diff options
Diffstat (limited to 'modules/mono')
-rw-r--r-- | modules/mono/csharp_script.cpp | 70 | ||||
-rw-r--r-- | modules/mono/csharp_script.h | 5 | ||||
-rw-r--r-- | modules/mono/doc_classes/GodotSharp.xml | 2 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs | 112 |
4 files changed, 183 insertions, 6 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 475b483d6c..b95b63cf1f 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -1853,6 +1853,74 @@ Variant::Type CSharpInstance::get_property_type(const StringName &p_name, bool * return Variant::NIL; } +bool CSharpInstance::property_can_revert(const StringName &p_name) const { + ERR_FAIL_COND_V(!script.is_valid(), false); + + GD_MONO_SCOPE_THREAD_ATTACH; + + MonoObject *mono_object = get_mono_object(); + ERR_FAIL_NULL_V(mono_object, false); + + GDMonoClass *top = script->script_class; + + while (top && top != script->native) { + GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_property_can_revert), 1); + + if (method) { + Variant name = p_name; + const Variant *args[1] = { &name }; + + MonoObject *ret = method->invoke(mono_object, args); + + if (ret) { + bool can_revert = GDMonoMarshal::mono_object_to_variant(ret); + if (can_revert) { + return true; + } + } + + break; + } + + top = top->get_parent_class(); + } + + return false; +} + +bool CSharpInstance::property_get_revert(const StringName &p_name, Variant &r_ret) const { + ERR_FAIL_COND_V(!script.is_valid(), false); + + GD_MONO_SCOPE_THREAD_ATTACH; + + MonoObject *mono_object = get_mono_object(); + ERR_FAIL_NULL_V(mono_object, false); + + GDMonoClass *top = script->script_class; + + while (top && top != script->native) { + GDMonoMethod *method = top->get_method(CACHED_STRING_NAME(_property_get_revert), 1); + + if (method) { + Variant name = p_name; + const Variant *args[1] = { &name }; + + MonoObject *ret = method->invoke(mono_object, args); + + if (ret) { + r_ret = GDMonoMarshal::mono_object_to_variant(ret); + return true; + } + + break; + } + + top = top->get_parent_class(); + } + + return false; +} + void CSharpInstance::get_method_list(List<MethodInfo> *p_list) const { if (!script->is_valid() || !script->script_class) { return; @@ -3705,6 +3773,8 @@ CSharpLanguage::StringNameCache::StringNameCache() { _set = StaticCString::create("_set"); _get = StaticCString::create("_get"); _get_property_list = StaticCString::create("_get_property_list"); + _property_can_revert = StaticCString::create("_property_can_revert"); + _property_get_revert = StaticCString::create("_property_get_revert"); _notification = StaticCString::create("_notification"); _script_source = StaticCString::create("script/source"); on_before_serialize = StaticCString::create("OnBeforeSerialize"); diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h index 48129e69cb..823de91bf6 100644 --- a/modules/mono/csharp_script.h +++ b/modules/mono/csharp_script.h @@ -293,6 +293,9 @@ public: void get_property_list(List<PropertyInfo> *p_properties) const override; Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const override; + bool property_can_revert(const StringName &p_name) const override; + bool property_get_revert(const StringName &p_name, Variant &r_ret) const override; + void get_method_list(List<MethodInfo> *p_list) const override; bool has_method(const StringName &p_method) const override; Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override; @@ -371,6 +374,8 @@ class CSharpLanguage : public ScriptLanguage { StringName _set; StringName _get; StringName _get_property_list; + StringName _property_can_revert; + StringName _property_get_revert; StringName _notification; StringName _script_source; StringName dotctor; // .ctor diff --git a/modules/mono/doc_classes/GodotSharp.xml b/modules/mono/doc_classes/GodotSharp.xml index 9de6b48e9e..b981542801 100644 --- a/modules/mono/doc_classes/GodotSharp.xml +++ b/modules/mono/doc_classes/GodotSharp.xml @@ -38,7 +38,7 @@ </method> <method name="is_domain_finalizing_for_unload"> <return type="bool" /> - <argument index="0" name="domain_id" type="int" /> + <param index="0" name="domain_id" type="int" /> <description> Returns [code]true[/code] if the domain is being finalized, [code]false[/code] otherwise. </description> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs index 72fe9cb16f..4af817455c 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs @@ -140,7 +140,6 @@ namespace Godot } } - /// <summary> /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> @@ -178,16 +177,59 @@ namespace Godot ); } + /// <summary> + /// Performs a cubic interpolation between vectors <paramref name="preA"/>, this vector, + /// <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>. + /// </summary> + /// <param name="b">The destination vector.