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-rw-r--r--modules/mono/SCsub2
-rw-r--r--modules/mono/SdkPackageVersions.props5
-rw-r--r--modules/mono/class_db_api_json.cpp4
-rw-r--r--modules/mono/class_db_api_json.h4
-rw-r--r--modules/mono/csharp_script.cpp88
-rw-r--r--modules/mono/csharp_script.h8
-rw-r--r--modules/mono/doc_classes/CSharpScript.xml7
-rw-r--r--modules/mono/doc_classes/GodotSharp.xml29
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/Generic.cs16
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs19
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs8
-rw-r--r--modules/mono/editor/bindings_generator.cpp4
-rw-r--r--modules/mono/editor/bindings_generator.h6
-rw-r--r--modules/mono/editor/code_completion.cpp6
-rw-r--r--modules/mono/editor/code_completion.h4
-rw-r--r--modules/mono/editor/editor_internal_calls.cpp4
-rw-r--r--modules/mono/editor/editor_internal_calls.h4
-rw-r--r--modules/mono/editor/godotsharp_export.cpp4
-rw-r--r--modules/mono/editor/godotsharp_export.h4
-rw-r--r--modules/mono/editor_templates/CharacterBody2D/basic_movement.cs41
-rw-r--r--modules/mono/editor_templates/CharacterBody3D/basic_movement.cs44
-rw-r--r--modules/mono/editor_templates/EditorPlugin/plugin.cs19
-rw-r--r--modules/mono/editor_templates/EditorScript/basic_editor_script.cs14
-rw-r--r--modules/mono/editor_templates/Node/default.cs19
-rw-r--r--modules/mono/editor_templates/Object/empty.cs9
-rw-r--r--modules/mono/editor_templates/SCsub16
-rw-r--r--modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs67
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs33
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs205
-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.cs6
-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.cs20
-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.cs8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs52
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs41
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs203
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs228
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs239
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs232
-rw-r--r--modules/mono/glue/arguments_vector.h4
-rw-r--r--modules/mono/glue/base_object_glue.cpp4
-rw-r--r--modules/mono/glue/callable_glue.cpp4
-rw-r--r--modules/mono/glue/collections_glue.cpp14
-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
-rw-r--r--modules/mono/godotsharp_defs.h4
-rw-r--r--modules/mono/godotsharp_dirs.cpp7
-rw-r--r--modules/mono/godotsharp_dirs.h4
-rw-r--r--modules/mono/managed_callable.cpp4
-rw-r--r--modules/mono/managed_callable.h4
-rw-r--r--modules/mono/mono_gc_handle.cpp4
-rw-r--r--modules/mono/mono_gc_handle.h7
-rw-r--r--modules/mono/mono_gd/android_mono_config.h4
-rw-r--r--modules/mono/mono_gd/gd_mono.cpp6
-rw-r--r--modules/mono/mono_gd/gd_mono.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_assembly.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_assembly.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_cache.cpp8
-rw-r--r--modules/mono/mono_gd/gd_mono_cache.h6
-rw-r--r--modules/mono/mono_gd/gd_mono_class.cpp15
-rw-r--r--modules/mono/mono_gd/gd_mono_class.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_field.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_field.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_header.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_internals.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_internals.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_log.cpp15
-rw-r--r--modules/mono/mono_gd/gd_mono_log.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_marshal.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_marshal.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_method.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_method.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_method_thunk.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_property.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_property.h4
-rw-r--r--modules/mono/mono_gd/gd_mono_utils.cpp10
-rw-r--r--modules/mono/mono_gd/gd_mono_utils.h6
-rw-r--r--modules/mono/mono_gd/gd_mono_wasm_m2n.cpp4
-rw-r--r--modules/mono/mono_gd/gd_mono_wasm_m2n.h4
-rw-r--r--modules/mono/mono_gd/i_mono_class_member.h4
-rw-r--r--modules/mono/mono_gd/managed_type.cpp4
-rw-r--r--modules/mono/mono_gd/managed_type.h4
-rw-r--r--modules/mono/mono_gd/support/android_support.cpp4
-rw-r--r--modules/mono/mono_gd/support/android_support.h4
-rw-r--r--modules/mono/mono_gd/support/ios_support.h4
-rw-r--r--modules/mono/mono_gd/support/ios_support.mm4
-rw-r--r--modules/mono/register_types.cpp4
-rw-r--r--modules/mono/register_types.h4
-rw-r--r--modules/mono/signal_awaiter_utils.cpp4
-rw-r--r--modules/mono/signal_awaiter_utils.h4
-rw-r--r--modules/mono/utils/macros.h4
-rw-r--r--modules/mono/utils/mono_reg_utils.cpp4
-rw-r--r--modules/mono/utils/mono_reg_utils.h4
-rw-r--r--modules/mono/utils/osx_utils.cpp4
-rw-r--r--modules/mono/utils/osx_utils.h4
-rw-r--r--modules/mono/utils/path_utils.cpp4
-rw-r--r--modules/mono/utils/path_utils.h4
-rw-r--r--modules/mono/utils/string_utils.cpp4
-rw-r--r--modules/mono/utils/string_utils.h4
114 files changed, 1894 insertions, 555 deletions
diff --git a/modules/mono/SCsub b/modules/mono/SCsub
index 95c959235c..db35e804aa 100644
--- a/modules/mono/SCsub
+++ b/modules/mono/SCsub
@@ -63,3 +63,5 @@ elif env["platform"] == "android":
if env["tools"]:
env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
+
+SConscript("editor_templates/SCsub")
diff --git a/modules/mono/SdkPackageVersions.props b/modules/mono/SdkPackageVersions.props
index df3ebe581c..bdec051625 100644
--- a/modules/mono/SdkPackageVersions.props
+++ b/modules/mono/SdkPackageVersions.props
@@ -1,6 +1,7 @@
<Project>
<PropertyGroup>
- <PackageVersion_Godot_NET_Sdk>4.0.0-dev5</PackageVersion_Godot_NET_Sdk>
- <PackageVersion_Godot_SourceGenerators>4.0.0-dev2</PackageVersion_Godot_SourceGenerators>
+ <PackageFloatingVersion_Godot>4.0.*-*</PackageFloatingVersion_Godot>
+ <PackageVersion_Godot_NET_Sdk>4.0.0-dev6</PackageVersion_Godot_NET_Sdk>
+ <PackageVersion_Godot_SourceGenerators>4.0.0-dev3</PackageVersion_Godot_SourceGenerators>
</PropertyGroup>
</Project>
diff --git a/modules/mono/class_db_api_json.cpp b/modules/mono/class_db_api_json.cpp
index 0da06131af..5884a24454 100644
--- a/modules/mono/class_db_api_json.cpp
+++ b/modules/mono/class_db_api_json.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/class_db_api_json.h b/modules/mono/class_db_api_json.h
index 6698a6260f..1d2000b033 100644
--- a/modules/mono/class_db_api_json.h
+++ b/modules/mono/class_db_api_json.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/csharp_script.cpp b/modules/mono/csharp_script.cpp
index d9b291489b..3d02f638ec 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.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 */
@@ -55,6 +55,7 @@
#endif
#include "editor/editor_internal_calls.h"
+#include "editor_templates/templates.gen.h"
#include "godotsharp_dirs.h"
#include "mono_gd/gd_mono_cache.h"
#include "mono_gd/gd_mono_class.h"
@@ -351,57 +352,33 @@ static String get_base_class_name(const String &p_base_class_name, const String
return base_class;
}
-Ref<Script> CSharpLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
- String script_template = "using " BINDINGS_NAMESPACE ";\n"
- "using System;\n"
- "\n"
- "public partial class %CLASS% : %BASE%\n"
- "{\n"
- " // Declare member variables here. Examples:\n"
- " // private int a = 2;\n"
- " // private string b = \"text\";\n"
- "\n"
- " // Called when the node enters the scene tree for the first time.\n"
- " public override void _Ready()\n"
- " {\n"
- " \n"
- " }\n"
- "\n"
- "// // Called every frame. 'delta' is the elapsed time since the previous frame.\n"
- "// public override void _Process(float delta)\n"
- "// {\n"
- "// \n"
- "// }\n"
- "}\n";
-
- // Replaces all spaces in p_class_name with underscores to prevent
- // invalid C# Script templates from being generated when the object name
- // has spaces in it.
