>
+ /// by the given <see cref="Quaternion"/>.
+ /// </summary>
+ /// <param name="quat">The quaternion to rotate by.</param>
+ /// <param name="vec">The vector to rotate.</param>
+ /// <returns>The rotated vector.</returns>
public static Vector3 operator *(Quaternion quat, Vector3 vec)
{
#if DEBUG
@@ -485,31 +527,81 @@ namespace Godot
return vec + (((uv * quat.w) + u.Cross(uv)) * 2);
}
+ /// <summary>
+ /// Inversely rotates (multiplies) the <see cref="Vector3"/>
+ /// by the given <see cref="Quaternion"/>.
+ /// </summary>
+ /// <param name="vec">The vector to rotate.</param>
+ /// <param name="quat">The quaternion to rotate by.</param>
+ /// <returns>The inversely rotated vector.</returns>
public static Vector3 operator *(Vector3 vec, Quaternion quat)
{
return quat.Inverse() * vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Quaternion"/>
+ /// by the given <see cref="real_t"/>. This operation is not
+ /// meaningful on its own, but it can be used as a part of a
+ /// larger expression.
+ /// </summary>
+ /// <param name="left">The quaternion to multiply.</param>
+ /// <param name="right">The value to multiply by.</param>
+ /// <returns>The multiplied quaternion.</returns>
public static Quaternion operator *(Quaternion left, real_t right)
{
return new Quaternion(left.x * right, left.y * right, left.z * right, left.w * right);
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Quaternion"/>
+ /// by the given <see cref="real_t"/>. This operation is not
+ /// meaningful on its own, but it can be used as a part of a
+ /// larger expression.
+ /// </summary>
+ /// <param name="left">The value to multiply by.</param>
+ /// <param name="right">The quaternion to multiply.</param>
+ /// <returns>The multiplied quaternion.</returns>
public static Quaternion operator *(real_t left, Quaternion right)
{
return new Quaternion(right.x * left, right.y * left, right.z * left, right.w * left);
}
+ /// <summary>
+ /// Divides each component of the <see cref="Quaternion"/>
+ /// by the given <see cref="real_t"/>. This operation is not
+ /// meaningful on its own, but it can be used as a part of a
+ /// larger expression.
+ /// </summary>
+ /// <param name="left">The quaternion to divide.</param>
+ /// <param name="right">The value to divide by.</param>
+ /// <returns>The divided quaternion.</returns>
public static Quaternion operator /(Quaternion left, real_t right)
{
return left * (1.0f / right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the quaternions are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left quaternion.</param>
+ /// <param name="right">The right quaternion.</param>
+ /// <returns>Whether or not the quaternions are exactly equal.</returns>
public static bool operator ==(Quaternion left, Quaternion right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the quaternions are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left quaternion.</param>
+ /// <param name="right">The right quaternion.</param>
+ /// <returns>Whether or not the quaternions are not equal.</returns>
public static bool operator !=(Quaternion left, Quaternion right)
{
return !left.Equals(right);
@@ -519,7 +611,7 @@ namespace Godot
/// Returns <see langword="true"/> if this quaternion and <paramref name="obj"/> are equal.
/// </summary>
/// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the quaternion and the other object are equal.</returns>
+ /// <returns>Whether or not the quaternion and the other object are exactly equal.</returns>
public override bool Equals(object obj)
{
if (obj is Quaternion)
@@ -534,7 +626,7 @@ namespace Godot
/// Returns <see langword="true"/> if this quaternion and <paramref name="other"/> are equal.
/// </summary>
/// <param name="other">The other quaternion to compare.</param>
- /// <returns>Whether or not the quaternions are equal.</returns>
+ /// <returns>Whether or not the quaternions are exactly equal.</returns>
public bool Equals(Quaternion other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
index af94484577..ec16920fed 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
@@ -396,11 +396,29 @@ namespace Godot
_size = new Vector2(width, height);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Rect2"/>s are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the rects are exactly equal.</returns>
public static bool operator ==(Rect2 left, Rect2 right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Rect2"/>s are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the rects are not equal.</returns>
public static bool operator !=(Rect2 left, Rect2 right)
{
return !left.Equals(right);
@@ -410,7 +428,7 @@ namespace Godot
/// Returns <see langword="true"/> if this rect and <paramref name="obj"/> are equal.
/// </summary>
/// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the rect and the other object are equal.</returns>
+ /// <returns>Whether or not the rect and the other object are exactly equal.</returns>
public override bool Equals(object obj)
{
if (obj is Rect2)
@@ -425,7 +443,7 @@ namespace Godot
/// Returns <see langword="true"/> if this rect and <paramref name="other"/> are equal.
/// </summary>
/// <param name="other">The other rect to compare.</param>
- /// <returns>Whether or not the rects are equal.</returns>
+ /// <returns>Whether or not the rects are exactly equal.</returns>
public bool Equals(Rect2 other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
index 03f406a910..5d53b8330e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
@@ -377,11 +377,25 @@ namespace Godot
_size = new Vector2i(width, height);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Rect2i"/>s are exactly equal.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the rects are equal.</returns>
public static bool operator ==(Rect2i left, Rect2i right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the
+ /// <see cref="Rect2i"/>s are not equal.
+ /// </summary>
+ /// <param name="left">The left rect.</param>
+ /// <param name="right">The right rect.</param>
+ /// <returns>Whether or not the rects are not equal.</returns>
public static bool operator !=(Rect2i left, Rect2i right)
{
return !left.Equals(right);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
index 6b3eb09581..a1f058ffe5 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -266,7 +266,7 @@ namespace Godot
/// <returns>The capitalized string.</returns>
public static string Capitalize(this string instance)
{
- string aux = instance.Replace("_", " ").ToLower();
+ string aux = instance.CamelcaseToUnderscore(true).Replace("_", " ").Trim();
string cap = string.Empty;
for (int i = 0; i < aux.GetSliceCount(" "); i++)
@@ -284,6 +284,51 @@ namespace Godot
return cap;
}
+ private static string CamelcaseToUnderscore(this string instance, bool lowerCase)
+ {
+ string newString = string.Empty;
+ int startIndex = 0;
+
+ for (int i = 1; i < instance.Length; i++)
+ {
+ bool isUpper = char.IsUpper(instance[i]);
+ bool isNumber = char.IsDigit(instance[i]);
+
+ bool areNext2Lower = false;
+ bool isNextLower = false;
+ bool isNextNumber = false;
+ bool wasPrecedentUpper = char.IsUpper(instance[i - 1]);
+ bool wasPrecedentNumber = char.IsDigit(instance[i - 1]);
+
+ if (i + 2 < instance.Length)
+ {
+ areNext2Lower = char.IsLower(instance[i + 1]) && char.IsLower(instance[i + 2]);
+ }
+
+ if (i + 1 < instance.Length)
+ {
+ isNextLower = char.IsLower(instance[i + 1]);
+ isNextNumber = char.IsDigit(instance[i + 1]);
+ }
+
+ bool condA = isUpper && !wasPrecedentUpper && !wasPrecedentNumber;
+ bool condB = wasPrecedentUpper && isUpper && areNext2Lower;
+ bool condC = isNumber && !wasPrecedentNumber;
+ bool canBreakNumberLetter = isNumber && !wasPrecedentNumber && isNextLower;
+ bool canBreakLetterNumber = !isNumber && wasPrecedentNumber && (isNextLower || isNextNumber);
+
+ bool shouldSplit = condA || condB || condC || canBreakNumberLetter || canBreakLetterNumber;
+ if (shouldSplit)
+ {
+ newString += instance.Substring(startIndex, i - startIndex) + "_";
+ startIndex = i;
+ }
+ }
+
+ newString += instance.Substring(startIndex, instance.Length - startIndex);
+ return lowerCase ? newString.ToLower() : newString;
+ }
+
/// <summary>
/// Performs a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
/// </summary>
@@ -415,6 +460,10 @@ namespace Godot
/// <summary>
/// Find the first occurrence of a substring. Optionally, the search starting position can be passed.