</param> + /// <param name="preA">A vector before this vector.</param> + /// <param name="postB">A vector after <paramref name="b"/>.</param> + /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> + /// <returns>The interpolated vector.</returns> + public Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight) + { + return new Vector4 + ( + Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight), + Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight), + Mathf.CubicInterpolate(y, b.z, preA.z, postB.z, weight), + Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight) + ); + } /// <summary> - /// Returns a new vector with all components rounded down (towards negative infinity). + /// Returns the normalized vector pointing from this vector to <paramref name="to"/>. /// </summary> - /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns> - public Vector4 Floor() + /// <param name="to">The other vector to point towards.</param> + /// <returns>The direction from this vector to <paramref name="to"/>.</returns> + public Vector4 DirectionTo(Vector4 to) { - return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w)); + Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w); + ret.Normalize(); + return ret; } + /// <summary> + /// 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="to">The other vector to use.</param> + /// <returns>The squared distance between the two vectors.</returns> + public real_t DistanceSquaredTo(Vector4 to) + { + return (to - this).LengthSquared(); + } + + /// <summary> + /// Returns the distance between this vector and <paramref name="to"/>. + /// </summary> + /// <param name="to">The other vector to use.</param> + /// <returns>The distance between the two vectors.</returns> + public real_t DistanceTo(Vector4 to) + { + return (to - this).Length(); + } /// <summary> /// Returns the dot product of this vector and <paramref name="with"/>. @@ -200,6 +242,15 @@ namespace Godot } /// <summary> + /// Returns a new vector with all components rounded down (towards negative infinity). + /// </summary> + /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns> + public Vector4 Floor() + { + return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w)); + } + + /// <summary> /// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>. /// </summary> /// <returns>The inverse of this vector.</returns> @@ -318,6 +369,42 @@ namespace Godot } /// <summary> + /// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components + /// and <paramref name="mod"/>. + /// </summary> + /// <param name="mod">A value representing the divisor of the operation.</param> + /// <returns> + /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>. + /// </returns> + public Vector4 PosMod(real_t mod) + { + return new Vector4( + Mathf.PosMod(x, mod), + Mathf.PosMod(y, mod), + Mathf.PosMod(z, mod), + Mathf.PosMod(w, mod) + ); + } + + /// <summary> + /// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components + /// and <paramref name="modv"/>'s components. + /// </summary> + /// <param name="modv">A vector representing the divisors of the operation.</param> + /// <returns> + /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components. + /// </returns> + public Vector4 PosMod(Vector4 modv) + { + return new Vector4( + Mathf.PosMod(x, modv.x), + Mathf.PosMod(y, modv.y), + Mathf.PosMod(z, modv.z), + Mathf.PosMod(w, modv.w) + ); + } + + /// <summary> /// Returns this vector with all components rounded to the nearest integer, /// with halfway cases rounded towards the nearest multiple of two. /// </summary> @@ -343,6 +430,21 @@ namespace Godot return v; } + /// <summary> + /// Returns this vector with each component snapped to the nearest multiple of <paramref name="step"/>. + /// This can also be used to round to an arbitrary number of decimals. + /// </summary> + /// <param name="step">A vector value representing the step size to snap to.</param> + public Vector4 Snapped(Vector4 step) + { + return new Vector4( + Mathf.Snapped(x, step.x), + Mathf.Snapped(y, step.y), + Mathf.Snapped(z, step.z), + Mathf.Snapped(w, step.w) + ); + } + // Constants private static readonly Vector4 _zero = new Vector4(0, 0, 0, 0); private static readonly Vector4 _one = new Vector4(1, 1, 1, 1); |