- String class_name_no_spaces = p_class_name.replace(" ", "_");
- String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
- script_template = script_template.replace("%BASE%", base_class_name)
- .replace("%CLASS%", class_name_no_spaces);
+bool CSharpLanguage::is_using_templates() {
+ return true;
+}
+Ref<Script> CSharpLanguage::make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const {
Ref<CSharpScript> script;
script.instantiate();
- script->set_source_code(script_template);
- script->set_name(class_name_no_spaces);
+ String class_name_no_spaces = p_class_name.replace(" ", "_");
+ String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
+ String processed_template = p_template;
+ processed_template = processed_template.replace("_BINDINGS_NAMESPACE_", BINDINGS_NAMESPACE)
+ .replace("_BASE_", base_class_name)
+ .replace("_CLASS_", class_name_no_spaces)
+ .replace("_TS_", _get_indentation());
+ script->set_source_code(processed_template);
return script;
}
-bool CSharpLanguage::is_using_templates() {
- return true;
-}
-
-void CSharpLanguage::make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) {
- String src = p_script->get_source_code();
- String class_name_no_spaces = p_class_name.replace(" ", "_");
- String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
- src = src.replace("%BASE%", base_class_name)
- .replace("%CLASS%", class_name_no_spaces)
- .replace("%TS%", _get_indentation());
- p_script->set_source_code(src);
+Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
+ Vector<ScriptLanguage::ScriptTemplate> templates;
+ for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
+ if (TEMPLATES[i].inherit == p_object) {
+ templates.append(TEMPLATES[i]);
+ }
+ }
+ return templates;
}
String CSharpLanguage::validate_path(const String &p_path) const {
@@ -788,11 +765,7 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
- String appname = ProjectSettings::get_singleton()->get("application/config/name");
- String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
- if (appname_safe.is_empty()) {
- appname_safe = "UnnamedProject";
- }
+ String appname_safe = ProjectSettings::get_singleton()->get_safe_project_name();
appname_safe += ".dll";
@@ -1355,7 +1328,7 @@ void CSharpLanguage::_editor_init_callback() {
// Enable it as a plugin
EditorNode::add_editor_plugin(godotsharp_editor);
- ED_SHORTCUT("mono/build_solution", TTR("Build Solution"), KEY_MASK_ALT | KEY_B);
+ ED_SHORTCUT("mono/build_solution", TTR("Build Solution"), KeyModifierMask::ALT | Key::B);
godotsharp_editor->enable_plugin();
get_singleton()->godotsharp_editor = godotsharp_editor;
@@ -1766,7 +1739,16 @@ void CSharpInstance::get_properties_state_for_reloading(List<Pair<StringName, Va
ManagedType managedType;
- GDMonoField *field = script->script_class->get_field(state_pair.first);
+ GDMonoField *field = nullptr;
+ GDMonoClass *top = script->script_class;
+ while (top && top != script->native) {
+ field = top->get_field(state_pair.first);
+ if (field) {
+ break;
+ }
+
+ top = top->get_parent_class();
+ }
if (!field) {
continue; // Properties ignored. We get the property baking fields instead.
}
diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h
index c998d9c1e4..221bba3af9 100644
--- a/modules/mono/csharp_script.h
+++ b/modules/mono/csharp_script.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 */
@@ -463,9 +463,9 @@ public:
bool is_control_flow_keyword(String p_keyword) const override;
void get_comment_delimiters(List<String> *p_delimiters) const override;
void get_string_delimiters(List<String> *p_delimiters) const override;
- Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const override;
bool is_using_templates() override;
- void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) override;
+ virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const override;
+ virtual Vector<ScriptTemplate> get_built_in_templates(StringName p_object) override;
/* TODO */ bool validate(const String &p_script, const String &p_path, List<String> *r_functions,
List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const override {
return true;
diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml
index abd860a55f..14c62b4bb0 100644
--- a/modules/mono/doc_classes/CSharpScript.xml
+++ b/modules/mono/doc_classes/CSharpScript.xml
@@ -8,17 +8,14 @@
See also [GodotSharp].
</description>
<tutorials>
- <link title="C# documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html</link>
+ <link title="C# documentation index">$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
</tutorials>
<methods>
<method name="new" qualifiers="vararg">
- <return type="Variant">
- </return>
+ <return type="Variant" />
<description>
Returns a new instance of the script.
</description>
</method>
</methods>
- <constants>
- </constants>
</class>
diff --git a/modules/mono/doc_classes/GodotSharp.xml b/modules/mono/doc_classes/GodotSharp.xml
index 417f8ac704..a148072245 100644
--- a/modules/mono/doc_classes/GodotSharp.xml
+++ b/modules/mono/doc_classes/GodotSharp.xml
@@ -11,66 +11,55 @@
</tutorials>
<methods>
<method name="attach_thread">
- <return type="void">
- </return>
+ <return type="void" />
<description>
Attaches the current thread to the Mono runtime.