/// </summary>
+ /// <seealso cref="Find(string, char, int, bool)"/>
+ /// <seealso cref="FindLast(string, string, bool)"/>
+ /// <seealso cref="FindLast(string, string, int, bool)"/>
+ /// <seealso cref="FindN(string, string, int)"/>
/// <param name="instance">The string that will be searched.</param>
/// <param name="what">The substring to find.</param>
/// <param name="from">The search starting position.</param>
@@ -690,7 +739,7 @@ namespace Godot
/// <summary>
/// Returns <see langword="true"/> if the string is a path to a file or
- /// directory and its startign point is explicitly defined. This includes
+ /// directory and its starting point is explicitly defined. This includes
/// <c>res://</c>, <c>user://</c>, <c>C:\</c>, <c>/</c>, etc.
/// </summary>
/// <seealso cref="IsRelativePath(string)"/>
@@ -723,7 +772,7 @@ namespace Godot
/// <summary>
/// Check whether this string is a subsequence of the given string.
/// </summary>
- /// <seealso cref="IsSubsequenceOfI(string, string)"/>
+ /// <seealso cref="IsSubsequenceOfN(string, string)"/>
/// <param name="instance">The subsequence to search.</param>
/// <param name="text">The string that contains the subsequence.</param>
/// <param name="caseSensitive">If <see langword="true"/>, the check is case sensitive.</param>
@@ -775,7 +824,7 @@ namespace Godot
/// <param name="instance">The subsequence to search.</param>
/// <param name="text">The string that contains the subsequence.</param>
/// <returns>If the string is a subsequence of the given string.</returns>
- public static bool IsSubsequenceOfI(this string instance, string text)
+ public static bool IsSubsequenceOfN(this string instance, string text)
{
return instance.IsSubsequenceOf(text, caseSensitive: false);
}
@@ -1345,7 +1394,7 @@ namespace Godot
}
[MethodImpl(MethodImplOptions.InternalCall)]
- internal extern static string godot_icall_String_simplify_path(string str);
+ internal static extern string godot_icall_String_simplify_path(string str);
/// <summary>
/// Split the string by a divisor string, return an array of the substrings.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index c82c5f4588..89947899cb 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -23,7 +23,6 @@ namespace Godot
/// <summary>
/// The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
/// </summary>
- /// <value></value>
public Vector2 x;
/// <summary>
@@ -298,9 +297,9 @@ namespace Godot
}
/// <summary>
- /// Rotates the transform by <paramref name="phi"/> (in radians), using matrix multiplication.
+ /// Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
/// </summary>
- /// <param name="phi">The angle to rotate, in radians.</param>
+ /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform2D Rotated(real_t phi)
{
@@ -420,12 +419,12 @@ namespace Godot
/// Constructs a transformation matrix from the given components.
/// Arguments are named such that xy is equal to calling x.y
/// </summary>
- /// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c></param>
- /// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c></param>
- /// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c></param>
- /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c></param>
- /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c></param>
- /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c></param>
+ /// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
+ /// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
+ /// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
+ /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
+ /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
+ /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
{
x = new Vector2(xx, xy);
@@ -447,6 +446,14 @@ namespace Godot
this.origin = origin;
}
+ /// <summary>
+ /// Composes these two transformation matrices by multiplying them
+ /// together. This has the effect of transforming the second transform
+ /// (the child) by the first transform (the parent).
+ /// </summary>
+ /// <param name="left">The parent transform.</param>
+ /// <param name="right">The child transform.</param>
+ /// <returns>The composed transform.</returns>
public static Transform2D operator *(Transform2D left, Transform2D right)
{
left.origin = left * right.origin;
@@ -554,31 +561,52 @@ namespace Godot
return newArray;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the transforms are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left transform.</param>
+ /// <param name="right">The right transform.</param>
+ /// <returns>Whether or not the transforms are exactly equal.</returns>
public static bool operator ==(Transform2D left, Transform2D right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the transforms are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left transform.</param>
+ /// <param name="right">The right transform.</param>
+ /// <returns>Whether or not the transforms are not equal.</returns>
public static bool operator !=(Transform2D left, Transform2D right)
{
return !left.Equals(right);
}
/// <summary>
- /// Returns <see langword="true"/> if this transform and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the transform is exactly equal
+ /// to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the transform and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the transform and the object are exactly equal.</returns>
public override bool Equals(object obj)
{
return obj is Transform2D transform2D && Equals(transform2D);
}
/// <summary>
- /// Returns <see langword="true"/> if this transform and <paramref name="other"/> are equal.
+ /// Returns <see langword="true"/> if the transforms are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="other">The other transform to compare.</param>
- /// <returns>Whether or not the matrices are equal.</returns>
+ /// <returns>Whether or not the matrices are exactly equal.</returns>
public bool Equals(Transform2D other)
{
return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index 7176cd60dc..7b211b6577 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -166,7 +166,7 @@ namespace Godot
/// Operations take place in global space.
/// </summary>
/// <param name="target">The object to look at.</param>
- /// <param name="up">The relative up direction</param>
+ /// <param name="up">The relative up direction.</param>
/// <returns>The resulting transform.</returns>
public Transform3D LookingAt(Vector3 target, Vector3 up)
{
@@ -186,11 +186,11 @@ namespace Godot
}
/// <summary>
- /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="phi"/> (in radians),
+ /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians),
/// using matrix multiplication. The axis must be a normalized vector.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
- /// <param name="phi">The angle to rotate, in radians.</param>
+ /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform3D Rotated(Vector3 axis, real_t phi)
{
@@ -352,6 +352,14 @@ namespace Godot
this.origin = origin;
}
+ /// <summary>
+ /// Composes these two transformation matrices by multiplying them
+ /// together. This has the effect of transforming the second transform
+ /// (the child) by the first transform (the parent).
+ /// </summary>
+ /// <param name="left">The parent transform.</param>
+ /// <param name="right">The child transform.</param>
+ /// <returns>The composed transform.</returns>
public static Transform3D operator *(Transform3D left, Transform3D right)
{
left.origin = left.Xform(right.origin);
@@ -359,21 +367,40 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the transforms are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left transform.</param>
+ /// <param name="right">The right transform.</param>
+ /// <returns>Whether or not the transforms are exactly equal.</returns>
public static bool operator ==(Transform3D left, Transform3D right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the transforms are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left transform.</param>
+ /// <param name="right">The right transform.</param>
+ /// <returns>Whether or not the transforms are not equal.</returns>
public static bool operator !=(Transform3D left, Transform3D right)
{
return !left.Equals(right);
}
/// <summary>
- /// Returns <see langword="true"/> if this transform and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the transform is exactly equal
+ /// to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the transform and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the transform and the object are exactly equal.</returns>
public override bool Equals(object obj)
{
if (obj is Transform3D)
@@ -385,10 +412,12 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this transform and <paramref name="other"/> are equal.
+ /// Returns <see langword="true"/> if the transforms are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="other">The other transform to compare.</param>
- /// <returns>Whether or not the matrices are equal.</returns>
+ /// <returns>Whether or not the matrices are exactly equal.</returns>
public bool Equals(Transform3D other)
{
return basis.Equals(other.basis) && origin.Equals(other.origin);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index fe70d71cce..9e990ce83e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -17,7 +17,7 @@ namespace Godot
{
/// <summary>
/// Enumerated index values for the axes.
- /// Returned by <see cref="MaxAxis"/> and <see cref="MinAxis"/>.
+ /// Returned by <see cref="MaxAxisIndex"/> and <see cref="MinAxisIndex"/>.
/// </summary>
public enum Axis
{
@@ -81,6 +81,15 @@ namespace Godot
}
}
+ /// <summary>
+ /// Helper method for deconstruction into a tuple.
+ /// </summary>
+ public void Deconstruct(out real_t x, out real_t y)
+ {
+ x = this.x;
+ y = this.y;
+ }
+
internal void Normalize()
{
real_t lengthsq = LengthSquared();
@@ -184,13 +193,13 @@ namespace Godot
}
/// <summary>
- /// Returns the cross product of this vector and <paramref name="b"/>.
+ /// Returns the cross product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector.</param>
+ /// <param name="with">The other vector.</param>
/// <returns>The cross product value.</returns>
- public real_t Cross(Vector2 b)
+ public real_t Cross(Vector2 with)
{
- return (x * b.y) - (y * b.x);
+ return (x * with.y) - (y * with.x);
}
/// <summary>
@@ -204,31 +213,21 @@ namespace Godot
/// <returns>The interpolated vector.</returns>
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t weight)
{
- Vector2 p0 = preA;
- Vector2 p1 = this;
- Vector2 p2 = b;
- Vector2 p3 = postB;
-
- real_t t = weight;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- return 0.5f * (
- (p1 * 2.0f) +
- ((-p0 + p2) * t) +
- (((2.0f * p0) - (5.0f * p1) + (4 * p2) - p3) * t2) +
- ((-p0 + (3.0f * p1) - (3.0f * p2) + p3) * t3)
+ return new Vector2
+ (
+ Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
+ Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight)
);
}
/// <summary>
- /// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
+ /// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
/// </summary>
- /// <param name="b">The other vector to point towards.</param>
- /// <returns>The direction from this vector to <paramref name="b"/>.</returns>
- public Vector2 DirectionTo(Vector2 b)
+ /// <param name="to">The other vector to point towards.</param>
+ /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
+ public Vector2 DirectionTo(Vector2 to)
{
- return new Vector2(b.x - x, b.y - y).Normalized();
+ return new Vector2(to.x - x, to.y - y).Normalized();
}
/// <summary>
@@ -365,21 +364,21 @@ namespace Godot
}
/// <summary>
- /// Returns the axis of the vector's largest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's highest value. See <see cref="Axis"/>.
/// If both components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
- /// <returns>The index of the largest axis.</returns>
- public Axis MaxAxis()
+ /// <returns>The index of the highest axis.</returns>
+ public Axis MaxAxisIndex()
{
return x < y ? Axis.Y : Axis.X;
}
/// <summary>
- /// Returns the axis of the vector's smallest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's lowest value. See <see cref="Axis"/>.
/// If both components are equal, this method returns <see cref="Axis.Y"/>.
/// </summary>
- /// <returns>The index of the smallest axis.</returns>
- public Axis MinAxis()
+ /// <returns>The index of the lowest axis.</returns>
+ public Axis MinAxisIndex()
{
return x < y ? Axis.X : Axis.Y;
}
@@ -471,9 +470,9 @@ namespace Godot
}
/// <summary>
- /// Rotates this vector by <paramref name="phi"/> radians.
+ /// Rotates this vector by <paramref name="angle"/> radians.
/// </summary>
- /// <param name="phi">The angle to rotate by, in radians.</param>
+ /// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector2 Rotated(real_t phi)
{
@@ -512,24 +511,25 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
///
- /// Note: Both vectors must be normalized.
+ /// This method also handles interpolating the lengths if the input vectors
+ /// have different lengths. For the special case of one or both input vectors
+ /// having zero length, this method behaves like <see cref="Lerp"/>.
/// </summary>
- /// <param name="to">The destination vector for interpolation. Must be normalized.</param>
+ /// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector2 Slerp(Vector2 to, real_t weight)
{
-#if DEBUG
- if (!IsNormalized())
- {
- throw new InvalidOperationException("Vector2.Slerp: From vector is not normalized.");
+ real_t startLengthSquared = LengthSquared();
+ real_t endLengthSquared = to.LengthSquared();
+ if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return Lerp(to, weight);
}
- if (!to.IsNormalized())
- {
- throw new InvalidOperationException($"Vector2.Slerp: `{nameof(to)}` is not normalized.");
- }
-#endif
- return Rotated(AngleTo(to) * weight);
+ real_t startLength = Mathf.Sqrt(startLengthSquared);
+ real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
+ real_t angle = AngleTo(to);
+ return Rotated(angle * weight) * (resultLength / startLength);
}
/// <summary>
@@ -642,6 +642,13 @@ namespace Godot
return new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
}
+ /// <summary>
+ /// Adds each component of the <see cref="Vector2"/>
+ /// with the components of the given <see cref="Vector2"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The added vector.</returns>
public static Vector2 operator +(Vector2 left, Vector2 right)
{
left.x += right.x;
@@ -649,6 +656,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Subtracts each component of the <see cref="Vector2"/>
+ /// by the components of the given <see cref="Vector2"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The subtracted vector.</returns>
public static Vector2 operator -(Vector2 left, Vector2 right)
{
left.x -= right.x;
@@ -656,6 +670,15 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns the negative value of the <see cref="Vector2"/>.
+ /// This is the same as writing <c>new Vector2(-v.x, -v.y)</c>.
+ /// This operation flips the direction of the vector while
+ /// keeping the same magnitude.
+ /// With floats, the number zero can be either positive or negative.
+ /// </summary>
+ /// <param name="vec">The vector to negate/flip.</param>
+ /// <returns>The negated/flipped vector.</returns>
public static Vector2 operator -(Vector2 vec)
{
vec.x = -vec.x;
@@ -663,6 +686,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2 operator *(Vector2 vec, real_t scale)
{
vec.x *= scale;
@@ -670,6 +700,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2 operator *(real_t scale, Vector2 vec)
{
vec.x *= scale;
@@ -677,6 +714,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2"/>
+ /// by the components of the given <see cref="Vector2"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2 operator *(Vector2 left, Vector2 right)
{
left.x *= right.x;
@@ -684,6 +728,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The divided vector.</returns>
public static Vector2 operator /(Vector2 vec, real_t divisor)
{
vec.x /= divisor;
@@ -691,6 +742,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Vector2"/>
+ /// by the components of the given <see cref="Vector2"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The divided vector.</returns>
public static Vector2 operator /(Vector2 vec, Vector2 divisorv)
{
vec.x /= divisorv.x;
@@ -698,6 +756,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector2"/>
+ /// with the components of the given <see cref="real_t"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(real_t)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector2(10, -20) % 7); // Prints "(3, -6)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector2 operator %(Vector2 vec, real_t divisor)
{
vec.x %= divisor;
@@ -705,6 +779,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector2"/>
+ /// with the components of the given <see cref="Vector2"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(Vector2)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector2(10, -20) % new Vector2(7, 8)); // Prints "(3, -4)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector2 operator %(Vector2 vec, Vector2 divisorv)
{
vec.x %= divisorv.x;
@@ -712,16 +802,43 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are exactly equal.</returns>
public static bool operator ==(Vector2 left, Vector2 right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are not equal.</returns>
public static bool operator !=(Vector2 left, Vector2 right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Compares two <see cref="Vector2"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector2 left, Vector2 right)
{
if (left.x == right.x)
@@ -731,6 +848,17 @@ namespace Godot
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector2 left, Vector2 right)
{
if (left.x == right.x)
@@ -740,29 +868,54 @@ namespace Godot
return left.x > right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector2 left, Vector2 right)
{
if (left.x == right.x)
{
return left.y <= right.y;
}
- return left.x <= right.x;
+ return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector2 left, Vector2 right)
{
if (left.x == right.x)
{
return left.y >= right.y;
}
- return left.x >= right.x;
+ return left.x > right.x;
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the vector is exactly equal
+ /// to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the vector and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
{
if (obj is Vector2)
@@ -773,10 +926,12 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal.