</description>
</method>
<method name="detach_thread">
- <return type="void">
- </return>
+ <return type="void" />
<description>
Detaches the current thread from the Mono runtime.
</description>
</method>
<method name="get_domain_id">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the current MonoDomain ID.
[b]Note:[/b] The Mono runtime must be initialized for this method to work (use [method is_runtime_initialized] to check). If the Mono runtime isn't initialized at the time this method is called, the engine will crash.
</description>
</method>
<method name="get_scripts_domain_id">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as [method get_domain_id], unless the scripts domain isn't loaded.
[b]Note:[/b] The Mono runtime must be initialized for this method to work (use [method is_runtime_initialized] to check). If the Mono runtime isn't initialized at the time this method is called, the engine will crash.
</description>
</method>
<method name="is_domain_finalizing_for_unload">
- <return type="bool">
- </return>
- <argument index="0" name="domain_id" type="int">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="domain_id" type="int" />
<description>
Returns [code]true[/code] if the domain is being finalized, [code]false[/code] otherwise.
</description>
</method>
<method name="is_runtime_initialized">
- <return type="bool">
- </return>
+ <return type="bool" />
<description>
Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/code] otherwise.
</description>
</method>
<method name="is_runtime_shutting_down">
- <return type="bool">
- </return>
+ <return type="bool" />
<description>
Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/code] otherwise.
</description>
</method>
<method name="is_scripts_domain_loaded">
- <return type="bool">
- </return>
+ <return type="bool" />
<description>
Returns [code]true[/code] if the scripts domain is loaded, [code]false[/code] otherwise.
</description>
</method>
</methods>
- <constants>
- </constants>
</class>
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
index 92e299d2f3..397ede9644 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
@@ -17,6 +17,6 @@
<!-- C# source generators -->
<ItemGroup Condition=" '$(DisableImplicitGodotGeneratorReferences)' != 'true' ">
- <PackageReference Include="Godot.SourceGenerators" Version="$(PackageVersion_Godot_SourceGenerators)" />
+ <PackageReference Include="Godot.SourceGenerators" Version="$(PackageFloatingVersion_Godot)" />
</ItemGroup>
</Project>
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/Generic.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/Generic.cs
new file mode 100644
index 0000000000..2ddb8880c2
--- /dev/null
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/Generic.cs
@@ -0,0 +1,16 @@
+namespace Godot.SourceGenerators.Sample
+{
+ partial class Generic<T> : Godot.Object
+ {
+ }
+
+ // Generic again but different generic parameters
+ partial class Generic<T, R> : Godot.Object
+ {
+ }
+
+ // Generic again but without generic parameters
+ partial class Generic : Godot.Object
+ {
+ }
+}
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs
index a51728e221..fa65595290 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs
@@ -97,9 +97,13 @@ namespace Godot.SourceGenerators
string.Empty;
bool hasNamespace = classNs.Length != 0;
- string uniqueName = hasNamespace ?
- classNs + "." + className + "_ScriptPath_Generated" :
- className + "_ScriptPath_Generated";
+ var uniqueName = new StringBuilder();
+ if (hasNamespace)
+ uniqueName.Append($"{classNs}.");
+ uniqueName.Append(className);
+ if (symbol.IsGenericType)
+ uniqueName.Append($"Of{string.Join(string.Empty, symbol.TypeParameters)}");
+ uniqueName.Append("_ScriptPath_Generated");
var source = new StringBuilder();
@@ -121,6 +125,8 @@ namespace Godot.SourceGenerators
source.Append(attributes);
source.Append("\n partial class ");
source.Append(className);
+ if (symbol.IsGenericType)
+ source.Append($"<{string.Join(", ", symbol.TypeParameters)}>");
source.Append("\n{\n}\n");
if (hasNamespace)
@@ -128,7 +134,7 @@ namespace Godot.SourceGenerators
source.Append("\n}\n");
}
- context.AddSource(uniqueName, SourceText.From(source.ToString(), Encoding.UTF8));
+ context.AddSource(uniqueName.ToString(), SourceText.From(source.ToString(), Encoding.UTF8));
}
private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
@@ -145,12 +151,15 @@ namespace Godot.SourceGenerators
foreach (var godotClass in godotClasses)
{
var qualifiedName = godotClass.Key.ToDisplayString(
- NullableFlowState.NotNull, SymbolDisplayFormat.FullyQualifiedFormat);
+ NullableFlowState.NotNull, SymbolDisplayFormat.FullyQualifiedFormat
+ .WithGenericsOptions(SymbolDisplayGenericsOptions.None));
if (!first)
sourceBuilder.Append(", ");
first = false;
sourceBuilder.Append("typeof(");
sourceBuilder.Append(qualifiedName);
+ if (godotClass.Key.IsGenericType)
+ sourceBuilder.Append($"<{new string(',', godotClass.Key.TypeParameters.Count() - 1)}>");
sourceBuilder.Append(")");
}
diff --git a/modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs b/modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs
index b53347fc4c..56fca6b5cb 100644
--- a/modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs
@@ -119,7 +119,7 @@ namespace GodotTools.Build
private void IssueActivated(int idx)
{
- if (idx < 0 || idx >= _issuesList.GetItemCount())
+ if (idx < 0 || idx >= _issuesList.ItemCount)
throw new IndexOutOfRangeException("Item list index out of range");
// Get correct issue idx from issue list
@@ -193,7 +193,7 @@ namespace GodotTools.Build
string itemText = lineBreakIdx == -1 ? text : text.Substring(0, lineBreakIdx);
_issuesList.AddItem(itemText, issue.Warning ? warningIcon : errorIcon);
- int index = _issuesList.GetItemCount() - 1;
+ int index = _issuesList.ItemCount - 1;
_issuesList.SetItemTooltip(index, tooltip);
_issuesList.SetItemMetadata(index, i);
}
@@ -207,7 +207,7 @@ namespace GodotTools.Build
_issuesList.Clear();
- var issue = new BuildIssue {Message = cause, Warning = false};
+ var issue = new BuildIssue { Message = cause, Warning = false };
ErrorCount += 1;
_issues.Add(issue);
@@ -348,7 +348,7 @@ namespace GodotTools.Build
label: "Copy Error".TTR(), (int)IssuesContextMenuOption.Copy);
}
- if (_issuesListContextMenu.GetItemCount() > 0)
+ if (_issuesListContextMenu.ItemCount > 0)
{
_issuesListContextMenu.Position = (Vector2i)(_issuesList.RectGlobalPosition + atPosition);
_issuesListContextMenu.Popup();
diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp
index 148a6796d2..1b4ab0ef4b 100644
--- a/modules/mono/editor/bindings_generator.cpp
+++ b/modules/mono/editor/bindings_generator.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/editor/bindings_generator.h b/modules/mono/editor/bindings_generator.h