+ /// Returns <see langword="true"/> if the vectors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="other">The other vector to compare.</param>
- /// <returns>Whether or not the vectors are equal.</returns>
+ /// <param name="other">The other vector.</param>
+ /// <returns>Whether or not the vectors are exactly equal.</returns>
public bool Equals(Vector2 other)
{
return x == other.x && y == other.y;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
index ca4531d885..412a885daa 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
@@ -17,7 +17,7 @@ namespace Godot
{
/// <summary>
/// Enumerated index values for the axes.
- /// Returned by <see cref="MaxAxis"/> and <see cref="MinAxis"/>.
+ /// Returned by <see cref="MaxAxisIndex"/> and <see cref="MinAxisIndex"/>.
/// </summary>
public enum Axis
{
@@ -82,6 +82,15 @@ namespace Godot
}
/// <summary>
+ /// Helper method for deconstruction into a tuple.
+ /// </summary>
+ public void Deconstruct(out int x, out int y)
+ {
+ x = this.x;
+ y = this.y;
+ }
+
+ /// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
@@ -149,45 +158,45 @@ namespace Godot
}
/// <summary>
- /// Returns the cross product of this vector and <paramref name="b"/>.
+ /// Returns the cross product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector.</param>
+ /// <param name="with">The other vector.</param>
/// <returns>The cross product vector.</returns>
- public int Cross(Vector2i b)
+ public int Cross(Vector2i with)
{
- return x * b.y - y * b.x;
+ return x * with.y - y * with.x;
}
/// <summary>
- /// Returns the squared distance between this vector and <paramref name="b"/>.
+ /// Returns the squared distance between this vector and <paramref name="to"/>.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
- public int DistanceSquaredTo(Vector2i b)
+ public int DistanceSquaredTo(Vector2i to)
{
- return (b - this).LengthSquared();
+ return (to - this).LengthSquared();
}
/// <summary>
- /// Returns the distance between this vector and <paramref name="b"/>.
+ /// Returns the distance between this vector and <paramref name="to"/>.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
- public real_t DistanceTo(Vector2i b)
+ public real_t DistanceTo(Vector2i to)
{
- return (b - this).Length();
+ return (to - this).Length();
}
/// <summary>
- /// Returns the dot product of this vector and <paramref name="b"/>.
+ /// Returns the dot product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
- public int Dot(Vector2i b)
+ public int Dot(Vector2i with)
{
- return x * b.x + y * b.y;
+ return x * with.x + y * with.y;
}
/// <summary>
@@ -218,21 +227,21 @@ namespace Godot
}
/// <summary>
- /// Returns the axis of the vector's largest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's highest value. See <see cref="Axis"/>.
/// If both components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
- /// <returns>The index of the largest axis.</returns>
- public Axis MaxAxis()
+ /// <returns>The index of the highest axis.</returns>
+ public Axis MaxAxisIndex()
{
return x < y ? Axis.Y : Axis.X;
}
/// <summary>
- /// Returns the axis of the vector's smallest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's lowest value. See <see cref="Axis"/>.
/// If both components are equal, this method returns <see cref="Axis.Y"/>.
/// </summary>
- /// <returns>The index of the smallest axis.</returns>
- public Axis MinAxis()
+ /// <returns>The index of the lowest axis.</returns>
+ public Axis MinAxisIndex()
{
return x < y ? Axis.X : Axis.Y;
}
@@ -366,6 +375,13 @@ namespace Godot
this.y = Mathf.RoundToInt(v.y);
}
+ /// <summary>
+ /// Adds each component of the <see cref="Vector2i"/>
+ /// with the components of the given <see cref="Vector2i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The added vector.</returns>
public static Vector2i operator +(Vector2i left, Vector2i right)
{
left.x += right.x;
@@ -373,6 +389,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Subtracts each component of the <see cref="Vector2i"/>
+ /// by the components of the given <see cref="Vector2i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The subtracted vector.</returns>
public static Vector2i operator -(Vector2i left, Vector2i right)
{
left.x -= right.x;
@@ -380,6 +403,14 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns the negative value of the <see cref="Vector2i"/>.
+ /// This is the same as writing <c>new Vector2i(-v.x, -v.y)</c>.
+ /// This operation flips the direction of the vector while
+ /// keeping the same magnitude.
+ /// </summary>
+ /// <param name="vec">The vector to negate/flip.</param>
+ /// <returns>The negated/flipped vector.</returns>
public static Vector2i operator -(Vector2i vec)
{
vec.x = -vec.x;
@@ -387,6 +418,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2i operator *(Vector2i vec, int scale)
{
vec.x *= scale;
@@ -394,6 +432,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2i operator *(int scale, Vector2i vec)
{
vec.x *= scale;
@@ -401,6 +446,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2i"/>
+ /// by the components of the given <see cref="Vector2i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector2i operator *(Vector2i left, Vector2i right)
{
left.x *= right.x;
@@ -408,6 +460,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector2i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The divided vector.</returns>
public static Vector2i operator /(Vector2i vec, int divisor)
{
vec.x /= divisor;
@@ -415,6 +474,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Vector2i"/>
+ /// by the components of the given <see cref="Vector2i"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The divided vector.</returns>
public static Vector2i operator /(Vector2i vec, Vector2i divisorv)
{
vec.x /= divisorv.x;
@@ -422,6 +488,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector2i"/>
+ /// with the components of the given <see langword="int"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(int)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector2i(10, -20) % 7); // Prints "(3, -6)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector2i operator %(Vector2i vec, int divisor)
{
vec.x %= divisor;
@@ -429,6 +511,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector2i"/>
+ /// with the components of the given <see cref="Vector2i"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(Vector2i)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector2i(10, -20) % new Vector2i(7, 8)); // Prints "(3, -4)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector2i operator %(Vector2i vec, Vector2i divisorv)
{
vec.x %= divisorv.x;
@@ -436,6 +534,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Performs a bitwise AND operation with this <see cref="Vector2i"/>
+ /// and the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The vector to AND with.</param>
+ /// <param name="and">The integer to AND with.</param>
+ /// <returns>The result of the bitwise AND.</returns>
public static Vector2i operator &(Vector2i vec, int and)
{
vec.x &= and;
@@ -443,6 +548,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Performs a bitwise AND operation with this <see cref="Vector2i"/>
+ /// and the given <see cref="Vector2i"/>.
+ /// </summary>
+ /// <param name="vec">The left vector to AND with.</param>
+ /// <param name="andv">The right vector to AND with.</param>
+ /// <returns>The result of the bitwise AND.</returns>
public static Vector2i operator &(Vector2i vec, Vector2i andv)
{
vec.x &= andv.x;
@@ -450,50 +562,106 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are equal.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are equal.</returns>
public static bool operator ==(Vector2i left, Vector2i right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are not equal.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are not equal.</returns>
public static bool operator !=(Vector2i left, Vector2i right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Compares two <see cref="Vector2i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector2i left, Vector2i right)
{
- if (left.x.Equals(right.x))
+ if (left.x == right.x)
{
return left.y < right.y;
}
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector2i left, Vector2i right)
{
- if (left.x.Equals(right.x))
+ if (left.x == right.x)
{
return left.y > right.y;
}
return left.x > right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector2i left, Vector2i right)
{
- if (left.x.Equals(right.x))
+ if (left.x == right.x)
{
return left.y <= right.y;
}
- return left.x <= right.x;
+ return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector2i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector2i left, Vector2i right)
{
- if (left.x.Equals(right.x))
+ if (left.x == right.x)
{
return left.y >= right.y;
}
- return left.x >= right.x;
+ return left.x > right.x;
}
/// <summary>
@@ -515,10 +683,11 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the vector is equal
+ /// to the given object (<see paramref="obj"/>).
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the vector and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
{
if (obj is Vector2i)
@@ -530,9 +699,9 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal.
+ /// Returns <see langword="true"/> if the vectors are equal.
/// </summary>
- /// <param name="other">The other vector to compare.</param>
+ /// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public bool Equals(Vector2i other)
{
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 01e3a71bcb..56859da7f2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -17,7 +17,7 @@ namespace Godot
{
/// <summary>
/// Enumerated index values for the axes.
- /// Returned by <see cref="MaxAxis"/> and <see cref="MinAxis"/>.
+ /// Returned by <see cref="MaxAxisIndex"/> and <see cref="MinAxisIndex"/>.
/// </summary>
public enum Axis
{
@@ -96,6 +96,16 @@ namespace Godot
}
}
+ /// <summary>
+ /// Helper method for deconstruction into a tuple.
+ /// </summary>
+ public void Deconstruct(out real_t x, out real_t y, out real_t z)
+ {
+ x = this.x;
+ y = this.y;
+ z = this.z;
+ }
+
internal void Normalize()
{
real_t lengthsq = LengthSquared();
@@ -170,17 +180,17 @@ namespace Godot
}
/// <summary>
- /// Returns the cross product of this vector and <paramref name="b"/>.
+ /// Returns the cross product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector.</param>
+ /// <param name="with">The other vector.</param>
/// <returns>The cross product vector.</returns>
- public Vector3 Cross(Vector3 b)
+ public Vector3 Cross(Vector3 with)
{
return new Vector3
(
- (y * b.z) - (z * b.y),
- (z * b.x) - (x * b.z),
- (x * b.y) - (y * b.x)
+ (y * with.z) - (z * with.y),
+ (z * with.x) - (x * with.z),
+ (x * with.y) - (y * with.x)
);
}
@@ -195,63 +205,55 @@ namespace Godot
/// <returns>The interpolated vector.</returns>
public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t weight)
{
- Vector3 p0 = preA;
- Vector3 p1 = this;
- Vector3 p2 = b;
- Vector3 p3 = postB;
-
- real_t t = weight;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- return 0.5f * (
- (p1 * 2.0f) + ((-p0 + p2) * t) +
- (((2.0f * p0) - (5.0f * p1) + (4f * p2) - p3) * t2) +
- ((-p0 + (3.0f * p1) - (3.0f * p2) + p3) * t3)
+ return new Vector3
+ (
+ Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
+ Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
+ Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight)
);
}
/// <summary>
- /// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
+ /// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
/// </summary>
- /// <param name="b">The other vector to point towards.</param>
- /// <returns>The direction from this vector to <paramref name="b"/>.</returns>
- public Vector3 DirectionTo(Vector3 b)
+ /// <param name="to">The other vector to point towards.</param>
+ /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
+ public Vector3 DirectionTo(Vector3 to)
{
- return new Vector3(b.x - x, b.y - y, b.z - z).Normalized();
+ return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
}
/// <summary>
- /// Returns the squared distance between this vector and <paramref name="b"/>.
+ /// Returns the squared distance between this vector and <paramref name="to"/>.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
- public real_t DistanceSquaredTo(Vector3 b)
+ public real_t DistanceSquaredTo(Vector3 to)
{
- return (b - this).LengthSquared();
+ return (to - this).LengthSquared();
}
/// <summary>
- /// Returns the distance between this vector and <paramref name="b"/>.
+ /// Returns the distance between this vector and <paramref name="to"/>.
/// </summary>
/// <seealso cref="DistanceSquaredTo(Vector3)"/>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
- public real_t DistanceTo(Vector3 b)
+ public real_t DistanceTo(Vector3 to)
{
- return (b - this).Length();
+ return (to - this).Length();
}
/// <summary>
- /// Returns the dot product of this vector and <paramref name="b"/>.
+ /// Returns the dot product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
- public real_t Dot(Vector3 b)
+ public real_t Dot(Vector3 with)
{
- return (x * b.x) + (y * b.y) + (z * b.z);
+ return (x * with.x) + (y * with.y) + (z * with.z);
}
/// <summary>
@@ -364,21 +366,21 @@ namespace Godot
}
/// <summary>
- /// Returns the axis of the vector's largest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's highest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
- /// <returns>The index of the largest axis.</returns>
- public Axis MaxAxis()
+ /// <returns>The index of the highest axis.</returns>
+ public Axis MaxAxisIndex()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
/// <summary>
- /// Returns the axis of the vector's smallest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's lowest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.Z"/>.
/// </summary>
- /// <returns>The index of the smallest axis.</returns>
- public Axis MinAxis()
+ /// <returns>The index of the lowest axis.</returns>
+ public Axis MinAxisIndex()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
@@ -412,16 +414,16 @@ namespace Godot
}
/// <summary>
- /// Returns the outer product with <paramref name="b"/>.
+ /// Returns the outer product with <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector.</param>
+ /// <param name="with">The other vector.</param>
/// <returns>A <see cref="Basis"/> representing the outer product matrix.</returns>
- public Basis Outer(Vector3 b)
+ public Basis Outer(Vector3 with)
{
return new Basis(
- x * b.x, x * b.y, x * b.z,
- y * b.x, y * b.y, y * b.z,
- z * b.x, z * b.y, z * b.z
+ x * with.x, x * with.y, x * with.z,
+ y * with.x, y * with.y, y * with.z,
+ z * with.x, z * with.y, z * with.z
);
}
@@ -486,11 +488,11 @@ namespace Godot
}
/// <summary>
- /// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="phi"/> radians.
+ /// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="angle"/> (in radians).
/// The <paramref name="axis"/> vector must be a normalized vector.
/// </summary>
/// <param name="axis">The vector to rotate around. Must be normalized.</param>
- /// <param name="phi">The angle to rotate by, in radians.</param>
+ /// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector3 Rotated(Vector3 axis, real_t phi)
{
@@ -549,25 +551,25 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
///
- /// Note: Both vectors must be normalized.
+ /// This method also handles interpolating the lengths if the input vectors
+ /// have different lengths. For the special case of one or both input vectors
+ /// having zero length, this method behaves like <see cref="Lerp"/>.