index 51a27ee934..2e6ce3a952 100644
--- a/modules/mono/editor/bindings_generator.h
+++ b/modules/mono/editor/bindings_generator.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 */
@@ -598,7 +598,7 @@ class BindingsGenerator {
private:
NameCache(const NameCache &);
- NameCache &operator=(const NameCache &);
+ void operator=(const NameCache &);
};
NameCache name_cache;
diff --git a/modules/mono/editor/code_completion.cpp b/modules/mono/editor/code_completion.cpp
index 7433c865f5..095fd831a3 100644
--- a/modules/mono/editor/code_completion.cpp
+++ b/modules/mono/editor/code_completion.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 */
@@ -155,7 +155,7 @@ PackedStringArray get_code_completion(CompletionKind p_kind, const String &p_scr
dir_access->list_dir_begin();
String filename = dir_access->get_next();
- while (filename != "") {
+ while (!filename.is_empty()) {
if (filename == "." || filename == "..") {
filename = dir_access->get_next();
continue;
diff --git a/modules/mono/editor/code_completion.h b/modules/mono/editor/code_completion.h
index 7f7521672b..82b592003b 100644
--- a/modules/mono/editor/code_completion.h
+++ b/modules/mono/editor/code_completion.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/editor/editor_internal_calls.cpp b/modules/mono/editor/editor_internal_calls.cpp
index 9a61b63c12..3c02ea0e8e 100644
--- a/modules/mono/editor/editor_internal_calls.cpp
+++ b/modules/mono/editor/editor_internal_calls.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/editor/editor_internal_calls.h b/modules/mono/editor/editor_internal_calls.h
index 24080cd867..a899634d57 100644
--- a/modules/mono/editor/editor_internal_calls.h
+++ b/modules/mono/editor/editor_internal_calls.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/editor/godotsharp_export.cpp b/modules/mono/editor/godotsharp_export.cpp
index 54dbaebf38..f9ea403334 100644
--- a/modules/mono/editor/godotsharp_export.cpp
+++ b/modules/mono/editor/godotsharp_export.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/editor/godotsharp_export.h b/modules/mono/editor/godotsharp_export.h
index 0e9d689618..60620b5f4d 100644
--- a/modules/mono/editor/godotsharp_export.h
+++ b/modules/mono/editor/godotsharp_export.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/editor_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
new file mode 100644
index 0000000000..6e9547ce9b
--- /dev/null
+++ b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
@@ -0,0 +1,41 @@
+// meta-description: Classic movement for gravity games (platformer, ...)
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+ public const float Speed = 300.0f;
+ public const float JumpForce = -400.0f;
+
+ // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+ public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
+
+ public override void _PhysicsProcess(float delta)
+ {
+ Vector2 motionVelocity = MotionVelocity;
+
+ // Add the gravity.
+ if (!IsOnFloor())
+ motionVelocity.y += gravity * delta;
+
+ // Handle Jump.
+ if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
+ motionVelocity.y = JumpForce;
+
+ // Get the input direction and handle the movement/deceleration.
+ // As good practice, you should replace UI actions with custom gameplay actions.
+ Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
+ if (direction != Vector2.Zero)
+ {
+ motionVelocity.x = direction.x * Speed;
+ }
+ else
+ {
+ motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
+ }
+
+ MotionVelocity = motionVelocity;
+ MoveAndSlide();
+ }
+}
diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
new file mode 100644
index 0000000000..13be4bbcb1
--- /dev/null
+++ b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
@@ -0,0 +1,44 @@
+// meta-description: Classic movement for gravity games (FPS, TPS, ...)
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+ public const float Speed = 5.0f;
+ public const float JumpForce = 4.5f;
+
+ // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+ public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
+
+ public override void _PhysicsProcess(float delta)
+ {
+ Vector3 motionVelocity = MotionVelocity;
+
+ // Add the gravity.
+ if (!IsOnFloor())
+ motionVelocity.y -= gravity * delta;
+
+ // Handle Jump.
+ if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
+ motionVelocity.y = JumpForce;
+
+ // Get the input direction and handle the movement/deceleration.
+ // As good practice, you should replace UI actions with custom gameplay actions.
+ Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
+ Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
+ if (direction != Vector3.Zero)
+ {
+ motionVelocity.x = direction.x * Speed;
+ motionVelocity.z = direction.z * Speed;
+ }
+ else
+ {
+ motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
+ motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed);
+ }
+
+ MotionVelocity = motionVelocity;
+ MoveAndSlide();
+ }
+}
diff --git a/modules/mono/editor_templates/EditorPlugin/plugin.cs b/modules/mono/editor_templates/EditorPlugin/plugin.cs
new file mode 100644
index 0000000000..6e6a799be6
--- /dev/null
+++ b/modules/mono/editor_templates/EditorPlugin/plugin.cs
@@ -0,0 +1,19 @@
+// meta-description: Basic plugin template
+#if TOOLS
+using _BINDINGS_NAMESPACE_;
+using System;
+
+[Tool]
+public partial class _CLASS_ : _BASE_
+{
+ public override void _EnterTree()
+ {
+ // Initialization of the plugin goes here.
+ }
+
+ public override void _ExitTree()
+ {
+ // Clean-up of the plugin goes here.
+ }
+}
+#endif
diff --git a/modules/mono/editor_templates/EditorScript/basic_editor_script.cs b/modules/mono/editor_templates/EditorScript/basic_editor_script.cs
new file mode 100644
index 0000000000..2088822890
--- /dev/null
+++ b/modules/mono/editor_templates/EditorScript/basic_editor_script.cs
@@ -0,0 +1,14 @@
+// meta-description: Basic editor script template
+#if TOOLS
+using _BINDINGS_NAMESPACE_;
+using System;
+
+[Tool]
+public partial class _CLASS_ : _BASE_
+{
+ public override void _Run()
+ {
+ // Called when the script is executed (using File -> Run in Script Editor).
+ }
+}
+#endif
diff --git a/modules/mono/editor_templates/Node/default.cs b/modules/mono/editor_templates/Node/default.cs
new file mode 100644
index 0000000000..73d69dd993
--- /dev/null
+++ b/modules/mono/editor_templates/Node/default.cs
@@ -0,0 +1,19 @@
+// meta-description: Base template for Node with default Godot cycle methods
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+ // Called when the node enters the scene tree for the first time.
+ public override void _Ready()
+ {
+
+ }
+
+ // Called every frame. 'delta' is the elapsed time since the previous frame.