/// </summary>
- /// <param name="to">The destination vector for interpolation. Must be normalized.</param>
+ /// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector3 Slerp(Vector3 to, real_t weight)
{
-#if DEBUG
- if (!IsNormalized())
- {
- throw new InvalidOperationException("Vector3.Slerp: From vector is not normalized.");
+ real_t startLengthSquared = LengthSquared();
+ real_t endLengthSquared = to.LengthSquared();
+ if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return Lerp(to, weight);
}
- if (!to.IsNormalized())
- {
- throw new InvalidOperationException($"Vector3.Slerp: `{nameof(to)}` is not normalized.");
- }
-#endif
- real_t theta = AngleTo(to);
- return Rotated(Cross(to), theta * weight);
+ real_t startLength = Mathf.Sqrt(startLengthSquared);
+ real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
+ real_t angle = AngleTo(to);
+ return Rotated(Cross(to).Normalized(), angle * weight) * (resultLength / startLength);
}
/// <summary>
@@ -699,6 +701,13 @@ namespace Godot
z = v.z;
}
+ /// <summary>
+ /// Adds each component of the <see cref="Vector3"/>
+ /// with the components of the given <see cref="Vector3"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The added vector.</returns>
public static Vector3 operator +(Vector3 left, Vector3 right)
{
left.x += right.x;
@@ -707,6 +716,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Subtracts each component of the <see cref="Vector3"/>
+ /// by the components of the given <see cref="Vector3"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The subtracted vector.</returns>
public static Vector3 operator -(Vector3 left, Vector3 right)
{
left.x -= right.x;
@@ -715,6 +731,15 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns the negative value of the <see cref="Vector3"/>.
+ /// This is the same as writing <c>new Vector3(-v.x, -v.y, -v.z)</c>.
+ /// This operation flips the direction of the vector while
+ /// keeping the same magnitude.
+ /// With floats, the number zero can be either positive or negative.
+ /// </summary>
+ /// <param name="vec">The vector to negate/flip.</param>
+ /// <returns>The negated/flipped vector.</returns>
public static Vector3 operator -(Vector3 vec)
{
vec.x = -vec.x;
@@ -723,6 +748,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3 operator *(Vector3 vec, real_t scale)
{
vec.x *= scale;
@@ -731,6 +763,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3 operator *(real_t scale, Vector3 vec)
{
vec.x *= scale;
@@ -739,6 +778,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3"/>
+ /// by the components of the given <see cref="Vector3"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3 operator *(Vector3 left, Vector3 right)
{
left.x *= right.x;
@@ -747,6 +793,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Vector3"/>
+ /// by the given <see cref="real_t"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The divided vector.</returns>
public static Vector3 operator /(Vector3 vec, real_t divisor)
{
vec.x /= divisor;
@@ -755,6 +808,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Vector3"/>
+ /// by the components of the given <see cref="Vector3"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The divided vector.</returns>
public static Vector3 operator /(Vector3 vec, Vector3 divisorv)
{
vec.x /= divisorv.x;
@@ -763,6 +823,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector3"/>
+ /// with the components of the given <see cref="real_t"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(real_t)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector3(10, -20, 30) % 7); // Prints "(3, -6, 2)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector3 operator %(Vector3 vec, real_t divisor)
{
vec.x %= divisor;
@@ -771,6 +847,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector3"/>
+ /// with the components of the given <see cref="Vector3"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(Vector3)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector3(10, -20, 30) % new Vector3(7, 8, 9)); // Prints "(3, -4, 3)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector3 operator %(Vector3 vec, Vector3 divisorv)
{
vec.x %= divisorv.x;
@@ -779,16 +871,43 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are exactly equal.</returns>
public static bool operator ==(Vector3 left, Vector3 right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are not equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are not equal.</returns>
public static bool operator !=(Vector3 left, Vector3 right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Compares two <see cref="Vector3"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector3 left, Vector3 right)
{
if (left.x == right.x)
@@ -802,6 +921,17 @@ namespace Godot
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector3 left, Vector3 right)
{
if (left.x == right.x)
@@ -815,6 +945,17 @@ namespace Godot
return left.x > right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
@@ -828,6 +969,17 @@ namespace Godot
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
@@ -842,10 +994,13 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the vector is exactly equal
+ /// to the given object (<see paramref="obj"/>).
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the vector and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
{
if (obj is Vector3)
@@ -857,10 +1012,12 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal
+ /// Returns <see langword="true"/> if the vectors are exactly equal.
+ /// Note: Due to floating-point precision errors, consider using
+ /// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
- /// <param name="other">The other vector to compare.</param>
- /// <returns>Whether or not the vectors are equal.</returns>
+ /// <param name="other">The other vector.</param>
+ /// <returns>Whether or not the vectors are exactly equal.</returns>
public bool Equals(Vector3 other)
{
return x == other.x && y == other.y && z == other.z;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
index 2a7771cdfc..abfd2ae720 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
@@ -17,7 +17,7 @@ namespace Godot
{
/// <summary>
/// Enumerated index values for the axes.
- /// Returned by <see cref="MaxAxis"/> and <see cref="MinAxis"/>.
+ /// Returned by <see cref="MaxAxisIndex"/> and <see cref="MinAxisIndex"/>.
/// </summary>
public enum Axis
{
@@ -97,6 +97,16 @@ namespace Godot
}
/// <summary>
+ /// Helper method for deconstruction into a tuple.
+ /// </summary>
+ public void Deconstruct(out int x, out int y, out int z)
+ {
+ x = this.x;
+ y = this.y;
+ z = this.z;
+ }
+
+ /// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
@@ -124,36 +134,36 @@ namespace Godot
}
/// <summary>
- /// Returns the squared distance between this vector and <paramref name="b"/>.
+ /// Returns the squared distance between this vector and <paramref name="to"/>.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
- public int DistanceSquaredTo(Vector3i b)
+ public int DistanceSquaredTo(Vector3i to)
{
- return (b - this).LengthSquared();
+ return (to - this).LengthSquared();
}
/// <summary>
- /// Returns the distance between this vector and <paramref name="b"/>.
+ /// Returns the distance between this vector and <paramref name="to"/>.
/// </summary>
/// <seealso cref="DistanceSquaredTo(Vector3i)"/>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
- public real_t DistanceTo(Vector3i b)
+ public real_t DistanceTo(Vector3i to)
{
- return (b - this).Length();
+ return (to - this).Length();
}
/// <summary>
- /// Returns the dot product of this vector and <paramref name="b"/>.
+ /// Returns the dot product of this vector and <paramref name="with"/>.
/// </summary>
- /// <param name="b">The other vector to use.</param>
+ /// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
- public int Dot(Vector3i b)
+ public int Dot(Vector3i with)
{
- return x * b.x + y * b.y + z * b.z;
+ return x * with.x + y * with.y + z * with.z;
}
/// <summary>
@@ -186,21 +196,21 @@ namespace Godot
}
/// <summary>
- /// Returns the axis of the vector's largest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's highest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
- /// <returns>The index of the largest axis.</returns>
- public Axis MaxAxis()
+ /// <returns>The index of the highest axis.</returns>
+ public Axis MaxAxisIndex()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
/// <summary>
- /// Returns the axis of the vector's smallest value. See <see cref="Axis"/>.
+ /// Returns the axis of the vector's lowest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.Z"/>.
/// </summary>
- /// <returns>The index of the smallest axis.</returns>
- public Axis MinAxis()
+ /// <returns>The index of the lowest axis.</returns>
+ public Axis MinAxisIndex()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
@@ -347,6 +357,13 @@ namespace Godot
this.z = Mathf.RoundToInt(v.z);
}
+ /// <summary>
+ /// Adds each component of the <see cref="Vector3i"/>
+ /// with the components of the given <see cref="Vector3i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The added vector.</returns>
public static Vector3i operator +(Vector3i left, Vector3i right)
{
left.x += right.x;
@@ -355,6 +372,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Subtracts each component of the <see cref="Vector3i"/>
+ /// by the components of the given <see cref="Vector3i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The subtracted vector.</returns>
public static Vector3i operator -(Vector3i left, Vector3i right)
{
left.x -= right.x;
@@ -363,6 +387,14 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Returns the negative value of the <see cref="Vector3i"/>.
+ /// This is the same as writing <c>new Vector3i(-v.x, -v.y, -v.z)</c>.
+ /// This operation flips the direction of the vector while
+ /// keeping the same magnitude.
+ /// </summary>
+ /// <param name="vec">The vector to negate/flip.</param>
+ /// <returns>The negated/flipped vector.</returns>
public static Vector3i operator -(Vector3i vec)
{
vec.x = -vec.x;
@@ -371,6 +403,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3i operator *(Vector3i vec, int scale)
{
vec.x *= scale;
@@ -379,6 +418,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="scale">The scale to multiply by.</param>
+ /// <param name="vec">The vector to multiply.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3i operator *(int scale, Vector3i vec)
{
vec.x *= scale;
@@ -387,6 +433,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3i"/>
+ /// by the components of the given <see cref="Vector3i"/>.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>The multiplied vector.</returns>
public static Vector3i operator *(Vector3i left, Vector3i right)
{
left.x *= right.x;
@@ -395,6 +448,13 @@ namespace Godot
return left;
}
+ /// <summary>
+ /// Multiplies each component of the <see cref="Vector3i"/>
+ /// by the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The divided vector.</returns>
public static Vector3i operator /(Vector3i vec, int divisor)
{
vec.x /= divisor;
@@ -403,6 +463,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Divides each component of the <see cref="Vector3i"/>
+ /// by the components of the given <see cref="Vector3i"/>.
+ /// </summary>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The divided vector.</returns>
public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
{
vec.x /= divisorv.x;
@@ -411,6 +478,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector3i"/>
+ /// with the components of the given <see langword="int"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(int)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector3i(10, -20, 30) % 7); // Prints "(3, -6, 2)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisor">The divisor value.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector3i operator %(Vector3i vec, int divisor)
{
vec.x %= divisor;
@@ -419,6 +502,22 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Gets the remainder of each component of the <see cref="Vector3i"/>
+ /// with the components of the given <see cref="Vector3i"/>.
+ /// This operation uses truncated division, which is often not desired
+ /// as it does not work well with negative numbers.
+ /// Consider using <see cref="PosMod(Vector3i)"/> instead
+ /// if you want to handle negative numbers.
+ /// </summary>
+ /// <example>
+ /// <code>
+ /// GD.Print(new Vector3i(10, -20, 30) % new Vector3i(7, 8, 9)); // Prints "(3, -4, 3)"
+ /// </code>
+ /// </example>
+ /// <param name="vec">The dividend vector.</param>
+ /// <param name="divisorv">The divisor vector.</param>
+ /// <returns>The remainder vector.</returns>
public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
{
vec.x %= divisorv.x;
@@ -427,6 +526,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Performs a bitwise AND operation with this <see cref="Vector3i"/>
+ /// and the given <see langword="int"/>.
+ /// </summary>
+ /// <param name="vec">The vector to AND with.</param>
+ /// <param name="and">The integer to AND with.</param>
+ /// <returns>The result of the bitwise AND.</returns>
public static Vector3i operator &(Vector3i vec, int and)
{
vec.x &= and;
@@ -435,6 +541,13 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Performs a bitwise AND operation with this <see cref="Vector3i"/>
+ /// and the given <see cref="Vector3i"/>.
+ /// </summary>
+ /// <param name="vec">The left vector to AND with.</param>
+ /// <param name="andv">The right vector to AND with.</param>
+ /// <returns>The result of the bitwise AND.</returns>
public static Vector3i operator &(Vector3i vec, Vector3i andv)
{
vec.x &= andv.x;
@@ -443,65 +556,121 @@ namespace Godot
return vec;
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are equal.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are equal.</returns>
public static bool operator ==(Vector3i left, Vector3i right)
{
return left.Equals(right);
}
+ /// <summary>
+ /// Returns <see langword="true"/> if the vectors are not equal.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the vectors are not equal.</returns>
public static bool operator !=(Vector3i left, Vector3i right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
+ {
return left.z < right.z;
- else
- return left.y < right.y;
+ }
+ return left.y < right.y;
}
-
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
+ {
return left.z > right.z;
- else
- return left.y > right.y;
+ }
+ return left.y > right.y;
}
-
return left.x > right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is less than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
+ {
return left.z <= right.z;
- else
- return left.y < right.y;
+ }
+ return left.y < right.y;
}
-
return left.x < right.x;
}
+ /// <summary>
+ /// Compares two <see cref="Vector3i"/> vectors by first checking if
+ /// the X value of the <paramref name="left"/> vector is greater than
+ /// or equal to the X value of the <paramref name="right"/> vector.
+ /// If the X values are exactly equal, then it repeats this check
+ /// with the Y values of the two vectors, and then with the Z values.
+ /// This operator is useful for sorting vectors.
+ /// </summary>
+ /// <param name="left">The left vector.</param>
+ /// <param name="right">The right vector.</param>
+ /// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
+ {
return left.z >= right.z;
- else
- return left.y > right.y;
+ }
+ return left.y > right.y;
}
-
return left.x > right.x;
}
@@ -524,10 +693,11 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="obj"/> are equal.
+ /// Returns <see langword="true"/> if the vector is equal
+ /// to the given object (<see paramref="obj"/>).
/// </summary>
- /// <param name="obj">The other object to compare.</param>
- /// <returns>Whether or not the vector and the other object are equal.</returns>
+ /// <param name="obj">The object to compare with.</param>
+ /// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
{
if (obj is Vector3i)
@@ -539,9 +709,9 @@ namespace Godot
}
/// <summary>
- /// Returns <see langword="true"/> if this vector and <paramref name="other"/> are equal
+ /// Returns <see langword="true"/> if the vectors are equal.