+ public override void _Process(float delta)
+ {
+
+ }
+}
diff --git a/modules/mono/editor_templates/Object/empty.cs b/modules/mono/editor_templates/Object/empty.cs
new file mode 100644
index 0000000000..e5bee64fe1
--- /dev/null
+++ b/modules/mono/editor_templates/Object/empty.cs
@@ -0,0 +1,9 @@
+// meta-description: Empty template suitable for all Objects
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+
+}
diff --git a/modules/mono/editor_templates/SCsub b/modules/mono/editor_templates/SCsub
new file mode 100644
index 0000000000..39f6cb5c01
--- /dev/null
+++ b/modules/mono/editor_templates/SCsub
@@ -0,0 +1,16 @@
+#!/usr/bin/env python
+
+Import("env")
+
+import editor.template_builders as build_template_cs
+
+env["BUILDERS"]["MakeCSharpTemplateBuilder"] = Builder(
+ action=env.Run(build_template_cs.make_templates, "Generating C# templates header."),
+ suffix=".h",
+ src_suffix=".cs",
+)
+
+# Template files
+templates_sources = Glob("*/*.cs")
+
+env.Alias("editor_template_cs", [env.MakeCSharpTemplateBuilder("templates.gen.h", templates_sources)])
diff --git a/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs b/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs
new file mode 100644
index 0000000000..00fdc9968e
--- /dev/null
+++ b/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs
@@ -0,0 +1,67 @@
+// meta-description: Visual shader's node plugin template
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class VisualShaderNode_CLASS_ : _BASE_
+{
+ public override string _GetName()
+ {
+ return "_CLASS_";
+ }
+
+ public override string _GetCategory()
+ {
+ return "";
+ }
+
+ public override string _GetDescription()
+ {
+ return "";
+ }
+
+ public override int _GetReturnIconType()
+ {
+ return 0;
+ }
+
+ public override int _GetInputPortCount()
+ {
+ return 0;
+ }
+
+ public override string _GetInputPortName(int port)
+ {
+ return "";
+ }
+
+ public override int _GetInputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override int _GetOutputPortCount()
+ {
+ return 1;
+ }
+
+ public override string _GetOutputPortName(int port)
+ {
+ return "result";
+ }
+
+ public override int _GetOutputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override string _GetGlobalCode(Shader.Mode mode)
+ {
+ return "";
+ }
+
+ public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
+ {
+ return "";
+ }
+}
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..656796c5c7 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>
@@ -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)
@@ -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..75240b0c09 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs
@@ -314,13 +314,13 @@ 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_Add(IntPtr ptr, object key, object value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Dictionary_Clear(IntPtr ptr);
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..bfe9600084 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
@@ -624,7 +624,7 @@ 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 +693,23 @@ 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..a89dca6c34 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -415,6 +415,10 @@ 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 +694,7 @@ 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)"/>
@@ -1345,7 +1349,7 @@ 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..8e253388bf 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>
@@ -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..5d9aabdd2f 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)
{
@@ -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..1f5282e88f 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
{
@@ -184,13 +184,13 @@ 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>
@@ -222,13 +222,13 @@ namespace Godot
}
/// <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 +365,21 @@ 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;
}
@@ -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..9b51de5c8c 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
{
@@ -149,45 +149,45 @@ 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 +218,21 @@ 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 +366,13 @@ 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 +380,13 @@ 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 +394,14 @@ 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 +409,13 @@ 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 +423,13 @@ 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 +437,13 @@ 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 +451,13 @@ 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 +465,13 @@ 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 +479,22 @@ 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 +502,22 @@ 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 +525,13 @@ 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 +539,13 @@ 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 +553,106 @@ 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 +674,11 @@ 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 +690,9 @@ 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..433a5d9dc9 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
{
@@ -170,17 +170,17 @@ 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)
);
}
@@ -212,46 +212,46 @@ namespace Godot
}
/// <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 +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 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 +412,16 @@ 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
);
}
@@ -699,6 +699,13 @@ 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 +714,13 @@ 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 +729,15 @@ 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 +746,13 @@ 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 +761,13 @@ 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 +776,13 @@ 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 +791,13 @@ 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 +806,13 @@ 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 +821,22 @@ 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 +845,22 @@ 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 +869,43 @@ 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 +919,17 @@ 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 +943,17 @@ 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 +967,17 @@ 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 +992,13 @@ 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 +1010,12 @@ 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..eb06d2b87e 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
{
@@ -124,36 +124,36 @@ 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 +186,21 @@ 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 +347,13 @@ 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 +362,13 @@ 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 +377,14 @@ 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 +393,13 @@ 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 +408,13 @@ 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 +423,13 @@ 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 +438,13 @@ 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 +453,13 @@ 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 +468,22 @@ 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 +492,22 @@ 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 +516,13 @@ 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 +531,13 @@ 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 +546,121 @@ 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 +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 Vector3i)
@@ -539,9 +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(Vector3i other)
{
diff --git a/modules/mono/glue/arguments_vector.h b/modules/mono/glue/arguments_vector.h
index 9ba6a05ac6..7c991d87a4 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 */
diff --git a/modules/mono/glue/base_object_glue.cpp b/modules/mono/glue/base_object_glue.cpp
index 6c5503a3bd..8e7b125ed5 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 */
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..56a08a0dd5 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 +237,8 @@ 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_Add(Dictionary *ptr, MonoObject *key, MonoObject *value) {
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 */
diff --git a/modules/mono/godotsharp_defs.h b/modules/mono/godotsharp_defs.h
index 273dba52f9..e5f1abe8d7 100644
--- a/modules/mono/godotsharp_defs.h
+++ b/modules/mono/godotsharp_defs.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/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index 24bd1ed492..02739f0480 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.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 */
@@ -229,9 +229,6 @@ private:
#endif
}
- _GodotSharpDirs(const _GodotSharpDirs &);
- _GodotSharpDirs &operator=(const _GodotSharpDirs &);
-
public:
static _GodotSharpDirs &get_singleton() {
static _GodotSharpDirs singleton;
diff --git a/modules/mono/godotsharp_dirs.h b/modules/mono/godotsharp_dirs.h
index 3a3c6f980e..da25e0778f 100644
--- a/modules/mono/godotsharp_dirs.h
+++ b/modules/mono/godotsharp_dirs.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/managed_callable.cpp b/modules/mono/managed_callable.cpp
index 6d868b527c..8ed21c323f 100644
--- a/modules/mono/managed_callable.cpp
+++ b/modules/mono/managed_callable.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/managed_callable.h b/modules/mono/managed_callable.h
index c620eee60d..ea7231f43b 100644
--- a/modules/mono/managed_callable.h
+++ b/modules/mono/managed_callable.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/mono_gc_handle.cpp b/modules/mono/mono_gc_handle.cpp
index 8583065016..f3dafa6ecf 100644
--- a/modules/mono/mono_gc_handle.cpp
+++ b/modules/mono/mono_gc_handle.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/mono_gc_handle.h b/modules/mono/mono_gc_handle.h
index d0e51d159f..ab9e508c99 100644
--- a/modules/mono/mono_gc_handle.h
+++ b/modules/mono/mono_gc_handle.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 */
@@ -56,13 +56,12 @@ struct MonoGCHandleData {
void release();
- MonoGCHandleData &operator=(const MonoGCHandleData &p_other) {
+ void operator=(const MonoGCHandleData &p_other) {
#ifdef DEBUG_ENABLED
CRASH_COND(!is_released());
#endif
handle = p_other.handle;
type = p_other.type;
- return *this;
}
MonoGCHandleData(const MonoGCHandleData &) = default;
diff --git a/modules/mono/mono_gd/android_mono_config.h b/modules/mono/mono_gd/android_mono_config.h
index 9d7cfe1b7c..9ee4bcf590 100644
--- a/modules/mono/mono_gd/android_mono_config.h
+++ b/modules/mono/mono_gd/android_mono_config.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/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index f3e83b26b9..6f542a67e7 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.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 */
@@ -504,7 +504,7 @@ void GDMono::_init_godot_api_hashes() {
}
void GDMono::_init_exception_policy() {
- PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/unhandled_exception_policy", PROPERTY_HINT_ENUM,
+ PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/runtime/unhandled_exception_policy", PROPERTY_HINT_ENUM,
vformat("Terminate Application:%s,Log Error:%s", (int)POLICY_TERMINATE_APP, (int)POLICY_LOG_ERROR));
unhandled_exception_policy = (UnhandledExceptionPolicy)(int)GLOBAL_DEF(exc_policy_prop.name, (int)POLICY_TERMINATE_APP);
ProjectSettings::get_singleton()->set_custom_property_info(exc_policy_prop.name, exc_policy_prop);
diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h
index a18fa6c6b4..aab0b31c37 100644
--- a/modules/mono/mono_gd/gd_mono.h
+++ b/modules/mono/mono_gd/gd_mono.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/mono_gd/gd_mono_assembly.cpp b/modules/mono/mono_gd/gd_mono_assembly.cpp
index 67f38bf127..3991b14612 100644
--- a/modules/mono/mono_gd/gd_mono_assembly.cpp
+++ b/modules/mono/mono_gd/gd_mono_assembly.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/mono_gd/gd_mono_assembly.h b/modules/mono/mono_gd/gd_mono_assembly.h
index 6191c491f4..b25d773be7 100644
--- a/modules/mono/mono_gd/gd_mono_assembly.h
+++ b/modules/mono/mono_gd/gd_mono_assembly.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/mono_gd/gd_mono_cache.cpp b/modules/mono/mono_gd/gd_mono_cache.cpp
index 2bf55493e0..d8fd244067 100644
--- a/modules/mono/mono_gd/gd_mono_cache.cpp
+++ b/modules/mono/mono_gd/gd_mono_cache.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 */
@@ -177,6 +177,8 @@ void CachedData::clear_godot_api_cache() {
methodthunk_MarshalUtils_TypeIsGenericICollection.nullify();
methodthunk_MarshalUtils_TypeIsGenericIDictionary.nullify();
+ methodthunk_MarshalUtils_GetGenericTypeDefinition.nullify();
+
methodthunk_MarshalUtils_ArrayGetElementType.nullify();
methodthunk_MarshalUtils_DictionaryGetKeyValueTypes.nullify();
@@ -299,6 +301,8 @@ void update_godot_api_cache() {
CACHE_METHOD_THUNK_AND_CHECK(MarshalUtils, TypeIsGenericICollection, GODOT_API_CLASS(MarshalUtils)->get_method("TypeIsGenericICollection", 1));
CACHE_METHOD_THUNK_AND_CHECK(MarshalUtils, TypeIsGenericIDictionary, GODOT_API_CLASS(MarshalUtils)->get_method("TypeIsGenericIDictionary", 1));
+ CACHE_METHOD_THUNK_AND_CHECK(MarshalUtils, GetGenericTypeDefinition, GODOT_API_CLASS(MarshalUtils)->get_method("GetGenericTypeDefinition", 2));
+
CACHE_METHOD_THUNK_AND_CHECK(MarshalUtils, ArrayGetElementType, GODOT_API_CLASS(MarshalUtils)->get_method("ArrayGetElementType", 2));
CACHE_METHOD_THUNK_AND_CHECK(MarshalUtils, DictionaryGetKeyValueTypes, GODOT_API_CLASS(MarshalUtils)->get_method("DictionaryGetKeyValueTypes", 3));
diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h
index 4b4688b4d9..49f47b0a15 100644
--- a/modules/mono/mono_gd/gd_mono_cache.h
+++ b/modules/mono/mono_gd/gd_mono_cache.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 */
@@ -148,6 +148,8 @@ struct CachedData {
GDMonoMethodThunkR<MonoBoolean, MonoReflectionType *> methodthunk_MarshalUtils_TypeIsGenericICollection;
GDMonoMethodThunkR<MonoBoolean, MonoReflectionType *> methodthunk_MarshalUtils_TypeIsGenericIDictionary;
+ GDMonoMethodThunk<MonoReflectionType *, MonoReflectionType **> methodthunk_MarshalUtils_GetGenericTypeDefinition;
+
GDMonoMethodThunk<MonoReflectionType *, MonoReflectionType **> methodthunk_MarshalUtils_ArrayGetElementType;
GDMonoMethodThunk<MonoReflectionType *, MonoReflectionType **, MonoReflectionType **> methodthunk_MarshalUtils_DictionaryGetKeyValueTypes;
diff --git a/modules/mono/mono_gd/gd_mono_class.cpp b/modules/mono/mono_gd/gd_mono_class.cpp
index 4f4480fa49..89c37e087b 100644
--- a/modules/mono/mono_gd/gd_mono_class.cpp
+++ b/modules/mono/mono_gd/gd_mono_class.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 */
@@ -464,9 +464,18 @@ const Vector<GDMonoClass *> &GDMonoClass::get_all_delegates() {
return delegates_list;
}
+ // If the class is generic we must use the generic type definition.
+ MonoClass *klass = mono_class;
+ if (mono_type_get_type(get_mono_type()) == MONO_TYPE_GENERICINST) {
+ MonoReflectionType *reftype = mono_type_get_object(mono_domain_get(), get_mono_type());
+ GDMonoUtils::Marshal::get_generic_type_definition(reftype, &reftype);
+ MonoType *type = mono_reflection_type_get_type(reftype);
+ klass = mono_class_from_mono_type(type);
+ }
+
void *iter = nullptr;
MonoClass *raw_class = nullptr;
- while ((raw_class = mono_class_get_nested_types(mono_class, &iter)) != nullptr) {
+ while ((raw_class = mono_class_get_nested_types(klass, &iter)) != nullptr) {
if (mono_class_is_delegate(raw_class)) {
StringName name = String::utf8(mono_class_get_name(raw_class));
diff --git a/modules/mono/mono_gd/gd_mono_class.h b/modules/mono/mono_gd/gd_mono_class.h
index daea75bae8..bfb5797d4b 100644
--- a/modules/mono/mono_gd/gd_mono_class.h
+++ b/modules/mono/mono_gd/gd_mono_class.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/mono_gd/gd_mono_field.cpp b/modules/mono/mono_gd/gd_mono_field.cpp
index 111eaa0bbf..333a06c94a 100644
--- a/modules/mono/mono_gd/gd_mono_field.cpp
+++ b/modules/mono/mono_gd/gd_mono_field.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/mono_gd/gd_mono_field.h b/modules/mono/mono_gd/gd_mono_field.h
index ed5078c673..abcdef378c 100644
--- a/modules/mono/mono_gd/gd_mono_field.h
+++ b/modules/mono/mono_gd/gd_mono_field.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/mono_gd/gd_mono_header.h b/modules/mono/mono_gd/gd_mono_header.h
index 483030610f..bf21283080 100644
--- a/modules/mono/mono_gd/gd_mono_header.h
+++ b/modules/mono/mono_gd/gd_mono_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/mono_gd/gd_mono_internals.cpp b/modules/mono/mono_gd/gd_mono_internals.cpp
index cf76c23926..d206b0dfc3 100644
--- a/modules/mono/mono_gd/gd_mono_internals.cpp
+++ b/modules/mono/mono_gd/gd_mono_internals.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/mono_gd/gd_mono_internals.h b/modules/mono/mono_gd/gd_mono_internals.h
index 26eb270eee..a8f9cfa3ca 100644
--- a/modules/mono/mono_gd/gd_mono_internals.h
+++ b/modules/mono/mono_gd/gd_mono_internals.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/mono_gd/gd_mono_log.cpp b/modules/mono/mono_gd/gd_mono_log.cpp
index 179bbfb40c..01a6521876 100644
--- a/modules/mono/mono_gd/gd_mono_log.cpp
+++ b/modules/mono/mono_gd/gd_mono_log.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 */
@@ -121,12 +121,10 @@ void GDMonoLog::_delete_old_log_files(const String &p_logs_dir) {
ERR_FAIL_COND(da->list_dir_begin() != OK);
- String current;
- while ((current = da->get_next()).length()) {
- if (da->current_is_dir()) {
- continue;
- }
- if (!current.ends_with(".txt")) {
+ String current = da->get_next();
+ while (!current.is_empty()) {
+ if (da->current_is_dir() || !current.ends_with(".txt")) {
+ current = da->get_next();
continue;
}
@@ -135,6 +133,7 @@ void GDMonoLog::_delete_old_log_files(const String &p_logs_dir) {
if (OS::get_singleton()->get_unix_time() - modified_time > MAX_SECS) {
da->remove(current);
}
+ current = da->get_next();
}
da->list_dir_end();
diff --git a/modules/mono/mono_gd/gd_mono_log.h b/modules/mono/mono_gd/gd_mono_log.h
index 9ddbd251ac..9aa67a09e2 100644
--- a/modules/mono/mono_gd/gd_mono_log.h
+++ b/modules/mono/mono_gd/gd_mono_log.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/mono_gd/gd_mono_marshal.cpp b/modules/mono/mono_gd/gd_mono_marshal.cpp
index 6b395303dd..957abca37b 100644
--- a/modules/mono/mono_gd/gd_mono_marshal.cpp
+++ b/modules/mono/mono_gd/gd_mono_marshal.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/mono_gd/gd_mono_marshal.h b/modules/mono/mono_gd/gd_mono_marshal.h
index 2f4b619b61..20d4743e5c 100644
--- a/modules/mono/mono_gd/gd_mono_marshal.h
+++ b/modules/mono/mono_gd/gd_mono_marshal.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/mono_gd/gd_mono_method.cpp b/modules/mono/mono_gd/gd_mono_method.cpp
index 67aabcde10..6734b44783 100644
--- a/modules/mono/mono_gd/gd_mono_method.cpp
+++ b/modules/mono/mono_gd/gd_mono_method.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/mono_gd/gd_mono_method.h b/modules/mono/mono_gd/gd_mono_method.h
index c08ffe904b..6e87a60ee2 100644
--- a/modules/mono/mono_gd/gd_mono_method.h
+++ b/modules/mono/mono_gd/gd_mono_method.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/mono_gd/gd_mono_method_thunk.h b/modules/mono/mono_gd/gd_mono_method_thunk.h
index 091d26df1d..bb163b89bc 100644
--- a/modules/mono/mono_gd/gd_mono_method_thunk.h
+++ b/modules/mono/mono_gd/gd_mono_method_thunk.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/mono_gd/gd_mono_property.cpp b/modules/mono/mono_gd/gd_mono_property.cpp
index 5c7cf29e88..c9775ae9cb 100644
--- a/modules/mono/mono_gd/gd_mono_property.cpp
+++ b/modules/mono/mono_gd/gd_mono_property.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/mono_gd/gd_mono_property.h b/modules/mono/mono_gd/gd_mono_property.h
index 9bb1caa759..003bcf05e1 100644
--- a/modules/mono/mono_gd/gd_mono_property.h
+++ b/modules/mono/mono_gd/gd_mono_property.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/mono_gd/gd_mono_utils.cpp b/modules/mono/mono_gd/gd_mono_utils.cpp
index 09aa9ad948..a884bf4da0 100644
--- a/modules/mono/mono_gd/gd_mono_utils.cpp
+++ b/modules/mono/mono_gd/gd_mono_utils.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 */
@@ -614,6 +614,12 @@ bool type_is_generic_idictionary(MonoReflectionType *p_reftype) {
return (bool)res;
}
+void get_generic_type_definition(MonoReflectionType *p_reftype, MonoReflectionType **r_generic_reftype) {
+ MonoException *exc = nullptr;
+ CACHED_METHOD_THUNK(MarshalUtils, GetGenericTypeDefinition).invoke(p_reftype, r_generic_reftype, &exc);
+ UNHANDLED_EXCEPTION(exc);
+}
+
void array_get_element_type(MonoReflectionType *p_array_reftype, MonoReflectionType **r_elem_reftype) {
MonoException *exc = nullptr;
CACHED_METHOD_THUNK(MarshalUtils, ArrayGetElementType).invoke(p_array_reftype, r_elem_reftype, &exc);
diff --git a/modules/mono/mono_gd/gd_mono_utils.h b/modules/mono/mono_gd/gd_mono_utils.h
index 773501e93d..4c2c2c93c2 100644
--- a/modules/mono/mono_gd/gd_mono_utils.h
+++ b/modules/mono/mono_gd/gd_mono_utils.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 */
@@ -62,6 +62,8 @@ bool type_is_generic_ienumerable(MonoReflectionType *p_reftype);
bool type_is_generic_icollection(MonoReflectionType *p_reftype);
bool type_is_generic_idictionary(MonoReflectionType *p_reftype);
+void get_generic_type_definition(MonoReflectionType *p_reftype, MonoReflectionType **r_generic_reftype);
+
void array_get_element_type(MonoReflectionType *p_array_reftype, MonoReflectionType **r_elem_reftype);
void dictionary_get_key_value_types(MonoReflectionType *p_dict_reftype, MonoReflectionType **r_key_reftype, MonoReflectionType **r_value_reftype);
diff --git a/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp b/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp
index a477c55456..dbfca2dc0c 100644
--- a/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp
+++ b/modules/mono/mono_gd/gd_mono_wasm_m2n.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/mono_gd/gd_mono_wasm_m2n.h b/modules/mono/mono_gd/gd_mono_wasm_m2n.h
index c49a62a632..68299aa984 100644
--- a/modules/mono/mono_gd/gd_mono_wasm_m2n.h
+++ b/modules/mono/mono_gd/gd_mono_wasm_m2n.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/mono_gd/i_mono_class_member.h b/modules/mono/mono_gd/i_mono_class_member.h
index 36e14ba27c..14e8ca82b9 100644
--- a/modules/mono/mono_gd/i_mono_class_member.h
+++ b/modules/mono/mono_gd/i_mono_class_member.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/mono_gd/managed_type.cpp b/modules/mono/mono_gd/managed_type.cpp
index 0acfafe841..5860d7db1e 100644
--- a/modules/mono/mono_gd/managed_type.cpp
+++ b/modules/mono/mono_gd/managed_type.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/mono_gd/managed_type.h b/modules/mono/mono_gd/managed_type.h
index 0456a9a864..603ff3aca1 100644
--- a/modules/mono/mono_gd/managed_type.h
+++ b/modules/mono/mono_gd/managed_type.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/mono_gd/support/android_support.cpp b/modules/mono/mono_gd/support/android_support.cpp
index c65353dfd1..eb8bbab948 100644
--- a/modules/mono/mono_gd/support/android_support.cpp
+++ b/modules/mono/mono_gd/support/android_support.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/mono_gd/support/android_support.h b/modules/mono/mono_gd/support/android_support.h
index 0c5dd2764c..073cd31c65 100644
--- a/modules/mono/mono_gd/support/android_support.h
+++ b/modules/mono/mono_gd/support/android_support.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/mono_gd/support/ios_support.h b/modules/mono/mono_gd/support/ios_support.h
index 28a8806d0e..2f444d5089 100644
--- a/modules/mono/mono_gd/support/ios_support.h
+++ b/modules/mono/mono_gd/support/ios_support.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/mono_gd/support/ios_support.mm b/modules/mono/mono_gd/support/ios_support.mm
index 23424fbaf9..e66b88db32 100644
--- a/modules/mono/mono_gd/support/ios_support.mm
+++ b/modules/mono/mono_gd/support/ios_support.mm
@@ -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/register_types.cpp b/modules/mono/register_types.cpp
index 98e83335e9..531a4bb11f 100644
--- a/modules/mono/register_types.cpp
+++ b/modules/mono/register_types.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/register_types.h b/modules/mono/register_types.h
index 1a2ff004b5..12f7e36f02 100644
--- a/modules/mono/register_types.h
+++ b/modules/mono/register_types.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/signal_awaiter_utils.cpp b/modules/mono/signal_awaiter_utils.cpp
index 3aaf726fc8..315a9c29f6 100644
--- a/modules/mono/signal_awaiter_utils.cpp
+++ b/modules/mono/signal_awaiter_utils.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/signal_awaiter_utils.h b/modules/mono/signal_awaiter_utils.h
index e12ea45b3f..1a62f36625 100644
--- a/modules/mono/signal_awaiter_utils.h
+++ b/modules/mono/signal_awaiter_utils.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/utils/macros.h b/modules/mono/utils/macros.h
index 4a220d89c8..2ca1a4cbf1 100644
--- a/modules/mono/utils/macros.h
+++ b/modules/mono/utils/macros.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/utils/mono_reg_utils.cpp b/modules/mono/utils/mono_reg_utils.cpp
index d0a27b27c1..f388661207 100644
--- a/modules/mono/utils/mono_reg_utils.cpp
+++ b/modules/mono/utils/mono_reg_utils.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/utils/mono_reg_utils.h b/modules/mono/utils/mono_reg_utils.h
index 0e617761ea..5be60d4930 100644
--- a/modules/mono/utils/mono_reg_utils.h
+++ b/modules/mono/utils/mono_reg_utils.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/utils/osx_utils.cpp b/modules/mono/utils/osx_utils.cpp
index f4216c8129..835c611709 100644
--- a/modules/mono/utils/osx_utils.cpp
+++ b/modules/mono/utils/osx_utils.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/utils/osx_utils.h b/modules/mono/utils/osx_utils.h
index 6704f19077..2f6c6dad51 100644
--- a/modules/mono/utils/osx_utils.h
+++ b/modules/mono/utils/osx_utils.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/utils/path_utils.cpp b/modules/mono/utils/path_utils.cpp
index 64aec5d359..89851fc4d3 100644
--- a/modules/mono/utils/path_utils.cpp
+++ b/modules/mono/utils/path_utils.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/utils/path_utils.h b/modules/mono/utils/path_utils.h
index 82b8f95f49..a8cd8daf04 100644
--- a/modules/mono/utils/path_utils.h
+++ b/modules/mono/utils/path_utils.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/utils/string_utils.cpp b/modules/mono/utils/string_utils.cpp
index 74f5e6d18a..dd29299330 100644
--- a/modules/mono/utils/string_utils.cpp
+++ b/modules/mono/utils/string_utils.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/utils/string_utils.h b/modules/mono/utils/string_utils.h
index 3290cb38b9..d79888716a 100644
--- a/modules/mono/utils/string_utils.h
+++ b/modules/mono/utils/string_utils.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 */