/// </summary>
- /// <param name="other">The other vector to compare.</param>
+ /// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public bool Equals(Vector3i other)
{
diff --git a/modules/mono/glue/arguments_vector.h b/modules/mono/glue/arguments_vector.h
index 9ba6a05ac6..4405809887 100644
--- a/modules/mono/glue/arguments_vector.h
+++ b/modules/mono/glue/arguments_vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,7 +37,7 @@ template <typename T, int POOL_SIZE = 5>
struct ArgumentsVector {
private:
T pool[POOL_SIZE];
- T *_ptr;
+ T *_ptr = nullptr;
int size;
ArgumentsVector() = delete;
diff --git a/modules/mono/glue/base_object_glue.cpp b/modules/mono/glue/base_object_glue.cpp
index 6c5503a3bd..b10d78c593 100644
--- a/modules/mono/glue/base_object_glue.cpp
+++ b/modules/mono/glue/base_object_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -148,7 +148,7 @@ MonoObject *godot_icall_Object_weakref(Object *p_ptr) {
RefCounted *rc = Object::cast_to<RefCounted>(p_ptr);
if (rc) {
- REF r = rc;
+ Ref<RefCounted> r = rc;
if (!r.is_valid()) {
return nullptr;
}
@@ -199,7 +199,7 @@ MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoStrin
}
Callable::CallError error;
- Variant result = p_ptr->call(StringName(name), args.ptr(), argc, error);
+ Variant result = p_ptr->callp(StringName(name), args.ptr(), argc, error);
*r_result = GDMonoMarshal::variant_to_mono_object(result);
diff --git a/modules/mono/glue/callable_glue.cpp b/modules/mono/glue/callable_glue.cpp
index 54b65fdb94..e59b34313c 100644
--- a/modules/mono/glue/callable_glue.cpp
+++ b/modules/mono/glue/callable_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/collections_glue.cpp b/modules/mono/glue/collections_glue.cpp
index 86976de244..8a9f30459c 100644
--- a/modules/mono/glue/collections_glue.cpp
+++ b/modules/mono/glue/collections_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -144,7 +144,7 @@ void godot_icall_Array_Insert(Array *ptr, int32_t index, MonoObject *item) {
MonoBoolean godot_icall_Array_Remove(Array *ptr, MonoObject *item) {
int idx = ptr->find(GDMonoMarshal::mono_object_to_variant(item));
if (idx >= 0) {
- ptr->remove(idx);
+ ptr->remove_at(idx);
return true;
}
return false;
@@ -155,7 +155,7 @@ void godot_icall_Array_RemoveAt(Array *ptr, int32_t index) {
GDMonoUtils::set_pending_exception(mono_get_exception_index_out_of_range());
return;
}
- ptr->remove(index);
+ ptr->remove_at(index);
}
int32_t godot_icall_Array_Resize(Array *ptr, int32_t new_size) {
@@ -237,10 +237,14 @@ int32_t godot_icall_Dictionary_KeyValuePairs(Dictionary *ptr, Array **keys, Arra
}
void godot_icall_Dictionary_KeyValuePairAt(Dictionary *ptr, int index, MonoObject **key, MonoObject **value) {
- Array *keys = godot_icall_Dictionary_Keys(ptr);
- Array *values = godot_icall_Dictionary_Values(ptr);
- *key = GDMonoMarshal::variant_to_mono_object(keys->get(index));
- *value = GDMonoMarshal::variant_to_mono_object(values->get(index));
+ *key = GDMonoMarshal::variant_to_mono_object(ptr->get_key_at_index(index));
+ *value = GDMonoMarshal::variant_to_mono_object(ptr->get_value_at_index(index));
+}
+
+void godot_icall_Dictionary_KeyValuePairAt_Generic(Dictionary *ptr, int index, MonoObject **key, MonoObject **value, uint32_t value_type_encoding, GDMonoClass *value_type_class) {
+ ManagedType type(value_type_encoding, value_type_class);
+ *key = GDMonoMarshal::variant_to_mono_object(ptr->get_key_at_index(index));
+ *value = GDMonoMarshal::variant_to_mono_object(ptr->get_value_at_index(index), type);
}
void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value) {
@@ -353,6 +357,7 @@ void godot_register_collections_icalls() {
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_Count", godot_icall_Dictionary_Count);
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_KeyValuePairs", godot_icall_Dictionary_KeyValuePairs);
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_KeyValuePairAt", godot_icall_Dictionary_KeyValuePairAt);
+ GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_KeyValuePairAt_Generic", godot_icall_Dictionary_KeyValuePairAt_Generic);
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_Add", godot_icall_Dictionary_Add);
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_Clear", godot_icall_Dictionary_Clear);
GDMonoUtils::add_internal_call("Godot.Collections.Dictionary::godot_icall_Dictionary_Contains", godot_icall_Dictionary_Contains);
diff --git a/modules/mono/glue/gd_glue.cpp b/modules/mono/glue/gd_glue.cpp
index a2ff868f65..8aead217cf 100644
--- a/modules/mono/glue/gd_glue.cpp
+++ b/modules/mono/glue/gd_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -182,26 +182,30 @@ void godot_icall_GD_printt(MonoArray *p_what) {
print_line(str);
}
-float godot_icall_GD_randf() {
- return Math::randf();
+void godot_icall_GD_randomize() {
+ Math::randomize();
}
uint32_t godot_icall_GD_randi() {
return Math::rand();
}
-void godot_icall_GD_randomize() {
- Math::randomize();
+float godot_icall_GD_randf() {
+ return Math::randf();
}
-double godot_icall_GD_randf_range(double from, double to) {
+int32_t godot_icall_GD_randi_range(int32_t from, int32_t to) {
return Math::random(from, to);
}
-int32_t godot_icall_GD_randi_range(int32_t from, int32_t to) {
+double godot_icall_GD_randf_range(double from, double to) {
return Math::random(from, to);
}
+double godot_icall_GD_randfn(double mean, double deviation) {
+ return Math::randfn(mean, deviation);
+}
+
uint32_t godot_icall_GD_rand_seed(uint64_t seed, uint64_t *newSeed) {
uint32_t ret = Math::rand_from_seed(&seed);
*newSeed = seed;
@@ -300,11 +304,12 @@ void godot_register_gd_icalls() {
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_printraw", godot_icall_GD_printraw);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_prints", godot_icall_GD_prints);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_printt", godot_icall_GD_printt);
- GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randf", godot_icall_GD_randf);
- GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randi", godot_icall_GD_randi);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randomize", godot_icall_GD_randomize);
- GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randf_range", godot_icall_GD_randf_range);
+ GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randi", godot_icall_GD_randi);
+ GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randf", godot_icall_GD_randf);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randi_range", godot_icall_GD_randi_range);
+ GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randf_range", godot_icall_GD_randf_range);
+ GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_randfn", godot_icall_GD_randfn);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_rand_seed", godot_icall_GD_rand_seed);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_seed", godot_icall_GD_seed);
GDMonoUtils::add_internal_call("Godot.GD::godot_icall_GD_str", godot_icall_GD_str);
diff --git a/modules/mono/glue/glue_header.h b/modules/mono/glue/glue_header.h
index 074220bb9b..9638b23410 100644
--- a/modules/mono/glue/glue_header.h
+++ b/modules/mono/glue/glue_header.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/nodepath_glue.cpp b/modules/mono/glue/nodepath_glue.cpp
index 4ddb94e1a8..0ea9814b1a 100644
--- a/modules/mono/glue/nodepath_glue.cpp
+++ b/modules/mono/glue/nodepath_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/rid_glue.cpp b/modules/mono/glue/rid_glue.cpp
index f464e63a81..3e09564539 100644
--- a/modules/mono/glue/rid_glue.cpp
+++ b/modules/mono/glue/rid_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/scene_tree_glue.cpp b/modules/mono/glue/scene_tree_glue.cpp
index 5a6fd69db8..c60e7c4869 100644
--- a/modules/mono/glue/scene_tree_glue.cpp
+++ b/modules/mono/glue/scene_tree_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/string_glue.cpp b/modules/mono/glue/string_glue.cpp
index bb80a836ad..fc6b13ceb3 100644
--- a/modules/mono/glue/string_glue.cpp
+++ b/modules/mono/glue/string_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/string_name_glue.cpp b/modules/mono/glue/string_name_glue.cpp
index f537896559..46d15316ba 100644
--- a/modules/mono/glue/string_name_glue.cpp
+++ b/modules/mono/glue/string_name_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */