diff options
Diffstat (limited to 'modules/mono')
61 files changed, 1938 insertions, 848 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs index ac8d6473a6..9a46b7d164 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; #pragma warning disable CS0169 @@ -83,6 +84,10 @@ namespace Godot.SourceGenerators.Sample [Export] private StringName[] field_StringNameArray = { "foo", "bar" }; [Export] private NodePath[] field_NodePathArray = { "foo", "bar" }; [Export] private RID[] field_RIDArray = { default, default, default }; + // Note we use Array and not System.Array. This tests the generated namespace qualification. + [Export] private Int32[] field_empty_Int32Array = Array.Empty<Int32>(); + // Note we use List and not System.Collections.Generic. + [Export] private int[] field_array_from_list = new List<int>(Array.Empty<int>()).ToArray(); // Variant [Export] private Variant field_Variant = "foo"; diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/MoreExportedFields.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/MoreExportedFields.cs new file mode 100644 index 0000000000..a6c8e52667 --- /dev/null +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/MoreExportedFields.cs @@ -0,0 +1,19 @@ +using System; +using System.Diagnostics.CodeAnalysis; + +#pragma warning disable CS0169 +#pragma warning disable CS0414 + +namespace Godot.SourceGenerators.Sample +{ + [SuppressMessage("ReSharper", "BuiltInTypeReferenceStyle")] + [SuppressMessage("ReSharper", "RedundantNameQualifier")] + [SuppressMessage("ReSharper", "ArrangeObjectCreationWhenTypeEvident")] + [SuppressMessage("ReSharper", "InconsistentNaming")] + // We split the definition of ExportedFields to verify properties work across multiple files. + public partial class ExportedFields : Godot.Object + { + // Note we use Array and not System.Array. This tests the generated namespace qualification. + [Export] private Int64[] field_empty_Int64Array = Array.Empty<Int64>(); + } +} diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs index 8de12de23b..9e3add4262 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.Collections.Immutable; using System.Linq; +using System.Text; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; @@ -165,6 +166,50 @@ namespace Godot.SourceGenerators public static string FullQualifiedName(this INamespaceSymbol namespaceSymbol) => namespaceSymbol.ToDisplayString(FullyQualifiedFormatOmitGlobal); + public static string FullQualifiedName(this ISymbol symbol) + => symbol.ToDisplayString(FullyQualifiedFormatOmitGlobal); + + public static string FullQualifiedSyntax(this SyntaxNode node, SemanticModel sm) + { + StringBuilder sb = new(); + FullQualifiedSyntax_(node, sm, sb, true); + return sb.ToString(); + } + + private static void FullQualifiedSyntax_(SyntaxNode node, SemanticModel sm, StringBuilder sb, bool isFirstNode) + { + if (node is NameSyntax ns && isFirstNode) + { + SymbolInfo nameInfo = sm.GetSymbolInfo(ns); + sb.Append(nameInfo.Symbol?.FullQualifiedName() ?? ns.ToString()); + return; + } + + bool innerIsFirstNode = true; + foreach (var child in node.ChildNodesAndTokens()) + { + if (child.HasLeadingTrivia) + { + sb.Append(child.GetLeadingTrivia()); + } + + if (child.IsNode) + { + FullQualifiedSyntax_(child.AsNode()!, sm, sb, isFirstNode: innerIsFirstNode); + innerIsFirstNode = false; + } + else + { + sb.Append(child); + } + + if (child.HasTrailingTrivia) + { + sb.Append(child.GetTrailingTrivia()); + } + } + } + public static string SanitizeQualifiedNameForUniqueHint(this string qualifiedName) => qualifiedName // AddSource() doesn't support angle brackets diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs index 1a25d684a0..88c0e71155 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs @@ -71,29 +71,29 @@ namespace Godot.SourceGenerators Expression = 19, PlaceholderText = 20, ColorNoAlpha = 21, - ImageCompressLossy = 22, - ImageCompressLossless = 23, - ObjectId = 24, - TypeString = 25, - NodePathToEditedNode = 26, - MethodOfVariantType = 27, - MethodOfBaseType = 28, - MethodOfInstance = 29, - MethodOfScript = 30, - PropertyOfVariantType = 31, - PropertyOfBaseType = 32, - PropertyOfInstance = 33, - PropertyOfScript = 34, - ObjectTooBig = 35, - NodePathValidTypes = 36, - SaveFile = 37, - GlobalSaveFile = 38, - IntIsObjectid = 39, - IntIsPointer = 41, - ArrayType = 40, - LocaleId = 42, - LocalizableString = 43, - NodeType = 44, + ObjectId = 22, + TypeString = 23, + NodePathToEditedNode = 24, + MethodOfVariantType = 25, + MethodOfBaseType = 26, + MethodOfInstance = 27, + MethodOfScript = 28, + PropertyOfVariantType = 29, + PropertyOfBaseType = 30, + PropertyOfInstance = 31, + PropertyOfScript = 32, + ObjectTooBig = 33, + NodePathValidTypes = 34, + SaveFile = 35, + GlobalSaveFile = 36, + IntIsObjectid = 37, + IntIsPointer = 38, + ArrayType = 39, + LocaleId = 40, + LocalizableString = 41, + NodeType = 42, + HideQuaternionEdit = 43, + Password = 44, Max = 45 } @@ -128,12 +128,14 @@ namespace Godot.SourceGenerators DeferredSetResource = 33554432, EditorInstantiateObject = 67108864, EditorBasicSetting = 134217728, + ReadOnly = 268435456, Array = 536870912, Default = 6, DefaultIntl = 38, NoEditor = 2 } + [Flags] public enum MethodFlags { Normal = 1, diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotMemberData.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotMemberData.cs index db395e21cb..abd8079922 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotMemberData.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotMemberData.cs @@ -3,7 +3,7 @@ using Microsoft.CodeAnalysis; namespace Godot.SourceGenerators { - public struct GodotMethodData + public readonly struct GodotMethodData { public GodotMethodData(IMethodSymbol method, ImmutableArray<MarshalType> paramTypes, ImmutableArray<ITypeSymbol> paramTypeSymbols, MarshalType? retType, ITypeSymbol? retSymbol) @@ -22,7 +22,7 @@ namespace Godot.SourceGenerators public ITypeSymbol? RetSymbol { get; } } - public struct GodotSignalDelegateData + public readonly struct GodotSignalDelegateData { public GodotSignalDelegateData(string name, INamedTypeSymbol delegateSymbol, GodotMethodData invokeMethodData) { @@ -36,7 +36,7 @@ namespace Godot.SourceGenerators public GodotMethodData InvokeMethodData { get; } } - public struct GodotPropertyData + public readonly struct GodotPropertyData { public GodotPropertyData(IPropertySymbol propertySymbol, MarshalType type) { @@ -48,7 +48,7 @@ namespace Godot.SourceGenerators public MarshalType Type { get; } } - public struct GodotFieldData + public readonly struct GodotFieldData { public GodotFieldData(IFieldSymbol fieldSymbol, MarshalType type) { diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs index 7ec3f88e5d..19fdd51dab 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs @@ -56,7 +56,7 @@ namespace GodotPlugins.Game } "; - context.AddSource("GodotPlugins.Game_Generated", + context.AddSource("GodotPlugins.Game.generated", SourceText.From(source, Encoding.UTF8)); } } diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MethodInfo.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MethodInfo.cs index 81c6f2b7d5..bb9be862c4 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MethodInfo.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MethodInfo.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; namespace Godot.SourceGenerators { - internal struct MethodInfo + internal readonly struct MethodInfo { public MethodInfo(string name, PropertyInfo returnVal, MethodFlags flags, List<PropertyInfo>? arguments, diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs index b345f5f84d..2b89633ef6 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs @@ -1,6 +1,6 @@ namespace Godot.SourceGenerators { - internal struct PropertyInfo + internal readonly struct PropertyInfo { public PropertyInfo(VariantType type, string name, PropertyHint hint, string? hintString, PropertyUsageFlags usage, bool exported) diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs index 1ee31eb1a9..d5d80df643 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs @@ -87,7 +87,7 @@ namespace Godot.SourceGenerators bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptMethods_Generated"; + + "_ScriptMethods.generated"; var source = new StringBuilder(); @@ -188,14 +188,14 @@ namespace Godot.SourceGenerators if (godotClassMethods.Length > 0) { source.Append(" protected override bool InvokeGodotClassMethod(in godot_string_name method, "); - source.Append("NativeVariantPtrArgs args, int argCount, out godot_variant ret)\n {\n"); + source.Append("NativeVariantPtrArgs args, out godot_variant ret)\n {\n"); foreach (var method in godotClassMethods) { GenerateMethodInvoker(method, source); } - source.Append(" return base.InvokeGodotClassMethod(method, args, argCount, out ret);\n"); + source.Append(" return base.InvokeGodotClassMethod(method, args, out ret);\n"); source.Append(" }\n"); } @@ -364,7 +364,7 @@ namespace Godot.SourceGenerators source.Append(" if (method == MethodName."); source.Append(methodName); - source.Append(" && argCount == "); + source.Append(" && args.Count == "); source.Append(method.ParamTypes.Length); source.Append(") {\n"); 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 e8a9e28d0c..ccfb405d26 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs @@ -96,8 +96,8 @@ namespace Godot.SourceGenerators string.Empty; bool hasNamespace = classNs.Length != 0; - var uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptPath_Generated"; + string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() + + "_ScriptPath.generated"; var source = new StringBuilder(); @@ -126,7 +126,7 @@ namespace Godot.SourceGenerators source.Append("\n}\n"); } - context.AddSource(uniqueHint.ToString(), SourceText.From(source.ToString(), Encoding.UTF8)); + context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8)); } private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context, @@ -157,7 +157,7 @@ namespace Godot.SourceGenerators sourceBuilder.Append("})]\n"); - context.AddSource("AssemblyScriptTypes_Generated", + context.AddSource("AssemblyScriptTypes.generated", SourceText.From(sourceBuilder.ToString(), Encoding.UTF8)); } diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs index b331e2e794..1198c633d9 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs @@ -73,7 +73,7 @@ namespace Godot.SourceGenerators bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptProperties_Generated"; + + "_ScriptProperties.generated"; var source = new StringBuilder(); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs index 65dadcb801..9a18ba3ab2 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs @@ -73,7 +73,7 @@ namespace Godot.SourceGenerators bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptPropertyDefVal_Generated"; + + "_ScriptPropertyDefVal.generated"; var source = new StringBuilder(); @@ -170,7 +170,13 @@ namespace Godot.SourceGenerators .Select(s => s?.Initializer ?? null) .FirstOrDefault(); - string? value = initializer?.Value.ToString(); + // Fully qualify the value to avoid issues with namespaces. + string? value = null; + if (initializer != null) + { + var sm = context.Compilation.GetSemanticModel(initializer.SyntaxTree); + value = initializer.Value.FullQualifiedSyntax(sm); + } exportedMembers.Add(new ExportedPropertyMetadata( property.Name, marshalType.Value, propertyType, value)); @@ -207,7 +213,13 @@ namespace Godot.SourceGenerators .Select(s => s.Initializer) .FirstOrDefault(i => i != null); - string? value = initializer?.Value.ToString(); + // This needs to be fully qualified to avoid issues with namespaces. + string? value = null; + if (initializer != null) + { + var sm = context.Compilation.GetSemanticModel(initializer.SyntaxTree); + value = initializer.Value.FullQualifiedSyntax(sm); + } exportedMembers.Add(new ExportedPropertyMetadata( field.Name, marshalType.Value, fieldType, value)); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs index a40220565f..11e0a6fa21 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs @@ -73,7 +73,7 @@ namespace Godot.SourceGenerators bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptSerialization_Generated"; + + "_ScriptSerialization.generated"; var source = new StringBuilder(); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs index ea7cc3fe38..50196b84f0 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs @@ -82,7 +82,7 @@ namespace Godot.SourceGenerators bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint() - + "_ScriptSignals_Generated"; + + "_ScriptSignals.generated"; var source = new StringBuilder(); @@ -167,6 +167,7 @@ namespace Godot.SourceGenerators Common.ReportSignalDelegateSignatureMustReturnVoid(context, signalDelegateSymbol); } } + continue; } @@ -257,14 +258,14 @@ namespace Godot.SourceGenerators { source.Append( " protected override void RaiseGodotClassSignalCallbacks(in godot_string_name signal, "); - source.Append("NativeVariantPtrArgs args, int argCount)\n {\n"); + source.Append("NativeVariantPtrArgs args)\n {\n"); foreach (var signal in godotSignalDelegates) { GenerateSignalEventInvoker(signal, source); } - source.Append(" base.RaiseGodotClassSignalCallbacks(signal, args, argCount);\n"); + source.Append(" base.RaiseGodotClassSignalCallbacks(signal, args);\n"); source.Append(" }\n"); } @@ -404,7 +405,7 @@ namespace Godot.SourceGenerators source.Append(" if (signal == SignalName."); source.Append(signalName); - source.Append(" && argCount == "); + source.Append(" && args.Count == "); source.Append(invokeMethodData.ParamTypes.Length); source.Append(") {\n"); source.Append(" backing_"); diff --git a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Utils/SemaphoreExtensions.cs b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Utils/SemaphoreExtensions.cs index 9d593fbf8a..ab21527344 100644 --- a/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Utils/SemaphoreExtensions.cs +++ b/modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Utils/SemaphoreExtensions.cs @@ -13,7 +13,7 @@ namespace GodotTools.IdeMessaging.Utils return waitAsyncTask.ContinueWith<IDisposable>(t => wrapper, cancellationToken).ConfigureAwait(false); } - private struct SemaphoreSlimWaitReleaseWrapper : IDisposable + private readonly struct SemaphoreSlimWaitReleaseWrapper : IDisposable { private readonly SemaphoreSlim semaphoreSlim; diff --git a/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs b/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs index 2184cae6d6..94efcba3f1 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs @@ -22,7 +22,7 @@ namespace GodotTools.Export public bool FullAot; private bool _useInterpreter; - public bool UseInterpreter { get => _useInterpreter && !LLVMOnly; set => _useInterpreter = value; } + public bool UseInterpreter { readonly get => _useInterpreter && !LLVMOnly; set => _useInterpreter = value; } public string[] ExtraAotOptions; public string[] ExtraOptimizerOptions; diff --git a/modules/mono/editor/GodotTools/GodotTools/PlaySettings.cs b/modules/mono/editor/GodotTools/GodotTools/PlaySettings.cs index 820d0c0b83..9a8fdcc7c5 100644 --- a/modules/mono/editor/GodotTools/GodotTools/PlaySettings.cs +++ b/modules/mono/editor/GodotTools/GodotTools/PlaySettings.cs @@ -1,6 +1,6 @@ namespace GodotTools { - public struct PlaySettings + public readonly struct PlaySettings { public bool HasDebugger { get; } public string DebuggerHost { get; } diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp index d29e0d69ab..b90321b586 100644 --- a/modules/mono/editor/bindings_generator.cpp +++ b/modules/mono/editor/bindings_generator.cpp @@ -1614,7 +1614,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str output << MEMBER_BEGIN "protected internal " << (is_derived_type ? "override" : "virtual") << " bool " CS_METHOD_INVOKE_GODOT_CLASS_METHOD "(in godot_string_name method, " - << "NativeVariantPtrArgs args, int argCount, out godot_variant ret)\n" + << "NativeVariantPtrArgs args, out godot_variant ret)\n" << INDENT1 "{\n"; for (const MethodInterface &imethod : itype.methods) { @@ -1630,7 +1630,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str // We check both native names (snake_case) and proxy names (PascalCase) output << INDENT2 "if ((method == " << CS_STATIC_FIELD_METHOD_PROXY_NAME_PREFIX << imethod.name << " || method == MethodName." << imethod.proxy_name - << ") && argCount == " << itos(imethod.arguments.size()) + << ") && args.Count == " << itos(imethod.arguments.size()) << " && " << CS_METHOD_HAS_GODOT_CLASS_METHOD << "((godot_string_name)" << CS_STATIC_FIELD_METHOD_PROXY_NAME_PREFIX << imethod.name << ".NativeValue))\n" << INDENT2 "{\n"; @@ -1682,7 +1682,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str } if (is_derived_type) { - output << INDENT2 "return base." CS_METHOD_INVOKE_GODOT_CLASS_METHOD "(method, args, argCount, out ret);\n"; + output << INDENT2 "return base." CS_METHOD_INVOKE_GODOT_CLASS_METHOD "(method, args, out ret);\n"; } else { output << INDENT2 "ret = default;\n" << INDENT2 "return false;\n"; @@ -2200,6 +2200,11 @@ Error BindingsGenerator::_generate_cs_method(const BindingsGenerator::TypeInterf Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterface &p_itype, const BindingsGenerator::SignalInterface &p_isignal, StringBuilder &p_output) { String arguments_sig; + String delegate_type_params; + + if (!p_isignal.arguments.is_empty()) { + delegate_type_params += "<"; + } // Retrieve information from the arguments const ArgumentInterface &first = p_isignal.arguments.front()->get(); @@ -2220,11 +2225,18 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf if (&iarg != &first) { arguments_sig += ", "; + delegate_type_params += ", "; } arguments_sig += arg_type->cs_type; arguments_sig += " "; arguments_sig += iarg.name; + + delegate_type_params += arg_type->cs_type; + } + + if (!p_isignal.arguments.is_empty()) { + delegate_type_params += ">"; } // Generate signal @@ -2248,15 +2260,46 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf p_output.append("\")]"); } - String delegate_name = p_isignal.proxy_name; - delegate_name += "EventHandler"; // Delegate name is [SignalName]EventHandler + bool is_parameterless = p_isignal.arguments.size() == 0; - // Generate delegate - p_output.append(MEMBER_BEGIN "public delegate void "); - p_output.append(delegate_name); - p_output.append("("); - p_output.append(arguments_sig); - p_output.append(");\n"); + // Delegate name is [SignalName]EventHandler + String delegate_name = is_parameterless ? "Action" : p_isignal.proxy_name + "EventHandler"; + + if (!is_parameterless) { + // Generate delegate + p_output.append(MEMBER_BEGIN "public delegate void "); + p_output.append(delegate_name); + p_output.append("("); + p_output.append(arguments_sig); + p_output.append(");\n"); + + // Generate Callable trampoline for the delegate + p_output << MEMBER_BEGIN "private static unsafe void " << p_isignal.proxy_name << "Trampoline" + << "(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)\n" + << INDENT1 "{\n" + << INDENT2 "Callable.ThrowIfArgCountMismatch(args, " << itos(p_isignal.arguments.size()) << ");\n" + << INDENT2 "((" << delegate_name << ")delegateObj)("; + + int idx = 0; + for (const ArgumentInterface &iarg : p_isignal.arguments) { + const TypeInterface *arg_type = _get_type_or_null(iarg.type); + ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found + + if (idx != 0) { + p_output << ","; + } + + // TODO: We don't need to use VariantConversionCallbacks. We have the type information so we can use [cs_variant_to_managed] and [cs_managed_to_variant]. + p_output << "\n" INDENT3 "VariantConversionCallbacks.GetToManagedCallback<" + << arg_type->cs_type << ">()(args[" << itos(idx) << "])"; + + idx++; + } + + p_output << ");\n" + << INDENT2 "ret = default;\n" + << INDENT1 "}\n"; + } if (p_isignal.method_doc && p_isignal.method_doc->description.size()) { String xml_summary = bbcode_to_xml(fix_doc_description(p_isignal.method_doc->description), &p_itype); @@ -2292,6 +2335,11 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf p_output.append("static "); } + if (!is_parameterless) { + // `unsafe` is needed for taking the trampoline's function pointer + p_output << "unsafe "; + } + p_output.append("event "); p_output.append(delegate_name); p_output.append(" "); @@ -2304,8 +2352,13 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf p_output.append("add => Connect(SignalName."); } - p_output.append(p_isignal.proxy_name); - p_output.append(", new Callable(value));\n"); + if (is_parameterless) { + // Delegate type is Action. No need for custom trampoline. + p_output << p_isignal.proxy_name << ", Callable.From(value));\n"; + } else { + p_output << p_isignal.proxy_name + << ", Callable.CreateWithUnsafeTrampoline(value, &" << p_isignal.proxy_name << "Trampoline));\n"; + } if (p_itype.is_singleton) { p_output.append(INDENT2 "remove => " CS_PROPERTY_SINGLETON ".Disconnect(SignalName."); @@ -2313,8 +2366,14 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf p_output.append(INDENT2 "remove => Disconnect(SignalName."); } - p_output.append(p_isignal.proxy_name); - p_output.append(", new Callable(value));\n"); + if (is_parameterless) { + // Delegate type is Action. No need for custom trampoline. + p_output << p_isignal.proxy_name << ", Callable.From(value));\n"; + } else { + p_output << p_isignal.proxy_name + << ", Callable.CreateWithUnsafeTrampoline(value, &" << p_isignal.proxy_name << "Trampoline));\n"; + } + p_output.append(CLOSE_BLOCK_L1); } @@ -3119,9 +3178,10 @@ bool BindingsGenerator::_populate_object_type_interfaces() { for (const KeyValue<StringName, ClassDB::ClassInfo::EnumInfo> &E : enum_map) { StringName enum_proxy_cname = E.key; String enum_proxy_name = enum_proxy_cname.operator String(); - if (itype.find_property_by_proxy_name(enum_proxy_cname)) { - // We have several conflicts between enums and PascalCase properties, - // so we append 'Enum' to the enum name in those cases. + if (itype.find_property_by_proxy_name(enum_proxy_name) || itype.find_method_by_proxy_name(enum_proxy_name) || itype.find_signal_by_proxy_name(enum_proxy_name)) { + // In case the enum name conflicts with other PascalCase members, + // we append 'Enum' to the enum name in those cases. + // We have several conflicts between enums and PascalCase properties. enum_proxy_name += "Enum"; enum_proxy_cname = StringName(enum_proxy_name); } @@ -3170,7 +3230,15 @@ bool BindingsGenerator::_populate_object_type_interfaces() { int64_t *value = class_info->constant_map.getptr(StringName(constant_name)); ERR_FAIL_NULL_V(value, false); - ConstantInterface iconstant(constant_name, snake_to_pascal_case(constant_name, true), *value); + String constant_proxy_name = snake_to_pascal_case(constant_name, true); + + if (itype.find_property_by_proxy_name(constant_proxy_name) || itype.find_method_by_proxy_name(constant_proxy_name) || itype.find_signal_by_proxy_name(constant_proxy_name)) { + // In case the constant name conflicts with other PascalCase members, + // we append 'Constant' to the constant name in those cases. + constant_proxy_name += "Constant"; + } + + ConstantInterface iconstant(constant_name, constant_proxy_name, *value); iconstant.const_doc = nullptr; for (int i = 0; i < itype.class_doc->constants.size(); i++) { diff --git a/modules/mono/editor/code_completion.cpp b/modules/mono/editor/code_completion.cpp index 40296eef10..dc69567261 100644 --- a/modules/mono/editor/code_completion.cpp +++ b/modules/mono/editor/code_completion.cpp @@ -140,7 +140,7 @@ PackedStringArray get_code_completion(CompletionKind p_kind, const String &p_scr } } break; case CompletionKind::RESOURCE_PATHS: { - if (bool(EditorSettings::get_singleton()->get("text_editor/completion/complete_file_paths"))) { + if (bool(EDITOR_GET("text_editor/completion/complete_file_paths"))) { _get_directory_contents(EditorFileSystem::get_singleton()->get_filesystem(), suggestions); } } break; diff --git a/modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/CallbacksInfo.cs b/modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/CallbacksInfo.cs index 686023a077..ae51c07386 100644 --- a/modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/CallbacksInfo.cs +++ b/modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/CallbacksInfo.cs @@ -4,7 +4,7 @@ using Microsoft.CodeAnalysis; namespace Godot.SourceGenerators.Internal; -internal struct CallbacksData +internal readonly struct CallbacksData { public CallbacksData(INamedTypeSymbol nativeTypeSymbol, INamedTypeSymbol funcStructSymbol) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs index d8a6644a66..a2916d4ae8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs @@ -20,7 +20,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector3 Position { - get { return _position; } + readonly get { return _position; } set { _position = value; } } @@ -31,7 +31,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector3 Size { - get { return _size; } + readonly get { return _size; } set { _size = value; } } @@ -45,7 +45,7 @@ namespace Godot /// </value> public Vector3 End { - get { return _position + _size; } + readonly get { return _position + _size; } set { _size = value - _position; } } @@ -54,7 +54,7 @@ namespace Godot /// the most-negative corner is the origin and the size is positive. /// </summary> /// <returns>The modified <see cref="AABB"/>.</returns> - public AABB Abs() + public readonly AABB Abs() { Vector3 end = End; Vector3 topLeft = new Vector3(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y), Mathf.Min(_position.z, end.z)); @@ -66,7 +66,7 @@ namespace Godot /// to <see cref="Position"/> + (<see cref="Size"/> / 2). /// </summary> /// <returns>The center.</returns> - public Vector3 GetCenter() + public readonly Vector3 GetCenter() { return _position + (_size * 0.5f); } @@ -78,7 +78,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not this <see cref="AABB"/> encloses <paramref name="with"/>. /// </returns> - public bool Encloses(AABB with) + public readonly bool Encloses(AABB with) { Vector3 srcMin = _position; Vector3 srcMax = _position + _size; @@ -98,7 +98,7 @@ namespace Godot /// </summary> /// <param name="point">The point to include.</param> /// <returns>The expanded <see cref="AABB"/>.</returns> - public AABB Expand(Vector3 point) + public readonly AABB Expand(Vector3 point) { Vector3 begin = _position; Vector3 end = _position + _size; @@ -140,7 +140,7 @@ namespace Godot /// <paramref name="idx"/> is less than 0 or greater than 7. /// </exception> /// <returns>An endpoint of the <see cref="AABB"/>.</returns> - public Vector3 GetEndpoint(int idx) + public readonly Vector3 GetEndpoint(int idx) { switch (idx) { @@ -172,7 +172,7 @@ namespace Godot /// Returns the normalized longest axis of the <see cref="AABB"/>. /// </summary> /// <returns>A vector representing the normalized longest axis of the <see cref="AABB"/>.</returns> - public Vector3 GetLongestAxis() + public readonly Vector3 GetLongestAxis() { var axis = new Vector3(1f, 0f, 0f); real_t maxSize = _size.x; @@ -195,7 +195,7 @@ namespace Godot /// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="AABB"/>. /// </summary> /// <returns>A <see cref="Vector3.Axis"/> index for which axis is longest.</returns> - public Vector3.Axis GetLongestAxisIndex() + public readonly Vector3.Axis GetLongestAxisIndex() { var axis = Vector3.Axis.X; real_t maxSize = _size.x; @@ -218,7 +218,7 @@ namespace Godot /// Returns the scalar length of the longest axis of the <see cref="AABB"/>. /// </summary> /// <returns>The scalar length of the longest axis of the <see cref="AABB"/>.</returns> - public real_t GetLongestAxisSize() + public readonly real_t GetLongestAxisSize() { real_t maxSize = _size.x; @@ -235,7 +235,7 @@ namespace Godot /// Returns the normalized shortest axis of the <see cref="AABB"/>. /// </summary> /// <returns>A vector representing the normalized shortest axis of the <see cref="AABB"/>.</returns> - public Vector3 GetShortestAxis() + public readonly Vector3 GetShortestAxis() { var axis = new Vector3(1f, 0f, 0f); real_t maxSize = _size.x; @@ -258,7 +258,7 @@ namespace Godot /// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="AABB"/>. /// </summary> /// <returns>A <see cref="Vector3.Axis"/> index for which axis is shortest.</returns> - public Vector3.Axis GetShortestAxisIndex() + public readonly Vector3.Axis GetShortestAxisIndex() { var axis = Vector3.Axis.X; real_t maxSize = _size.x; @@ -281,7 +281,7 @@ namespace Godot /// Returns the scalar length of the shortest axis of the <see cref="AABB"/>. /// </summary> /// <returns>The scalar length of the shortest axis of the <see cref="AABB"/>.</returns> - public real_t GetShortestAxisSize() + public readonly real_t GetShortestAxisSize() { real_t maxSize = _size.x; @@ -300,7 +300,7 @@ namespace Godot /// </summary> /// <param name="dir">The direction to find support for.</param> /// <returns>A vector representing the support.</returns> - public Vector3 GetSupport(Vector3 dir) + public readonly Vector3 GetSupport(Vector3 dir) { Vector3 halfExtents = _size * 0.5f; Vector3 ofs = _position + halfExtents; @@ -315,7 +315,7 @@ namespace Godot /// Returns the volume of the <see cref="AABB"/>. /// </summary> /// <returns>The volume.</returns> - public real_t GetVolume() + public readonly real_t GetVolume() { return _size.x * _size.y * _size.z; } @@ -325,7 +325,7 @@ namespace Godot /// </summary> /// <param name="by">The amount to grow by.</param> /// <returns>The grown <see cref="AABB"/>.</returns> - public AABB Grow(real_t by) + public readonly AABB Grow(real_t by) { AABB res = this; @@ -347,7 +347,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> contains <paramref name="point"/>. /// </returns> - public bool HasPoint(Vector3 point) + public readonly bool HasPoint(Vector3 point) { if (point.x < _position.x) return false; @@ -374,7 +374,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has surface. /// </returns> - public bool HasSurface() + public readonly bool HasSurface() { return _size.x > 0.0f || _size.y > 0.0f || _size.z > 0.0f; } @@ -388,7 +388,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has volume. /// </returns> - public bool HasVolume() + public readonly bool HasVolume() { return _size.x > 0.0f && _size.y > 0.0f && _size.z > 0.0f; } @@ -398,7 +398,7 @@ namespace Godot /// </summary> /// <param name="with">The other <see cref="AABB"/>.</param> /// <returns>The clipped <see cref="AABB"/>.</returns> - public AABB Intersection(AABB with) + public readonly AABB Intersection(AABB with) { Vector3 srcMin = _position; Vector3 srcMax = _position + _size; @@ -447,7 +447,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not they are intersecting. /// </returns> - public bool Intersects(AABB with, bool includeBorders = false) + public readonly bool Intersects(AABB with, bool includeBorders = false) { if (includeBorders) { @@ -490,7 +490,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the <see cref="Plane"/>. /// </returns> - public bool IntersectsPlane(Plane plane) + public readonly bool IntersectsPlane(Plane plane) { Vector3[] points = { @@ -531,7 +531,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the line segment. /// </returns> - public bool IntersectsSegment(Vector3 from, Vector3 to) + public readonly bool IntersectsSegment(Vector3 from, Vector3 to) { real_t min = 0f; real_t max = 1f; @@ -590,7 +590,7 @@ namespace Godot /// </summary> /// <param name="with">The other <see cref="AABB"/>.</param> /// <returns>The merged <see cref="AABB"/>.</returns> - public AABB Merge(AABB with) + public readonly AABB Merge(AABB with) { Vector3 beg1 = _position; Vector3 beg2 = with._position; @@ -702,7 +702,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is AABB other && Equals(other); } @@ -714,7 +714,7 @@ namespace Godot /// </summary> /// <param name="other">The other AABB.</param> /// <returns>Whether or not the AABBs are exactly equal.</returns> - public bool Equals(AABB other) + public readonly bool Equals(AABB other) { return _position == other._position && _size == other._size; } @@ -725,7 +725,7 @@ namespace Godot /// </summary> /// <param name="other">The other AABB to compare.</param> /// <returns>Whether or not the AABBs structures are approximately equal.</returns> - public bool IsEqualApprox(AABB other) + public readonly bool IsEqualApprox(AABB other) { return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size); } @@ -734,7 +734,7 @@ namespace Godot /// Serves as the hash function for <see cref="AABB"/>. /// </summary> /// <returns>A hash code for this AABB.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return _position.GetHashCode() ^ _size.GetHashCode(); } @@ -743,7 +743,7 @@ namespace Godot /// Converts this <see cref="AABB"/> to a string. /// </summary> /// <returns>A string representation of this AABB.</returns> - public override string ToString() + public override readonly string ToString() { return $"{_position}, {_size}"; } @@ -752,7 +752,7 @@ namespace Godot /// Converts this <see cref="AABB"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this AABB.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"{_position.ToString(format)}, {_size.ToString(format)}"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs index 1c98dfcdf6..f1b46e293b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs @@ -489,25 +489,37 @@ namespace Godot.Collections ICollection<T>, IEnumerable<T> { + private static godot_variant ToVariantFunc(in Array<T> godotArray) => + VariantUtils.CreateFromArray(godotArray); + + private static Array<T> FromVariantFunc(in godot_variant variant) => + VariantUtils.ConvertToArrayObject<T>(variant); + // ReSharper disable StaticMemberInGenericType // Warning is about unique static fields being created for each generic type combination: // https://www.jetbrains.com/help/resharper/StaticMemberInGenericType.html // In our case this is exactly what we want. - private static unsafe delegate* managed<in T, godot_variant> _convertToVariantCallback; - private static unsafe delegate* managed<in godot_variant, T> _convertToManagedCallback; + private static readonly unsafe delegate* managed<in T, godot_variant> ConvertToVariantCallback; + private static readonly unsafe delegate* managed<in godot_variant, T> ConvertToManagedCallback; // ReSharper restore StaticMemberInGenericType static unsafe Array() { - _convertToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<T>(); - _convertToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<T>(); + VariantConversionCallbacks.GenericConversionCallbacks[typeof(Array<T>)] = + ( + (IntPtr)(delegate* managed<in Array<T>, godot_variant>)&ToVariantFunc, + (IntPtr)(delegate* managed<in godot_variant, Array<T>>)&FromVariantFunc + ); + + ConvertToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<T>(); + ConvertToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<T>(); } private static unsafe void ValidateVariantConversionCallbacks() { - if (_convertToVariantCallback == null || _convertToManagedCallback == null) + if (ConvertToVariantCallback == null || ConvertToManagedCallback == null) { throw new InvalidOperationException( $"The array element type is not supported for conversion to Variant: '{typeof(T).FullName}'."); @@ -653,7 +665,7 @@ namespace Godot.Collections get { _underlyingArray.GetVariantBorrowElementAt(index, out godot_variant borrowElem); - return _convertToManagedCallback(borrowElem); + return ConvertToManagedCallback(borrowElem); } set { @@ -663,7 +675,7 @@ namespace Godot.Collections godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref self); godot_variant* itemPtr = &ptrw[index]; (*itemPtr).Dispose(); - *itemPtr = _convertToVariantCallback(value); + *itemPtr = ConvertToVariantCallback(value); } } @@ -675,7 +687,7 @@ namespace Godot.Collections /// <returns>The index of the item, or -1 if not found.</returns> public unsafe int IndexOf(T item) { - using var variantValue = _convertToVariantCallback(item); + using var variantValue = ConvertToVariantCallback(item); var self = (godot_array)_underlyingArray.NativeValue; return NativeFuncs.godotsharp_array_index_of(ref self, variantValue); } @@ -693,7 +705,7 @@ namespace Godot.Collections if (index < 0 || index > Count) throw new ArgumentOutOfRangeException(nameof(index)); - using var variantValue = _convertToVariantCallback(item); + using var variantValue = ConvertToVariantCallback(item); var self = (godot_array)_underlyingArray.NativeValue; NativeFuncs.godotsharp_array_insert(ref self, index, variantValue); } @@ -726,7 +738,7 @@ namespace Godot.Collections /// <returns>The new size after adding the item.</returns> public unsafe void Add(T item) { - using var variantValue = _convertToVariantCallback(item); + using var variantValue = ConvertToVariantCallback(item); var self = (godot_array)_underlyingArray.NativeValue; _ = NativeFuncs.godotsharp_array_add(ref self, variantValue); } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index 9c3bc51c44..5d390a298d 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -4,21 +4,6 @@ using System.Runtime.InteropServices; namespace Godot { /// <summary> - /// Specifies which order Euler angle rotations should be in. - /// When composing, the order is the same as the letters. When decomposing, - /// the order is reversed (ex: YXZ decomposes Z first, then X, and Y last). - /// </summary> - public enum EulerOrder - { - XYZ, - XZY, - YXZ, - YZX, - ZXY, - ZYX - }; - - /// <summary> /// 3×3 matrix used for 3D rotation and scale. /// Almost always used as an orthogonal basis for a Transform. /// @@ -44,7 +29,7 @@ namespace Godot /// <value>Equivalent to <see cref="Column0"/> and array index <c>[0]</c>.</value> public Vector3 x { - get => Column0; + readonly get => Column0; set => Column0 = value; } @@ -54,7 +39,7 @@ namespace Godot /// <value>Equivalent to <see cref="Column1"/> and array index <c>[1]</c>.</value> public Vector3 y { - get => Column1; + readonly get => Column1; set => Column1 = value; } @@ -64,7 +49,7 @@ namespace Godot /// <value>Equivalent to <see cref="Column2"/> and array index <c>[2]</c>.</value> public Vector3 z { - get => Column2; + readonly get => Column2; set => Column2 = value; } @@ -95,7 +80,7 @@ namespace Godot /// <value>Equivalent to <see cref="x"/> and array index <c>[0]</c>.</value> public Vector3 Column0 { - get => new Vector3(Row0.x, Row1.x, Row2.x); + readonly get => new Vector3(Row0.x, Row1.x, Row2.x); set { Row0.x = value.x; @@ -110,7 +95,7 @@ namespace Godot /// <value>Equivalent to <see cref="y"/> and array index <c>[1]</c>.</value> public Vector3 Column1 { - get => new Vector3(Row0.y, Row1.y, Row2.y); + readonly get => new Vector3(Row0.y, Row1.y, Row2.y); set { Row0.y = value.x; @@ -125,7 +110,7 @@ namespace Godot /// <value>Equivalent to <see cref="z"/> and array index <c>[2]</c>.</value> public Vector3 Column2 { - get => new Vector3(Row0.z, Row1.z, Row2.z); + readonly get => new Vector3(Row0.z, Row1.z, Row2.z); set { Row0.z = value.x; @@ -140,7 +125,7 @@ namespace Godot /// <value>Equivalent to the lengths of each column vector, but negative if the determinant is negative.</value> public Vector3 Scale { - get + readonly get { real_t detSign = Mathf.Sign(Determinant()); return detSign * new Vector3 @@ -169,7 +154,7 @@ namespace Godot /// <value>The basis column.</value> public Vector3 this[int column] { - get + readonly get { switch (column) { @@ -210,7 +195,7 @@ namespace Godot /// <value>The matrix element.</value> public real_t this[int column, int row] { - get + readonly get { return this[column][row]; } @@ -249,7 +234,7 @@ namespace Godot /// and is usually considered invalid. /// </summary> /// <returns>The determinant of the basis matrix.</returns> - public real_t Determinant() + public readonly real_t Determinant() { real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1]; real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2]; @@ -270,11 +255,11 @@ namespace Godot /// </summary> /// <param name="order">The Euler order to use. By default, use YXZ order (most common).</param> /// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns> - public Vector3 GetEuler(EulerOrder order = EulerOrder.YXZ) + public readonly Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz) { switch (order) { - case EulerOrder.XYZ: + case EulerOrder.Xyz: { // Euler angles in XYZ convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -318,7 +303,7 @@ namespace Godot } return euler; } - case EulerOrder.XZY: + case EulerOrder.Xzy: { // Euler angles in XZY convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -353,7 +338,7 @@ namespace Godot } return euler; } - case EulerOrder.YXZ: + case EulerOrder.Yxz: { // Euler angles in YXZ convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -398,7 +383,7 @@ namespace Godot return euler; } - case EulerOrder.YZX: + case EulerOrder.Yzx: { // Euler angles in YZX convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -433,7 +418,7 @@ namespace Godot } return euler; } - case EulerOrder.ZXY: + case EulerOrder.Zxy: { // Euler angles in ZXY convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -468,7 +453,7 @@ namespace Godot } return euler; } - case EulerOrder.ZYX: + case EulerOrder.Zyx: { // Euler angles in ZYX convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -514,7 +499,7 @@ namespace Godot /// 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() + internal readonly Quaternion GetQuaternion() { real_t trace = Row0[0] + Row1[1] + Row2[2]; @@ -573,7 +558,7 @@ namespace Godot /// be preferred to Euler angles. /// </summary> /// <returns>The basis rotation.</returns> - public Quaternion GetRotationQuaternion() + public readonly Quaternion GetRotationQuaternion() { Basis orthonormalizedBasis = Orthonormalized(); real_t det = orthonormalizedBasis.Determinant(); @@ -596,7 +581,7 @@ namespace Godot /// <paramref name="index"/> is not 0, 1 or 2. /// </exception> /// <returns>One of <c>Row0</c>, <c>Row1</c>, or <c>Row2</c>.</returns> - public Vector3 GetRow(int index) + public readonly Vector3 GetRow(int index) { switch (index) { @@ -648,7 +633,7 @@ namespace Godot /// For further details, refer to the Godot source code. /// </summary> /// <returns>The orthogonal index.</returns> - public int GetOrthogonalIndex() + public readonly int GetOrthogonalIndex() { var orth = this; @@ -694,7 +679,7 @@ namespace Godot /// Returns the inverse of the matrix. /// </summary> /// <returns>The inverse matrix.</returns> - public Basis Inverse() + public readonly Basis Inverse() { real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1]; real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2]; @@ -724,7 +709,7 @@ namespace Godot ); } - internal Basis Lerp(Basis to, real_t weight) + internal readonly Basis Lerp(Basis to, real_t weight) { Basis b = this; b.Row0 = Row0.Lerp(to.Row0, weight); @@ -739,7 +724,7 @@ namespace Godot /// This performs a Gram-Schmidt orthonormalization on the basis of the matrix. /// </summary> /// <returns>An orthonormalized basis matrix.</returns> - public Basis Orthonormalized() + public readonly Basis Orthonormalized() { Vector3 column0 = this[0]; Vector3 column1 = this[1]; @@ -761,7 +746,7 @@ namespace Godot /// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="angle">The angle to rotate, in radians.</param> /// <returns>The rotated basis matrix.</returns> - public Basis Rotated(Vector3 axis, real_t angle) + public readonly Basis Rotated(Vector3 axis, real_t angle) { return new Basis(axis, angle) * this; } @@ -771,7 +756,7 @@ namespace Godot /// </summary> /// <param name="scale">The scale to introduce.</param> /// <returns>The scaled basis matrix.</returns> - public Basis Scaled(Vector3 scale) + public readonly Basis Scaled(Vector3 scale) { Basis b = this; b.Row0 *= scale.x; @@ -787,7 +772,7 @@ namespace Godot /// <param name="target">The destination basis for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting basis matrix of the interpolation.</returns> - public Basis Slerp(Basis target, real_t weight) + public readonly Basis Slerp(Basis target, real_t weight) { Quaternion from = new Quaternion(this); Quaternion to = new Quaternion(target); @@ -805,7 +790,7 @@ namespace Godot /// </summary> /// <param name="with">A vector to calculate the dot product with.</param> /// <returns>The resulting dot product.</returns> - public real_t Tdotx(Vector3 with) + public readonly real_t Tdotx(Vector3 with) { return Row0[0] * with[0] + Row1[0] * with[1] + Row2[0] * with[2]; } @@ -815,7 +800,7 @@ namespace Godot /// </summary> /// <param name="with">A vector to calculate the dot product with.</param> /// <returns>The resulting dot product.</returns> - public real_t Tdoty(Vector3 with) + public readonly real_t Tdoty(Vector3 with) { return Row0[1] * with[0] + Row1[1] * with[1] + Row2[1] * with[2]; } @@ -825,7 +810,7 @@ namespace Godot /// </summary> /// <param name="with">A vector to calculate the dot product with.</param> /// <returns>The resulting dot product.</returns> - public real_t Tdotz(Vector3 with) + public readonly real_t Tdotz(Vector3 with) { return Row0[2] * with[0] + Row1[2] * with[1] + Row2[2] * with[2]; } @@ -834,21 +819,18 @@ namespace Godot /// Returns the transposed version of the basis matrix. /// </summary> /// <returns>The transposed basis matrix.</returns> - public Basis Transposed() + public readonly Basis Transposed() { Basis tr = this; - real_t temp = tr.Row0[1]; - tr.Row0[1] = tr.Row1[0]; - tr.Row1[0] = temp; + tr.Row0[1] = Row1[0]; + tr.Row1[0] = Row0[1]; - temp = tr.Row0[2]; - tr.Row0[2] = tr.Row2[0]; - tr.Row2[0] = temp; + tr.Row0[2] = Row2[0]; + tr.Row2[0] = Row0[2]; - temp = tr.Row1[2]; - tr.Row1[2] = tr.Row2[1]; - tr.Row2[1] = temp; + tr.Row1[2] = Row2[1]; + tr.Row2[1] = Row1[2]; return tr; } @@ -998,7 +980,7 @@ namespace Godot /// </summary> /// <param name="euler">The Euler angles to use.</param> /// <param name="order">The order to compose the Euler angles.</param> - public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.YXZ) + public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.Yxz) { real_t c, s; @@ -1016,17 +998,17 @@ namespace Godot switch (order) { - case EulerOrder.XYZ: + case EulerOrder.Xyz: return xmat * ymat * zmat; - case EulerOrder.XZY: + case EulerOrder.Xzy: return xmat * zmat * ymat; - case EulerOrder.YXZ: + case EulerOrder.Yxz: return ymat * xmat * zmat; - case EulerOrder.YZX: + case EulerOrder.Yzx: return ymat * zmat * xmat; - case EulerOrder.ZXY: + case EulerOrder.Zxy: return zmat * xmat * ymat; - case EulerOrder.ZYX: + case EulerOrder.Zyx: return zmat * ymat * xmat; default: throw new ArgumentOutOfRangeException(nameof(order)); @@ -1136,7 +1118,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Basis other && Equals(other); } @@ -1148,7 +1130,7 @@ namespace Godot /// </summary> /// <param name="other">The other basis.</param> /// <returns>Whether or not the basis matrices are exactly equal.</returns> - public bool Equals(Basis other) + public readonly bool Equals(Basis other) { return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2); } @@ -1159,7 +1141,7 @@ namespace Godot /// </summary> /// <param name="other">The other basis to compare.</param> /// <returns>Whether or not the bases are approximately equal.</returns> - public bool IsEqualApprox(Basis other) + public readonly bool IsEqualApprox(Basis other) { return Row0.IsEqualApprox(other.Row0) && Row1.IsEqualApprox(other.Row1) && Row2.IsEqualApprox(other.Row2); } @@ -1168,7 +1150,7 @@ namespace Godot /// Serves as the hash function for <see cref="Basis"/>. /// </summary> /// <returns>A hash code for this basis.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode(); } @@ -1177,7 +1159,7 @@ namespace Godot /// Converts this <see cref="Basis"/> to a string. /// </summary> /// <returns>A string representation of this basis.</returns> - public override string ToString() + public override readonly string ToString() { return $"[X: {x}, Y: {y}, Z: {z}]"; } @@ -1186,7 +1168,7 @@ namespace Godot /// Converts this <see cref="Basis"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this basis.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, Z: {z.ToString(format)}]"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs index ae44f8f4ba..354212da1b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs @@ -22,8 +22,7 @@ namespace Godot.Bridge } bool methodInvoked = godotObject.InvokeGodotClassMethod(CustomUnsafe.AsRef(method), - new NativeVariantPtrArgs(args), - argCount, out godot_variant retValue); + new NativeVariantPtrArgs(args, argCount), out godot_variant retValue); if (!methodInvoked) { @@ -102,7 +101,7 @@ namespace Godot.Bridge return godot_bool.False; } - *outRet = Marshaling.ConvertManagedObjectToVariant(ret); + *outRet = ret.CopyNativeVariant(); return godot_bool.True; } catch (Exception e) diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs index 57240624bc..44ea8fc83d 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs @@ -9,7 +9,7 @@ namespace Godot.Bridge { // @formatter:off public delegate* unmanaged<IntPtr, godot_variant**, int, godot_bool*, void> SignalAwaiter_SignalCallback; - public delegate* unmanaged<IntPtr, godot_variant**, uint, godot_variant*, void> DelegateUtils_InvokeWithVariantArgs; + public delegate* unmanaged<IntPtr, void*, godot_variant**, int, godot_variant*, void> DelegateUtils_InvokeWithVariantArgs; public delegate* unmanaged<IntPtr, IntPtr, godot_bool> DelegateUtils_DelegateEquals; public delegate* unmanaged<IntPtr, godot_array*, godot_bool> DelegateUtils_TrySerializeDelegateWithGCHandle; public delegate* unmanaged<godot_array*, IntPtr*, godot_bool> DelegateUtils_TryDeserializeDelegateWithGCHandle; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/MethodInfo.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/MethodInfo.cs index 647ae436ff..85d38f9727 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/MethodInfo.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/MethodInfo.cs @@ -4,7 +4,7 @@ namespace Godot.Bridge; #nullable enable -public struct MethodInfo +public readonly struct MethodInfo { public StringName Name { get; init; } public PropertyInfo ReturnVal { get; init; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs index 80d6f7b4a5..0f447b93c8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs @@ -2,7 +2,7 @@ namespace Godot.Bridge; #nullable enable -public struct PropertyInfo +public readonly struct PropertyInfo { public Variant.Type Type { get; init; } public StringName Name { get; init; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs index 092724a6b1..d83cf43eb2 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs @@ -339,7 +339,7 @@ namespace Godot.Bridge *outOwnerIsNull = godot_bool.False; owner.RaiseGodotClassSignalCallbacks(CustomUnsafe.AsRef(eventSignalName), - new NativeVariantPtrArgs(args), argCount); + new NativeVariantPtrArgs(args, argCount)); } catch (Exception e) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs index bdedd2e87a..f9309ca13e 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs @@ -26,11 +26,12 @@ namespace Godot /// } /// </code> /// </example> - public readonly struct Callable + public readonly partial struct Callable { private readonly Object _target; private readonly StringName _method; private readonly Delegate _delegate; + private readonly unsafe delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void> _trampoline; /// <summary> /// Object that contains the method. @@ -48,10 +49,10 @@ namespace Godot public Delegate Delegate => _delegate; /// <summary> - /// Converts a <see cref="Delegate"/> to a <see cref="Callable"/>. + /// Trampoline function pointer for dynamically invoking <see cref="Callable.Delegate"/>. /// </summary> - /// <param name="delegate">The delegate to convert.</param> - public static implicit operator Callable(Delegate @delegate) => new Callable(@delegate); + public unsafe delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void> Trampoline + => _trampoline; /// <summary> /// Constructs a new <see cref="Callable"/> for the method called <paramref name="method"/> @@ -59,22 +60,21 @@ namespace Godot /// </summary> /// <param name="target">Object that contains the method.</param> /// <param name="method">Name of the method that will be called.</param> - public Callable(Object target, StringName method) + public unsafe Callable(Object target, StringName method) { _target = target; _method = method; _delegate = null; + _trampoline = null; } - /// <summary> - /// Constructs a new <see cref="Callable"/> for the given <paramref name="delegate"/>. - /// </summary> - /// <param name="delegate">Delegate method that will be called.</param> - public Callable(Delegate @delegate) + private unsafe Callable(Delegate @delegate, + delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void> trampoline) { _target = @delegate?.Target as Object; _method = null; _delegate = @delegate; + _trampoline = trampoline; } private const int VarArgsSpanThreshold = 5; @@ -149,5 +149,59 @@ namespace Godot NativeFuncs.godotsharp_callable_call_deferred(callable, (godot_variant**)argsPtr, argc); } } + + /// <summary> + /// <para> + /// Constructs a new <see cref="Callable"/> using the <paramref name="trampoline"/> + /// function pointer to dynamically invoke the given <paramref name="delegate"/>. + /// </para> + /// <para> + /// The parameters passed to the <paramref name="trampoline"/> function are: + /// </para> + /// <list type="number"> + /// <item> + /// <term>delegateObj</term> + /// <description>The given <paramref name="delegate"/>, upcast to <see cref="object"/>.</description> + /// </item> + /// <item> + /// <term>args</term> + /// <description>Array of <see cref="godot_variant"/> arguments.</description> + /// </item> + /// <item> + /// <term>ret</term> + /// <description>Return value of type <see cref="godot_variant"/>.</description> + /// </item> + ///</list> + /// <para> + /// The delegate should be downcast to a more specific delegate type before invoking. + /// </para> + /// </summary> + /// <example> + /// Usage example: + /// + /// <code> + /// static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + /// { + /// if (args.Count != 1) + /// throw new ArgumentException($"Callable expected {1} arguments but received {args.Count}."); + /// + /// TResult res = ((Func<int, string>)delegateObj)( + /// VariantConversionCallbacks.GetToManagedCallback<int>()(args[0]) + /// ); + /// + /// ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res); + /// } + /// + /// var callable = Callable.CreateWithUnsafeTrampoline((int num) => "foo" + num.ToString(), &Trampoline); + /// var res = (string)callable.Call(10); + /// Console.WriteLine(res); + /// </code> + /// </example> + /// <param name="delegate">Delegate method that will be called.</param> + /// <param name="trampoline">Trampoline function pointer for invoking the delegate.</param> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static unsafe Callable CreateWithUnsafeTrampoline(Delegate @delegate, + delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void> trampoline) + => new(@delegate, trampoline); } } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.generics.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.generics.cs new file mode 100644 index 0000000000..6c6a104019 --- /dev/null +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.generics.cs @@ -0,0 +1,480 @@ +using System; +using System.Runtime.CompilerServices; +using Godot.NativeInterop; + +namespace Godot; + +#nullable enable + +public readonly partial struct Callable +{ + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal static void ThrowIfArgCountMismatch(NativeVariantPtrArgs args, int countExpected, + [CallerArgumentExpression("args")] string? paramName = null) + { + if (countExpected != args.Count) + ThrowArgCountMismatch(countExpected, args.Count, paramName); + + static void ThrowArgCountMismatch(int countExpected, int countReceived, string? paramName) + { + throw new ArgumentException( + "Invalid argument count for invoking callable." + + $" Expected {countExpected} arguments, received {countReceived}.", + paramName); + } + } + + /// <summary> + /// Constructs a new <see cref="Callable"/> for the given <paramref name="action"/>. + /// </summary> + /// <param name="action">Action method that will be called.</param> + public static unsafe Callable From( + Action action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 0); + + ((Action)delegateObj)(); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0>( + Action<T0> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 1); + + ((Action<T0>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1>( + Action<T0, T1> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 2); + + ((Action<T0, T1>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2>( + Action<T0, T1, T2> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 3); + + ((Action<T0, T1, T2>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3>( + Action<T0, T1, T2, T3> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 4); + + ((Action<T0, T1, T2, T3>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3, T4>( + Action<T0, T1, T2, T3, T4> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 5); + + ((Action<T0, T1, T2, T3, T4>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5>( + Action<T0, T1, T2, T3, T4, T5> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 6); + + ((Action<T0, T1, T2, T3, T4, T5>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6>( + Action<T0, T1, T2, T3, T4, T5, T6> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 7); + + ((Action<T0, T1, T2, T3, T4, T5, T6>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6, T7>( + Action<T0, T1, T2, T3, T4, T5, T6, T7> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 8); + + ((Action<T0, T1, T2, T3, T4, T5, T6, T7>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]), + VariantConversionCallbacks.GetToManagedCallback<T7>()(args[7]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <inheritdoc cref="From(Action)"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6, T7, T8>( + Action<T0, T1, T2, T3, T4, T5, T6, T7, T8> action + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 9); + + ((Action<T0, T1, T2, T3, T4, T5, T6, T7, T8>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]), + VariantConversionCallbacks.GetToManagedCallback<T7>()(args[7]), + VariantConversionCallbacks.GetToManagedCallback<T8>()(args[8]) + ); + + ret = default; + } + + return CreateWithUnsafeTrampoline(action, &Trampoline); + } + + /// <summary> + /// Constructs a new <see cref="Callable"/> for the given <paramref name="func"/>. + /// </summary> + /// <param name="func">Action method that will be called.</param> + public static unsafe Callable From<TResult>( + Func<TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 0); + + TResult res = ((Func<TResult>)delegateObj)(); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, TResult>( + Func<T0, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 1); + + TResult res = ((Func<T0, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, TResult>( + Func<T0, T1, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 2); + + TResult res = ((Func<T0, T1, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, TResult>( + Func<T0, T1, T2, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 3); + + TResult res = ((Func<T0, T1, T2, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, TResult>( + Func<T0, T1, T2, T3, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 4); + + TResult res = ((Func<T0, T1, T2, T3, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, TResult>( + Func<T0, T1, T2, T3, T4, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 5); + + TResult res = ((Func<T0, T1, T2, T3, T4, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, TResult>( + Func<T0, T1, T2, T3, T4, T5, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 6); + + TResult res = ((Func<T0, T1, T2, T3, T4, T5, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6, TResult>( + Func<T0, T1, T2, T3, T4, T5, T6, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 7); + + TResult res = ((Func<T0, T1, T2, T3, T4, T5, T6, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6, T7, TResult>( + Func<T0, T1, T2, T3, T4, T5, T6, T7, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 8); + + TResult res = ((Func<T0, T1, T2, T3, T4, T5, T6, T7, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]), + VariantConversionCallbacks.GetToManagedCallback<T7>()(args[7]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } + + /// <inheritdoc cref="From{TResult}(Func{TResult})"/> + public static unsafe Callable From<T0, T1, T2, T3, T4, T5, T6, T7, T8, TResult>( + Func<T0, T1, T2, T3, T4, T5, T6, T7, T8, TResult> func + ) + { + static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) + { + ThrowIfArgCountMismatch(args, 9); + + TResult res = ((Func<T0, T1, T2, T3, T4, T5, T6, T7, T8, TResult>)delegateObj)( + VariantConversionCallbacks.GetToManagedCallback<T0>()(args[0]), + VariantConversionCallbacks.GetToManagedCallback<T1>()(args[1]), + VariantConversionCallbacks.GetToManagedCallback<T2>()(args[2]), + VariantConversionCallbacks.GetToManagedCallback<T3>()(args[3]), + VariantConversionCallbacks.GetToManagedCallback<T4>()(args[4]), + VariantConversionCallbacks.GetToManagedCallback<T5>()(args[5]), + VariantConversionCallbacks.GetToManagedCallback<T6>()(args[6]), + VariantConversionCallbacks.GetToManagedCallback<T7>()(args[7]), + VariantConversionCallbacks.GetToManagedCallback<T8>()(args[8]) + ); + + ret = VariantConversionCallbacks.GetToVariantCallback<TResult>()(res); + } + + return CreateWithUnsafeTrampoline(func, &Trampoline); + } +} diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs index ee9e59f9fa..f49023555b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs @@ -43,7 +43,7 @@ namespace Godot /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value> public int r8 { - get + readonly get { return (int)Math.Round(r * 255.0f); } @@ -59,7 +59,7 @@ namespace Godot /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value> public int g8 { - get + readonly get { return (int)Math.Round(g * 255.0f); } @@ -75,7 +75,7 @@ namespace Godot /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value> public int b8 { - get + readonly get { return (int)Math.Round(b * 255.0f); } @@ -91,7 +91,7 @@ namespace Godot /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value> public int a8 { - get + readonly get { return (int)Math.Round(a * 255.0f); } @@ -107,7 +107,7 @@ namespace Godot /// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHSV"/>.</value> public float h { - get + readonly get { float max = Math.Max(r, Math.Max(g, b)); float min = Math.Min(r, Math.Min(g, b)); @@ -155,7 +155,7 @@ namespace Godot /// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHSV"/>.</value> public float s { - get + readonly get { float max = Math.Max(r, Math.Max(g, b)); float min = Math.Min(r, Math.Min(g, b)); @@ -176,7 +176,7 @@ namespace Godot /// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHSV"/>.</value> public float v { - get + readonly get { return Math.Max(r, Math.Max(g, b)); } @@ -197,7 +197,7 @@ namespace Godot /// </value> public float this[int index] { - get + readonly get { switch (index) { @@ -242,7 +242,7 @@ namespace Godot /// </summary> /// <param name="over">The color to blend over.</param> /// <returns>This color blended over <paramref name="over"/>.</returns> - public Color Blend(Color over) + public readonly Color Blend(Color over) { Color res; @@ -269,7 +269,7 @@ namespace Godot /// <param name="min">The color with minimum allowed values.</param> /// <param name="max">The color with maximum allowed values.</param> /// <returns>The color with all components clamped.</returns> - public Color Clamp(Color? min = null, Color? max = null) + public readonly Color Clamp(Color? min = null, Color? max = null) { Color minimum = min ?? new Color(0, 0, 0, 0); Color maximum = max ?? new Color(1, 1, 1, 1); @@ -288,7 +288,7 @@ namespace Godot /// </summary> /// <param name="amount">The ratio to darken by.</param> /// <returns>The darkened color.</returns> - public Color Darkened(float amount) + public readonly Color Darkened(float amount) { Color res = this; res.r *= 1.0f - amount; @@ -301,7 +301,7 @@ namespace Godot /// Returns the inverted color: <c>(1 - r, 1 - g, 1 - b, a)</c>. /// </summary> /// <returns>The inverted color.</returns> - public Color Inverted() + public readonly Color Inverted() { return new Color( 1.0f - r, @@ -317,7 +317,7 @@ namespace Godot /// </summary> /// <param name="amount">The ratio to lighten by.</param> /// <returns>The darkened color.</returns> - public Color Lightened(float amount) + public readonly Color Lightened(float amount) { Color res = this; res.r += (1.0f - res.r) * amount; @@ -333,7 +333,7 @@ namespace Godot /// <param name="to">The destination color for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting color of the interpolation.</returns> - public Color Lerp(Color to, real_t weight) + public readonly Color Lerp(Color to, real_t weight) { return new Color ( @@ -351,7 +351,7 @@ namespace Godot /// <param name="to">The destination color for interpolation.</param> /// <param name="weight">A color with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting color of the interpolation.</returns> - public Color Lerp(Color to, Color weight) + public readonly Color Lerp(Color to, Color weight) { return new Color ( @@ -368,7 +368,7 @@ namespace Godot /// ABGR is the reversed version of the default format. /// </summary> /// <returns>A <see langword="uint"/> representing this color in ABGR32 format.</returns> - public uint ToAbgr32() + public readonly uint ToAbgr32() { uint c = (byte)Math.Round(a * 255); c <<= 8; @@ -387,7 +387,7 @@ namespace Godot /// ABGR is the reversed version of the default format. /// </summary> /// <returns>A <see langword="ulong"/> representing this color in ABGR64 format.</returns> - public ulong ToAbgr64() + public readonly ulong ToAbgr64() { ulong c = (ushort)Math.Round(a * 65535); c <<= 16; @@ -406,7 +406,7 @@ namespace Godot /// ARGB is more compatible with DirectX, but not used much in Godot. /// </summary> /// <returns>A <see langword="uint"/> representing this color in ARGB32 format.</returns> - public uint ToArgb32() + public readonly uint ToArgb32() { uint c = (byte)Math.Round(a * 255); c <<= 8; @@ -425,7 +425,7 @@ namespace Godot /// ARGB is more compatible with DirectX, but not used much in Godot. /// </summary> /// <returns>A <see langword="ulong"/> representing this color in ARGB64 format.</returns> - public ulong ToArgb64() + public readonly ulong ToArgb64() { ulong c = (ushort)Math.Round(a * 65535); c <<= 16; @@ -444,7 +444,7 @@ namespace Godot /// RGBA is Godot's default and recommended format. /// </summary> /// <returns>A <see langword="uint"/> representing this color in RGBA32 format.</returns> - public uint ToRgba32() + public readonly uint ToRgba32() { uint c = (byte)Math.Round(r * 255); c <<= 8; @@ -463,7 +463,7 @@ namespace Godot /// RGBA is Godot's default and recommended format. /// </summary> /// <returns>A <see langword="ulong"/> representing this color in RGBA64 format.</returns> - public ulong ToRgba64() + public readonly ulong ToRgba64() { ulong c = (ushort)Math.Round(r * 65535); c <<= 16; @@ -483,7 +483,7 @@ namespace Godot /// Whether or not to include alpha. If <see langword="false"/>, the color is RGB instead of RGBA. /// </param> /// <returns>A string for the HTML hexadecimal representation of this color.</returns> - public string ToHTML(bool includeAlpha = true) + public readonly string ToHTML(bool includeAlpha = true) { string txt = string.Empty; @@ -777,7 +777,7 @@ namespace Godot /// <param name="hue">Output parameter for the HSV hue.</param> /// <param name="saturation">Output parameter for the HSV saturation.</param> /// <param name="value">Output parameter for the HSV value.</param> - public void ToHSV(out float hue, out float saturation, out float value) + public readonly void ToHSV(out float hue, out float saturation, out float value) { float max = (float)Mathf.Max(r, Mathf.Max(g, b)); float min = (float)Mathf.Min(r, Mathf.Min(g, b)); @@ -1149,7 +1149,7 @@ namespace Godot /// </summary> /// <param name="obj">The other object to compare.</param> /// <returns>Whether or not the color and the other object are equal.</returns> - public override bool Equals(object obj) + public override readonly bool Equals(object obj) { return obj is Color other && Equals(other); } @@ -1161,7 +1161,7 @@ namespace Godot /// </summary> /// <param name="other">The other color.</param> /// <returns>Whether or not the colors are equal.</returns> - public bool Equals(Color other) + public readonly bool Equals(Color other) { return r == other.r && g == other.g && b == other.b && a == other.a; } @@ -1172,7 +1172,7 @@ namespace Godot /// </summary> /// <param name="other">The other color to compare.</param> /// <returns>Whether or not the colors are approximately equal.</returns> - public bool IsEqualApprox(Color other) + public readonly bool IsEqualApprox(Color other) { return Mathf.IsEqualApprox(r, other.r) && Mathf.IsEqualApprox(g, other.g) && Mathf.IsEqualApprox(b, other.b) && Mathf.IsEqualApprox(a, other.a); } @@ -1181,7 +1181,7 @@ namespace Godot /// Serves as the hash function for <see cref="Color"/>. /// </summary> /// <returns>A hash code for this color.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return r.GetHashCode() ^ g.GetHashCode() ^ b.GetHashCode() ^ a.GetHashCode(); } @@ -1190,7 +1190,7 @@ namespace Godot /// Converts this <see cref="Color"/> to a string. /// </summary> /// <returns>A string representation of this color.</returns> - public override string ToString() + public override readonly string ToString() { return $"({r}, {g}, {b}, {a})"; } @@ -1199,7 +1199,7 @@ namespace Godot /// Converts this <see cref="Color"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this color.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({r.ToString(format)}, {g.ToString(format)}, {b.ToString(format)}, {a.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs index 9b3969d453..d19e0c08f2 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs @@ -30,33 +30,23 @@ namespace Godot } [UnmanagedCallersOnly] - internal static unsafe void InvokeWithVariantArgs(IntPtr delegateGCHandle, godot_variant** args, uint argc, - godot_variant* outRet) + internal static unsafe void InvokeWithVariantArgs(IntPtr delegateGCHandle, void* trampoline, + godot_variant** args, int argc, godot_variant* outRet) { try { - // TODO: Optimize - var @delegate = (Delegate)GCHandle.FromIntPtr(delegateGCHandle).Target!; - var managedArgs = new object?[argc]; - - var parameterInfos = @delegate.Method.GetParameters(); - var paramsLength = parameterInfos.Length; - - if (argc != paramsLength) + if (trampoline == null) { - throw new InvalidOperationException( - $"The delegate expects {paramsLength} arguments, but received {argc}."); + throw new ArgumentNullException(nameof(trampoline), + "Cannot dynamically invoke delegate because the trampoline is null."); } - for (uint i = 0; i < argc; i++) - { - managedArgs[i] = Marshaling.ConvertVariantToManagedObjectOfType( - *args[i], parameterInfos[i].ParameterType); - } + var @delegate = (Delegate)GCHandle.FromIntPtr(delegateGCHandle).Target!; + var trampolineFn = (delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void>)trampoline; - object? invokeRet = @delegate.DynamicInvoke(managedArgs); + trampolineFn(@delegate, new NativeVariantPtrArgs(args, argc), out godot_variant ret); - *outRet = Marshaling.ConvertManagedObjectToVariant(invokeRet); + *outRet = ret; } catch (Exception e) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs index 93103d0f6b..f8793332a0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Dictionary.cs @@ -356,35 +356,47 @@ namespace Godot.Collections IDictionary<TKey, TValue>, IReadOnlyDictionary<TKey, TValue> { + private static godot_variant ToVariantFunc(in Dictionary<TKey, TValue> godotDictionary) => + VariantUtils.CreateFromDictionary(godotDictionary); + + private static Dictionary<TKey, TValue> FromVariantFunc(in godot_variant variant) => + VariantUtils.ConvertToDictionaryObject<TKey, TValue>(variant); + // ReSharper disable StaticMemberInGenericType // Warning is about unique static fields being created for each generic type combination: // https://www.jetbrains.com/help/resharper/StaticMemberInGenericType.html // In our case this is exactly what we want. - private static unsafe delegate* managed<in TKey, godot_variant> _convertKeyToVariantCallback; - private static unsafe delegate* managed<in godot_variant, TKey> _convertKeyToManagedCallback; - private static unsafe delegate* managed<in TValue, godot_variant> _convertValueToVariantCallback; - private static unsafe delegate* managed<in godot_variant, TValue> _convertValueToManagedCallback; + private static readonly unsafe delegate* managed<in TKey, godot_variant> ConvertKeyToVariantCallback; + private static readonly unsafe delegate* managed<in godot_variant, TKey> ConvertKeyToManagedCallback; + private static readonly unsafe delegate* managed<in TValue, godot_variant> ConvertValueToVariantCallback; + private static readonly unsafe delegate* managed<in godot_variant, TValue> ConvertValueToManagedCallback; // ReSharper restore StaticMemberInGenericType static unsafe Dictionary() { - _convertKeyToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<TKey>(); - _convertKeyToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<TKey>(); - _convertValueToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<TValue>(); - _convertValueToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<TValue>(); + VariantConversionCallbacks.GenericConversionCallbacks[typeof(Dictionary<TKey, TValue>)] = + ( + (IntPtr)(delegate* managed<in Dictionary<TKey, TValue>, godot_variant>)&ToVariantFunc, + (IntPtr)(delegate* managed<in godot_variant, Dictionary<TKey, TValue>>)&FromVariantFunc + ); + + ConvertKeyToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<TKey>(); + ConvertKeyToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<TKey>(); + ConvertValueToVariantCallback = VariantConversionCallbacks.GetToVariantCallback<TValue>(); + ConvertValueToManagedCallback = VariantConversionCallbacks.GetToManagedCallback<TValue>(); } private static unsafe void ValidateVariantConversionCallbacks() { - if (_convertKeyToVariantCallback == null || _convertKeyToManagedCallback == null) + if (ConvertKeyToVariantCallback == null || ConvertKeyToManagedCallback == null) { throw new InvalidOperationException( $"The dictionary key type is not supported for conversion to Variant: '{typeof(TKey).FullName}'."); } - if (_convertValueToVariantCallback == null || _convertValueToManagedCallback == null) + if (ConvertValueToVariantCallback == null || ConvertValueToManagedCallback == null) { throw new InvalidOperationException( $"The dictionary value type is not supported for conversion to Variant: '{typeof(TValue).FullName}'."); @@ -473,14 +485,14 @@ namespace Godot.Collections { get { - using var variantKey = _convertKeyToVariantCallback(key); + using var variantKey = ConvertKeyToVariantCallback(key); var self = (godot_dictionary)_underlyingDict.NativeValue; if (NativeFuncs.godotsharp_dictionary_try_get_value(ref self, variantKey, out godot_variant value).ToBool()) { using (value) - return _convertValueToManagedCallback(value); + return ConvertValueToManagedCallback(value); } else { @@ -489,8 +501,8 @@ namespace Godot.Collections } set { - using var variantKey = _convertKeyToVariantCallback(key); - using var variantValue = _convertValueToVariantCallback(value); + using var variantKey = ConvertKeyToVariantCallback(key); + using var variantValue = ConvertValueToVariantCallback(value); var self = (godot_dictionary)_underlyingDict.NativeValue; NativeFuncs.godotsharp_dictionary_set_value(ref self, variantKey, variantValue); @@ -539,8 +551,8 @@ namespace Godot.Collections using (value) { return new KeyValuePair<TKey, TValue>( - _convertKeyToManagedCallback(key), - _convertValueToManagedCallback(value)); + ConvertKeyToManagedCallback(key), + ConvertValueToManagedCallback(value)); } } @@ -552,13 +564,13 @@ namespace Godot.Collections /// <param name="value">The object to add.</param> public unsafe void Add(TKey key, TValue value) { - using var variantKey = _convertKeyToVariantCallback(key); + using var variantKey = ConvertKeyToVariantCallback(key); var self = (godot_dictionary)_underlyingDict.NativeValue; if (NativeFuncs.godotsharp_dictionary_contains_key(ref self, variantKey).ToBool()) throw new ArgumentException("An element with the same key already exists.", nameof(key)); - using var variantValue = _convertValueToVariantCallback(value); + using var variantValue = ConvertValueToVariantCallback(value); NativeFuncs.godotsharp_dictionary_add(ref self, variantKey, variantValue); } @@ -569,7 +581,7 @@ namespace Godot.Collections /// <returns>Whether or not this dictionary contains the given key.</returns> public unsafe bool ContainsKey(TKey key) { - using var variantKey = _convertKeyToVariantCallback(key); + using var variantKey = ConvertKeyToVariantCallback(key); var self = (godot_dictionary)_underlyingDict.NativeValue; return NativeFuncs.godotsharp_dictionary_contains_key(ref self, variantKey).ToBool(); } @@ -580,7 +592,7 @@ namespace Godot.Collections /// <param name="key">The key of the element to remove.</param> public unsafe bool Remove(TKey key) { - using var variantKey = _convertKeyToVariantCallback(key); + using var variantKey = ConvertKeyToVariantCallback(key); var self = (godot_dictionary)_underlyingDict.NativeValue; return NativeFuncs.godotsharp_dictionary_remove_key(ref self, variantKey).ToBool(); } @@ -593,13 +605,13 @@ namespace Godot.Collections /// <returns>If an object was found for the given <paramref name="key"/>.</returns> public unsafe bool TryGetValue(TKey key, [MaybeNullWhen(false)] out TValue value) { - using var variantKey = _convertKeyToVariantCallback(key); + using var variantKey = ConvertKeyToVariantCallback(key); var self = (godot_dictionary)_underlyingDict.NativeValue; bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref self, variantKey, out godot_variant retValue).ToBool(); using (retValue) - value = found ? _convertValueToManagedCallback(retValue) : default; + value = found ? ConvertValueToManagedCallback(retValue) : default; return found; } @@ -625,7 +637,7 @@ namespace Godot.Collections unsafe bool ICollection<KeyValuePair<TKey, TValue>>.Contains(KeyValuePair<TKey, TValue> item) { - using var variantKey = _convertKeyToVariantCallback(item.Key); + using var variantKey = ConvertKeyToVariantCallback(item.Key); var self = (godot_dictionary)_underlyingDict.NativeValue; bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref self, variantKey, out godot_variant retValue).ToBool(); @@ -635,7 +647,7 @@ namespace Godot.Collections if (!found) return false; - using var variantValue = _convertValueToVariantCallback(item.Value); + using var variantValue = ConvertValueToVariantCallback(item.Value); return NativeFuncs.godotsharp_variant_equals(variantValue, retValue).ToBool(); } } @@ -670,7 +682,7 @@ namespace Godot.Collections unsafe bool ICollection<KeyValuePair<TKey, TValue>>.Remove(KeyValuePair<TKey, TValue> item) { - using var variantKey = _convertKeyToVariantCallback(item.Key); + using var variantKey = ConvertKeyToVariantCallback(item.Key); var self = (godot_dictionary)_underlyingDict.NativeValue; bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref self, variantKey, out godot_variant retValue).ToBool(); @@ -680,7 +692,7 @@ namespace Godot.Collections if (!found) return false; - using var variantValue = _convertValueToVariantCallback(item.Value); + using var variantValue = ConvertValueToVariantCallback(item.Value); if (NativeFuncs.godotsharp_variant_equals(variantValue, retValue).ToBool()) { return NativeFuncs.godotsharp_dictionary_remove_key( @@ -717,6 +729,7 @@ namespace Godot.Collections public static implicit operator Variant(Dictionary<TKey, TValue> from) => Variant.CreateFrom(from); [MethodImpl(MethodImplOptions.AggressiveInlining)] - public static explicit operator Dictionary<TKey, TValue>(Variant from) => from.AsGodotDictionary<TKey, TValue>(); + public static explicit operator Dictionary<TKey, TValue>(Variant from) => + from.AsGodotDictionary<TKey, TValue>(); } } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs index f2667c6807..3f9e986f62 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs @@ -282,7 +282,7 @@ namespace Godot /// <summary> /// Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by - /// the given <paramref name="control1"/>, <paramref name="control2"/> and <paramref name="end"/> points. + /// the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. /// </summary> /// <param name="start">The start value for the interpolation.</param> /// <param name="control1">Control point that defines the bezier curve.</param> @@ -303,6 +303,27 @@ namespace Godot } /// <summary> + /// Returns the derivative at the given <paramref name="t"/> on a one dimensional Bezier curve defined by + /// the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. + /// </summary> + /// <param name="start">The start value for the interpolation.</param> + /// <param name="control1">Control point that defines the bezier curve.</param> + /// <param name="control2">Control point that defines the bezier curve.</param> + /// <param name="end">The destination value for the interpolation.</param> + /// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> + /// <returns>The resulting value of the interpolation.</returns> + public static real_t BezierDerivative(real_t start, real_t control1, real_t control2, real_t end, real_t t) + { + // Formula from Wikipedia article on Bezier curves + real_t omt = 1 - t; + real_t omt2 = omt * omt; + real_t t2 = t * t; + + real_t d = (control1 - start) * 3 * omt2 + (control2 - control1) * 6 * omt * t + (end - control2) * 3 * t2; + return d; + } + + /// <summary> /// Converts an angle expressed in degrees to radians. /// </summary> /// <param name="deg">An angle expressed in degrees.</param> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs index 76b186cd15..649661ee06 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs @@ -721,10 +721,19 @@ namespace Godot.NativeInterop if (p_managed_callable.Delegate != null) { var gcHandle = CustomGCHandle.AllocStrong(p_managed_callable.Delegate); - IntPtr objectPtr = p_managed_callable.Target != null ? Object.GetPtr(p_managed_callable.Target) : IntPtr.Zero; - NativeFuncs.godotsharp_callable_new_with_delegate( - GCHandle.ToIntPtr(gcHandle), objectPtr, out godot_callable callable); - return callable; + + IntPtr objectPtr = p_managed_callable.Target != null ? + Object.GetPtr(p_managed_callable.Target) : + IntPtr.Zero; + + unsafe + { + NativeFuncs.godotsharp_callable_new_with_delegate( + GCHandle.ToIntPtr(gcHandle), (IntPtr)p_managed_callable.Trampoline, + objectPtr, out godot_callable callable); + + return callable; + } } else { @@ -748,19 +757,22 @@ namespace Godot.NativeInterop public static Callable ConvertCallableToManaged(in godot_callable p_callable) { if (NativeFuncs.godotsharp_callable_get_data_for_marshalling(p_callable, - out IntPtr delegateGCHandle, out IntPtr godotObject, - out godot_string_name name).ToBool()) + out IntPtr delegateGCHandle, out IntPtr trampoline, + out IntPtr godotObject, out godot_string_name name).ToBool()) { if (delegateGCHandle != IntPtr.Zero) { - return new Callable((Delegate?)GCHandle.FromIntPtr(delegateGCHandle).Target); - } - else - { - return new Callable( - InteropUtils.UnmanagedGetManaged(godotObject), - StringName.CreateTakingOwnershipOfDisposableValue(name)); + unsafe + { + return Callable.CreateWithUnsafeTrampoline( + (Delegate?)GCHandle.FromIntPtr(delegateGCHandle).Target, + (delegate* managed<object, NativeVariantPtrArgs, out godot_variant, void>)trampoline); + } } + + return new Callable( + InteropUtils.UnmanagedGetManaged(godotObject), + StringName.CreateTakingOwnershipOfDisposableValue(name)); } // Some other unsupported callable diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs index 20ede9f0dd..b30b6a0752 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs @@ -141,11 +141,11 @@ namespace Godot.NativeInterop public static partial void godotsharp_packed_string_array_add(ref godot_packed_string_array r_dest, in godot_string p_element); - public static partial void godotsharp_callable_new_with_delegate(IntPtr p_delegate_handle, IntPtr p_object, - out godot_callable r_callable); + public static partial void godotsharp_callable_new_with_delegate(IntPtr p_delegate_handle, IntPtr p_trampoline, + IntPtr p_object, out godot_callable r_callable); internal static partial godot_bool godotsharp_callable_get_data_for_marshalling(in godot_callable p_callable, - out IntPtr r_delegate_handle, out IntPtr r_object, out godot_string_name r_name); + out IntPtr r_delegate_handle, out IntPtr r_trampoline, out IntPtr r_object, out godot_string_name r_name); internal static partial godot_variant godotsharp_callable_call(in godot_callable p_callable, godot_variant** p_args, int p_arg_count, out godot_variant_call_error p_call_error); @@ -374,7 +374,7 @@ namespace Godot.NativeInterop public static partial Error godotsharp_array_resize(ref godot_array p_self, int p_new_size); - public static partial Error godotsharp_array_shuffle(ref godot_array p_self); + public static partial void godotsharp_array_shuffle(ref godot_array p_self); public static partial void godotsharp_array_to_string(ref godot_array p_self, out godot_string r_str); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeVariantPtrArgs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeVariantPtrArgs.cs index 422df74c23..d8c5d99cb8 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeVariantPtrArgs.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeVariantPtrArgs.cs @@ -8,8 +8,22 @@ namespace Godot.NativeInterop public unsafe ref struct NativeVariantPtrArgs { private godot_variant** _args; + private int _argc; - internal NativeVariantPtrArgs(godot_variant** args) => _args = args; + internal NativeVariantPtrArgs(godot_variant** args, int argc) + { + _args = args; + _argc = argc; + } + + /// <summary> + /// Returns the number of arguments. + /// </summary> + public int Count + { + [MethodImpl(MethodImplOptions.AggressiveInlining)] + get => _argc; + } public ref godot_variant this[int index] { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantConversionCallbacks.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantConversionCallbacks.cs index 9cde62c7c5..4b3db0c01a 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantConversionCallbacks.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantConversionCallbacks.cs @@ -1,10 +1,15 @@ using System; using System.Diagnostics.CodeAnalysis; +using System.Runtime.CompilerServices; namespace Godot.NativeInterop; +// TODO: Change VariantConversionCallbacks<T>. Store the callback in a static field for quick repeated access, instead of checking every time. internal static unsafe class VariantConversionCallbacks { + internal static System.Collections.Generic.Dictionary<Type, (IntPtr ToVariant, IntPtr FromVariant)> + GenericConversionCallbacks = new(); + [SuppressMessage("ReSharper", "RedundantNameQualifier")] internal static delegate*<in T, godot_variant> GetToVariantCallback<T>() { @@ -502,6 +507,26 @@ internal static unsafe class VariantConversionCallbacks &FromVariant; } + // TODO: + // IsGenericType and GetGenericTypeDefinition don't work in NativeAOT's reflection-free mode. + // We could make the Godot collections implement an interface and use IsAssignableFrom instead. + // Or we could just skip the check and always look for a conversion callback for the type. + if (typeOfT.IsGenericType) + { + var genericTypeDef = typeOfT.GetGenericTypeDefinition(); + + if (genericTypeDef == typeof(Godot.Collections.Dictionary<,>) || + genericTypeDef == typeof(Godot.Collections.Array<>)) + { + RuntimeHelpers.RunClassConstructor(typeOfT.TypeHandle); + + if (GenericConversionCallbacks.TryGetValue(typeOfT, out var genericConversion)) + { + return (delegate*<in T, godot_variant>)genericConversion.ToVariant; + } + } + } + return null; } @@ -1005,6 +1030,26 @@ internal static unsafe class VariantConversionCallbacks &ToVariant; } + // TODO: + // IsGenericType and GetGenericTypeDefinition don't work in NativeAOT's reflection-free mode. + // We could make the Godot collections implement an interface and use IsAssignableFrom instead. + // Or we could just skip the check and always look for a conversion callback for the type. + if (typeOfT.IsGenericType) + { + var genericTypeDef = typeOfT.GetGenericTypeDefinition(); + + if (genericTypeDef == typeof(Godot.Collections.Dictionary<,>) || + genericTypeDef == typeof(Godot.Collections.Array<>)) + { + RuntimeHelpers.RunClassConstructor(typeOfT.TypeHandle); + + if (GenericConversionCallbacks.TryGetValue(typeOfT, out var genericConversion)) + { + return (delegate*<in godot_variant, T>)genericConversion.FromVariant; + } + } + } + // ReSharper restore RedundantCast return null; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs index 5cb678c280..60ee6eb6f4 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs @@ -202,7 +202,7 @@ namespace Godot // ReSharper disable once VirtualMemberNeverOverridden.Global protected internal virtual void RaiseGodotClassSignalCallbacks(in godot_string_name signal, - NativeVariantPtrArgs args, int argCount) + NativeVariantPtrArgs args) { } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs index 664b2e0f34..42c6b0a37e 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs @@ -22,7 +22,7 @@ namespace Godot /// <value>Equivalent to <see cref="x"/>, <see cref="y"/>, and <see cref="z"/>.</value> public Vector3 Normal { - get { return _normal; } + readonly get { return _normal; } set { _normal = value; } } @@ -32,7 +32,7 @@ namespace Godot /// <value>Equivalent to <see cref="Normal"/>'s X value.</value> public real_t x { - get + readonly get { return _normal.x; } @@ -48,7 +48,7 @@ namespace Godot /// <value>Equivalent to <see cref="Normal"/>'s Y value.</value> public real_t y { - get + readonly get { return _normal.y; } @@ -64,7 +64,7 @@ namespace Godot /// <value>Equivalent to <see cref="Normal"/>'s Z value.</value> public real_t z { - get + readonly get { return _normal.z; } @@ -90,7 +90,7 @@ namespace Godot /// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value> public Vector3 Center { - get + readonly get { return _normal * D; } @@ -106,7 +106,7 @@ namespace Godot /// </summary> /// <param name="point">The position to use for the calculation.</param> /// <returns>The shortest distance.</returns> - public real_t DistanceTo(Vector3 point) + public readonly real_t DistanceTo(Vector3 point) { return _normal.Dot(point) - D; } @@ -118,7 +118,7 @@ namespace Godot /// <param name="point">The point to check.</param> /// <param name="tolerance">The tolerance threshold.</param> /// <returns>A <see langword="bool"/> for whether or not the plane has the point.</returns> - public bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon) + public readonly bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon) { real_t dist = _normal.Dot(point) - D; return Mathf.Abs(dist) <= tolerance; @@ -131,7 +131,7 @@ namespace Godot /// <param name="b">One of the three planes to use in the calculation.</param> /// <param name="c">One of the three planes to use in the calculation.</param> /// <returns>The intersection, or <see langword="null"/> if none is found.</returns> - public Vector3? Intersect3(Plane b, Plane c) + public readonly Vector3? Intersect3(Plane b, Plane c) { real_t denom = _normal.Cross(b._normal).Dot(c._normal); @@ -155,7 +155,7 @@ namespace Godot /// <param name="from">The start of the ray.</param> /// <param name="dir">The direction of the ray, normalized.</param> /// <returns>The intersection, or <see langword="null"/> if none is found.</returns> - public Vector3? IntersectRay(Vector3 from, Vector3 dir) + public readonly Vector3? IntersectRay(Vector3 from, Vector3 dir) { real_t den = _normal.Dot(dir); @@ -183,7 +183,7 @@ namespace Godot /// <param name="begin">The start of the line segment.</param> /// <param name="end">The end of the line segment.</param> /// <returns>The intersection, or <see langword="null"/> if none is found.</returns> - public Vector3? IntersectSegment(Vector3 begin, Vector3 end) + public readonly Vector3? IntersectSegment(Vector3 begin, Vector3 end) { Vector3 segment = begin - end; real_t den = _normal.Dot(segment); @@ -209,7 +209,7 @@ namespace Godot /// </summary> /// <param name="point">The point to check.</param> /// <returns>A <see langword="bool"/> for whether or not the point is above the plane.</returns> - public bool IsPointOver(Vector3 point) + public readonly bool IsPointOver(Vector3 point) { return _normal.Dot(point) > D; } @@ -218,7 +218,7 @@ namespace Godot /// Returns the plane scaled to unit length. /// </summary> /// <returns>A normalized version of the plane.</returns> - public Plane Normalized() + public readonly Plane Normalized() { real_t len = _normal.Length(); @@ -235,7 +235,7 @@ namespace Godot /// </summary> /// <param name="point">The point to project.</param> /// <returns>The projected point.</returns> - public Vector3 Project(Vector3 point) + public readonly Vector3 Project(Vector3 point) { return point - (_normal * DistanceTo(point)); } @@ -363,7 +363,7 @@ namespace Godot /// </summary> /// <param name="obj">The other object to compare.</param> /// <returns>Whether or not the plane and the other object are exactly equal.</returns> - public override bool Equals(object obj) + public override readonly bool Equals(object obj) { return obj is Plane other && Equals(other); } @@ -373,7 +373,7 @@ namespace Godot /// </summary> /// <param name="other">The other plane to compare.</param> /// <returns>Whether or not the planes are exactly equal.</returns> - public bool Equals(Plane other) + public readonly bool Equals(Plane other) { return _normal == other._normal && D == other.D; } @@ -384,7 +384,7 @@ namespace Godot /// </summary> /// <param name="other">The other plane to compare.</param> /// <returns>Whether or not the planes are approximately equal.</returns> - public bool IsEqualApprox(Plane other) + public readonly bool IsEqualApprox(Plane other) { return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(D, other.D); } @@ -393,7 +393,7 @@ namespace Godot /// Serves as the hash function for <see cref="Plane"/>. /// </summary> /// <returns>A hash code for this plane.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return _normal.GetHashCode() ^ D.GetHashCode(); } @@ -402,7 +402,7 @@ namespace Godot /// Converts this <see cref="Plane"/> to a string. /// </summary> /// <returns>A string representation of this plane.</returns> - public override string ToString() + public override readonly string ToString() { return $"{_normal}, {D}"; } @@ -411,7 +411,7 @@ namespace Godot /// Converts this <see cref="Plane"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this plane.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"{_normal.ToString(format)}, {D.ToString(format)}"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs index da895fd121..8b1b73fcc3 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs @@ -3,6 +3,14 @@ using System.Runtime.InteropServices; namespace Godot { + /// <summary> + /// A 4x4 matrix used for 3D projective transformations. It can represent transformations such as + /// translation, rotation, scaling, shearing, and perspective division. It consists of four + /// <see cref="Vector4"/> columns. + /// For purely linear transformations (translation, rotation, and scale), it is recommended to use + /// <see cref="Transform3D"/>, as it is more performant and has a lower memory footprint. + /// Used internally as <see cref="Camera3D"/>'s projection matrix. + /// </summary> [Serializable] [StructLayout(LayoutKind.Sequential)] public struct Projection : IEquatable<Projection> @@ -59,48 +67,107 @@ namespace Godot public Vector4 w; /// <summary> - /// Constructs a projection from 4 vectors (matrix columns). + /// Access whole columns in the form of <see cref="Vector4"/>. /// </summary> - /// <param name="x">The X column, or column index 0.</param> - /// <param name="y">The Y column, or column index 1.</param> - /// <param name="z">The Z column, or column index 2.</param> - /// <param name="w">The W column, or column index 3.</param> - public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w) + /// <param name="column">Which column vector.</param> + /// <exception cref="ArgumentOutOfRangeException"> + /// <paramref name="column"/> is not 0, 1, 2 or 3. + /// </exception> + public Vector4 this[int column] { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + readonly get + { + switch (column) + { + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + default: + throw new ArgumentOutOfRangeException(nameof(column)); + } + } + set + { + switch (column) + { + case 0: + x = value; + return; + case 1: + y = value; + return; + case 2: + z = value; + return; + case 3: + w = value; + return; + default: + throw new ArgumentOutOfRangeException(nameof(column)); + } + } } /// <summary> - /// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>. + /// Access single values. /// </summary> - /// <param name="transform">The <see cref="Transform3D"/>.</param> - public Projection(Transform3D transform) + /// <param name="column">Which column vector.</param> + /// <param name="row">Which row of the column.</param> + /// <exception cref="ArgumentOutOfRangeException"> + /// <paramref name="column"/> or <paramref name="row"/> are not 0, 1, 2 or 3. + /// </exception> + public real_t this[int column, int row] { - x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0); - y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0); - z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0); - w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1); + readonly get + { + switch (column) + { + case 0: + return x[row]; + case 1: + return y[row]; + case 2: + return z[row]; + case 3: + return w[row]; + default: + throw new ArgumentOutOfRangeException(nameof(column)); + } + } + set + { + switch (column) + { + case 0: + x[row] = value; + return; + case 1: + y[row] = value; + return; + case 2: + z[row] = value; + return; + case 3: + w[row] = value; + return; + default: + throw new ArgumentOutOfRangeException(nameof(column)); + } + } } /// <summary> - /// Constructs a new <see cref="Transform3D"/> from the <see cref="Projection"/>. + /// Creates a new <see cref="Projection"/> that projects positions from a depth range of + /// <c>-1</c> to <c>1</c> to one that ranges from <c>0</c> to <c>1</c>, and flips the projected + /// positions vertically, according to <paramref name="flipY"/>. /// </summary> - /// <param name="proj">The <see cref="Projection"/>.</param> - public static explicit operator Transform3D(Projection proj) - { - return new Transform3D( - new Basis( - new Vector3(proj.x.x, proj.x.y, proj.x.z), - new Vector3(proj.y.x, proj.y.y, proj.y.z), - new Vector3(proj.z.x, proj.z.y, proj.z.z) - ), - new Vector3(proj.w.x, proj.w.y, proj.w.z) - ); - } - + /// <param name="flipY">If the projection should be flipped vertically.</param> + /// <returns>The created projection.</returns> public static Projection CreateDepthCorrection(bool flipY) { return new Projection( @@ -111,6 +178,12 @@ namespace Godot ); } + /// <summary> + /// Creates a new <see cref="Projection"/> that scales a given projection to fit around + /// a given <see cref="AABB"/> in projection space. + /// </summary> + /// <param name="aabb">The AABB to fit the projection around.</param> + /// <returns>The created projection.</returns> public static Projection CreateFitAabb(AABB aabb) { Vector3 min = aabb.Position; @@ -124,6 +197,25 @@ namespace Godot ); } + /// <summary> + /// Creates a new <see cref="Projection"/> for projecting positions onto a head-mounted display with + /// the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor, + /// and depth clipping planes. + /// <paramref name="eye"/> creates the projection for the left eye when set to 1, + /// or the right eye when set to 2. + /// </summary> + /// <param name="eye"> + /// The eye to create the projection for. + /// The left eye when set to 1, the right eye when set to 2. + /// </param> + /// <param name="aspect">The aspect ratio.</param> + /// <param name="intraocularDist">The distance between the eyes.</param> + /// <param name="displayWidth">The display width.</param> + /// <param name="displayToLens">The distance to the lens.</param> + /// <param name="oversample">The oversampling factor.</param> + /// <param name="zNear">The near clipping distance.</param> + /// <param name="zFar">The far clipping distance.</param> + /// <returns>The created projection.</returns> public static Projection CreateForHmd(int eye, real_t aspect, real_t intraocularDist, real_t displayWidth, real_t displayToLens, real_t oversample, real_t zNear, real_t zFar) { real_t f1 = (intraocularDist * (real_t)0.5) / displayToLens; @@ -148,6 +240,17 @@ namespace Godot } } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions in a frustum with + /// the given clipping planes. + /// </summary> + /// <param name="left">The left clipping distance.</param> + /// <param name="right">The right clipping distance.</param> + /// <param name="bottom">The bottom clipping distance.</param> + /// <param name="top">The top clipping distance.</param> + /// <param name="near">The near clipping distance.</param> + /// <param name="far">The far clipping distance.</param> + /// <returns>The created projection.</returns> public static Projection CreateFrustum(real_t left, real_t right, real_t bottom, real_t top, real_t near, real_t far) { if (right <= left) @@ -179,6 +282,18 @@ namespace Godot ); } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions in a frustum with + /// the given size, X:Y aspect ratio, offset, and clipping planes. + /// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal. + /// </summary> + /// <param name="size">The frustum size.</param> + /// <param name="aspect">The aspect ratio.</param> + /// <param name="offset">The offset to apply.</param> + /// <param name="near">The near clipping distance.</param> + /// <param name="far">The far clipping distance.</param> + /// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param> + /// <returns>The created projection.</returns> public static Projection CreateFrustumAspect(real_t size, real_t aspect, Vector2 offset, real_t near, real_t far, bool flipFov) { if (!flipFov) @@ -188,6 +303,11 @@ namespace Godot return CreateFrustum(-size / 2 + offset.x, +size / 2 + offset.x, -size / aspect / 2 + offset.y, +size / aspect / 2 + offset.y, near, far); } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions into the given <see cref="Rect2"/>. + /// </summary> + /// <param name="rect">The Rect2 to project positions into.</param> + /// <returns>The created projection.</returns> public static Projection CreateLightAtlasRect(Rect2 rect) { return new Projection( @@ -198,6 +318,17 @@ namespace Godot ); } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions using an orthogonal projection with + /// the given clipping planes. + /// </summary> + /// <param name="left">The left clipping distance.</param> + /// <param name="right">The right clipping distance.</param> + /// <param name="bottom">The bottom clipping distance.</param> + /// <param name="top">The top clipping distance.</param> + /// <param name="zNear">The near clipping distance.</param> + /// <param name="zFar">The far clipping distance.</param> + /// <returns>The created projection.</returns> public static Projection CreateOrthogonal(real_t left, real_t right, real_t bottom, real_t top, real_t zNear, real_t zFar) { Projection proj = Projection.Identity; @@ -211,6 +342,17 @@ namespace Godot return proj; } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions using an orthogonal projection with + /// the given size, X:Y aspect ratio, and clipping planes. + /// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal. + /// </summary> + /// <param name="size">The frustum size.</param> + /// <param name="aspect">The aspect ratio.</param> + /// <param name="zNear">The near clipping distance.</param> + /// <param name="zFar">The far clipping distance.</param> + /// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param> + /// <returns>The created projection.</returns> public static Projection CreateOrthogonalAspect(real_t size, real_t aspect, real_t zNear, real_t zFar, bool flipFov) { if (!flipFov) @@ -220,6 +362,17 @@ namespace Godot return CreateOrthogonal(-size / 2, +size / 2, -size / aspect / 2, +size / aspect / 2, zNear, zFar); } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions using a perspective projection with + /// the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes. + /// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal. + /// </summary> + /// <param name="fovyDegrees">The vertical field of view (in degrees).</param> + /// <param name="aspect">The aspect ratio.</param> + /// <param name="zNear">The near clipping distance.</param> + /// <param name="zFar">The far clipping distance.</param> + /// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param> + /// <returns>The created projection.</returns> public static Projection CreatePerspective(real_t fovyDegrees, real_t aspect, real_t zNear, real_t zFar, bool flipFov) { if (flipFov) @@ -249,6 +402,27 @@ namespace Godot return proj; } + /// <summary> + /// Creates a new <see cref="Projection"/> that projects positions using a perspective projection with + /// the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. + /// The projection is adjusted for a head-mounted display with the given distance between eyes and distance + /// to a point that can be focused on. + /// <paramref name="eye"/> creates the projection for the left eye when set to 1, + /// or the right eye when set to 2. + /// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal. + /// </summary> + /// <param name="fovyDegrees">The vertical field of view (in degrees).</param> + /// <param name="aspect">The aspect ratio.</param> + /// <param name="zNear">The near clipping distance.</param> + /// <param name="zFar">The far clipping distance.</param> + /// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param> + /// <param name="eye"> + /// The eye to create the projection for. + /// The left eye when set to 1, the right eye when set to 2. + /// </param> + /// <param name="intraocularDist">The distance between the eyes.</param> + /// <param name="convergenceDist">The distance to a point of convergence that can be focused on.</param> + /// <returns>The created projection.</returns> public static Projection CreatePerspectiveHmd(real_t fovyDegrees, real_t aspect, real_t zNear, real_t zFar, bool flipFov, int eye, real_t intraocularDist, real_t convergenceDist) { if (flipFov) @@ -286,7 +460,14 @@ namespace Godot return proj * cm; } - public real_t Determinant() + /// <summary> + /// Returns a scalar value that is the signed factor by which areas are scaled by this matrix. + /// If the sign is negative, the matrix flips the orientation of the area. + /// The determinant can be used to calculate the invertibility of a matrix or solve linear systems + /// of equations involving the matrix, among other applications. + /// </summary> + /// <returns>The determinant calculated from this projection.</returns> + public readonly real_t Determinant() { return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x - x.w * y.y * z.z * w.x + x.y * y.w * z.z * w.x + @@ -302,13 +483,21 @@ namespace Godot x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w; } - public real_t GetAspect() + /// <summary> + /// Returns the X:Y aspect ratio of this <see cref="Projection"/>'s viewport. + /// </summary> + /// <returns>The aspect ratio from this projection's viewport.</returns> + public readonly real_t GetAspect() { Vector2 vpHe = GetViewportHalfExtents(); return vpHe.x / vpHe.y; } - public real_t GetFov() + /// <summary> + /// Returns the horizontal field of view of the projection (in degrees). + /// </summary> + /// <returns>The horizontal field of view of this projection.</returns> + public readonly real_t GetFov() { Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized(); if (z.x == 0 && z.y == 0) @@ -322,12 +511,23 @@ namespace Godot } } + /// <summary> + /// Returns the vertical field of view of the projection (in degrees) associated with + /// the given horizontal field of view (in degrees) and aspect ratio. + /// </summary> + /// <param name="fovx">The horizontal field of view (in degrees).</param> + /// <param name="aspect">The aspect ratio.</param> + /// <returns>The vertical field of view of this projection.</returns> public static real_t GetFovy(real_t fovx, real_t aspect) { return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0); } - public real_t GetLodMultiplier() + /// <summary> + /// Returns the factor by which the visible level of detail is scaled by this <see cref="Projection"/>. + /// </summary> + /// <returns>The level of detail factor for this projection.</returns> + public readonly real_t GetLodMultiplier() { if (IsOrthogonal()) { @@ -341,14 +541,29 @@ namespace Godot } } - public int GetPixelsPerMeter(int forPixelWidth) + /// <summary> + /// Returns the number of pixels with the given pixel width displayed per meter, after + /// this <see cref="Projection"/> is applied. + /// </summary> + /// <param name="forPixelWidth">The width for each pixel (in meters).</param> + /// <returns>The number of pixels per meter.</returns> + public readonly int GetPixelsPerMeter(int forPixelWidth) { Vector3 result = this * new Vector3(1, 0, -1); return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth); } - public Plane GetProjectionPlane(Planes plane) + /// <summary> + /// Returns the clipping plane of this <see cref="Projection"/> whose index is given + /// by <paramref name="plane"/>. + /// <paramref name="plane"/> should be equal to one of <see cref="Planes.Near"/>, + /// <see cref="Planes.Far"/>, <see cref="Planes.Left"/>, <see cref="Planes.Top"/>, + /// <see cref="Planes.Right"/>, or <see cref="Planes.Bottom"/>. + /// </summary> + /// <param name="plane">The kind of clipping plane to get from the projection.</param> + /// <returns>The clipping plane of this projection.</returns> + public readonly Plane GetProjectionPlane(Planes plane) { Plane newPlane = plane switch { @@ -364,36 +579,64 @@ namespace Godot return newPlane.Normalized(); } - public Vector2 GetFarPlaneHalfExtents() + /// <summary> + /// Returns the dimensions of the far clipping plane of the projection, divided by two. + /// </summary> + /// <returns>The half extents for this projection's far plane.</returns> + public readonly Vector2 GetFarPlaneHalfExtents() { var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top)); return new Vector2(res.Value.x, res.Value.y); } - public Vector2 GetViewportHalfExtents() + /// <summary> + /// Returns the dimensions of the viewport plane that this <see cref="Projection"/> + /// projects positions onto, divided by two. + /// </summary> + /// <returns>The half extents for this projection's viewport plane.</returns> + public readonly Vector2 GetViewportHalfExtents() { var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top)); return new Vector2(res.Value.x, res.Value.y); } - public real_t GetZFar() + /// <summary> + /// Returns the distance for this <see cref="Projection"/> beyond which positions are clipped. + /// </summary> + /// <returns>The distance beyond which positions are clipped.</returns> + public readonly real_t GetZFar() { return GetProjectionPlane(Planes.Far).D; } - public real_t GetZNear() + /// <summary> + /// Returns the distance for this <see cref="Projection"/> before which positions are clipped. + /// </summary> + /// <returns>The distance before which positions are clipped.</returns> + public readonly real_t GetZNear() { return -GetProjectionPlane(Planes.Near).D; } - public Projection FlippedY() + /// <summary> + /// Returns a copy of this <see cref="Projection"/> with the signs of the values of the Y column flipped. + /// </summary> + /// <returns>The flipped projection.</returns> + public readonly Projection FlippedY() { Projection proj = this; proj.y = -proj.y; return proj; } - public Projection PerspectiveZNearAdjusted(real_t newZNear) + /// <summary> + /// Returns a <see cref="Projection"/> with the near clipping distance adjusted to be + /// <paramref name="newZNear"/>. + /// Note: The original <see cref="Projection"/> must be a perspective projection. + /// </summary> + /// <param name="newZNear">The near clipping distance to adjust the projection to.</param> + /// <returns>The adjusted projection.</returns> + public readonly Projection PerspectiveZNearAdjusted(real_t newZNear) { Projection proj = this; real_t zFar = GetZFar(); @@ -404,7 +647,13 @@ namespace Godot return proj; } - public Projection JitterOffseted(Vector2 offset) + /// <summary> + /// Returns a <see cref="Projection"/> with the X and Y values from the given <see cref="Vector2"/> + /// added to the first and second values of the final column respectively. + /// </summary> + /// <param name="offset">The offset to apply to the projection.</param> + /// <returns>The offseted projection.</returns> + public readonly Projection JitterOffseted(Vector2 offset) { Projection proj = this; proj.w.x += offset.x; @@ -412,7 +661,12 @@ namespace Godot return proj; } - public Projection Inverse() + /// <summary> + /// Returns a <see cref="Projection"/> that performs the inverse of this <see cref="Projection"/>'s + /// projective transformation. + /// </summary> + /// <returns>The inverted projection.</returns> + public readonly Projection Inverse() { Projection proj = this; int i, j, k; @@ -535,11 +789,70 @@ namespace Godot return proj; } - public bool IsOrthogonal() + /// <summary> + /// Returns <see langword="true"/> if this <see cref="Projection"/> performs an orthogonal projection. + /// </summary> + /// <returns>If the projection performs an orthogonal projection.</returns> + public readonly bool IsOrthogonal() { return w.w == (real_t)1.0; } + // Constants + private static readonly Projection _zero = new Projection( + new Vector4(0, 0, 0, 0), + new Vector4(0, 0, 0, 0), + new Vector4(0, 0, 0, 0), + new Vector4(0, 0, 0, 0) + ); + private static readonly Projection _identity = new Projection( + new Vector4(1, 0, 0, 0), + new Vector4(0, 1, 0, 0), + new Vector4(0, 0, 1, 0), + new Vector4(0, 0, 0, 1) + ); + + /// <summary> + /// Zero projection, a projection with all components set to <c>0</c>. + /// </summary> + /// <value>Equivalent to <c>new Projection(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)</c>.</value> + public static Projection Zero { get { return _zero; } } + + /// <summary> + /// The identity projection, with no distortion applied. + /// This is used as a replacement for <c>Projection()</c> in GDScript. + /// Do not use <c>new Projection()</c> with no arguments in C#, because it sets all values to zero. + /// </summary> + /// <value>Equivalent to <c>new Projection(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1))</c>.</value> + public static Projection Identity { get { return _identity; } } + + /// <summary> + /// Constructs a projection from 4 vectors (matrix columns). + /// </summary> + /// <param name="x">The X column, or column index 0.</param> + /// <param name="y">The Y column, or column index 1.</param> + /// <param name="z">The Z column, or column index 2.</param> + /// <param name="w">The W column, or column index 3.</param> + public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + /// <summary> + /// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>. + /// </summary> + /// <param name="transform">The <see cref="Transform3D"/>.</param> + public Projection(Transform3D transform) + { + x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0); + y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0); + z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0); + w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1); + } + /// <summary> /// Composes these two projections by multiplying them /// together. This has the effect of applying the right @@ -646,133 +959,47 @@ namespace Godot } /// <summary> - /// Access whole columns in the form of <see cref="Vector4"/>. + /// Constructs a new <see cref="Transform3D"/> from the <see cref="Projection"/>. /// </summary> - /// <param name="column">Which column vector.</param> - /// <exception cref="ArgumentOutOfRangeException"> - /// <paramref name="column"/> is not 0, 1, 2 or 3. - /// </exception> - public Vector4 this[int column] + /// <param name="proj">The <see cref="Projection"/>.</param> + public static explicit operator Transform3D(Projection proj) { - get - { - switch (column) - { - case 0: - return x; - case 1: - return y; - case 2: - return z; - case 3: - return w; - default: - throw new ArgumentOutOfRangeException(nameof(column)); - } - } - set - { - switch (column) - { - case 0: - x = value; - return; - case 1: - y = value; - return; - case 2: - z = value; - return; - case 3: - w = value; - return; - default: - throw new ArgumentOutOfRangeException(nameof(column)); - } - } + return new Transform3D( + new Basis( + new Vector3(proj.x.x, proj.x.y, proj.x.z), + new Vector3(proj.y.x, proj.y.y, proj.y.z), + new Vector3(proj.z.x, proj.z.y, proj.z.z) + ), + new Vector3(proj.w.x, proj.w.y, proj.w.z) + ); } /// <summary> - /// Access single values. + /// Returns <see langword="true"/> if the projection is exactly equal + /// to the given object (<see paramref="obj"/>). /// </summary> - /// <param name="column">Which column vector.</param> - /// <param name="row">Which row of the column.</param> - /// <exception cref="ArgumentOutOfRangeException"> - /// <paramref name="column"/> or <paramref name="row"/> are not 0, 1, 2 or 3. - /// </exception> - public real_t this[int column, int row] + /// <param name="obj">The object to compare with.</param> + /// <returns>Whether or not the vector and the object are equal.</returns> + public override readonly bool Equals(object obj) { - get - { - switch (column) - { - case 0: - return x[row]; - case 1: - return y[row]; - case 2: - return z[row]; - case 3: - return w[row]; - default: - throw new ArgumentOutOfRangeException(nameof(column)); - } - } - set - { - switch (column) - { - case 0: - x[row] = value; - return; - case 1: - y[row] = value; - return; - case 2: - z[row] = value; - return; - case 3: - w[row] = value; - return; - default: - throw new ArgumentOutOfRangeException(nameof(column)); - } - } + return obj is Projection other && Equals(other); } - // Constants - private static readonly Projection _zero = new Projection( - new Vector4(0, 0, 0, 0), - new Vector4(0, 0, 0, 0), - new Vector4(0, 0, 0, 0), - new Vector4(0, 0, 0, 0) - ); - private static readonly Projection _identity = new Projection( - new Vector4(1, 0, 0, 0), - new Vector4(0, 1, 0, 0), - new Vector4(0, 0, 1, 0), - new Vector4(0, 0, 0, 1) - ); - /// <summary> - /// Zero projection, a projection with all components set to <c>0</c>. - /// </summary> - /// <value>Equivalent to <c>new Projection(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)</c>.</value> - public static Projection Zero { get { return _zero; } } - - /// <summary> - /// The identity projection, with no distortion applied. - /// This is used as a replacement for <c>Projection()</c> in GDScript. - /// Do not use <c>new Projection()</c> with no arguments in C#, because it sets all values to zero. + /// Returns <see langword="true"/> if the projections are exactly equal. /// </summary> - /// <value>Equivalent to <c>new Projection(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1))</c>.</value> - public static Projection Identity { get { return _identity; } } + /// <param name="other">The other projection.</param> + /// <returns>Whether or not the projections are exactly equal.</returns> + public readonly bool Equals(Projection other) + { + return x == other.x && y == other.y && z == other.z && w == other.w; + } /// <summary> /// Serves as the hash function for <see cref="Projection"/>. /// </summary> /// <returns>A hash code for this projection.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); } @@ -781,7 +1008,7 @@ namespace Godot /// Converts this <see cref="Projection"/> to a string. /// </summary> /// <returns>A string representation of this projection.</returns> - public override string ToString() + public override readonly string ToString() { return $"{x.x}, {x.y}, {x.z}, {x.w}\n{y.x}, {y.y}, {y.z}, {y.w}\n{z.x}, {z.y}, {z.z}, {z.w}\n{w.x}, {w.y}, {w.z}, {w.w}\n"; } @@ -790,33 +1017,12 @@ namespace Godot /// Converts this <see cref="Projection"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this projection.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"{x.x.ToString(format)}, {x.y.ToString(format)}, {x.z.ToString(format)}, {x.w.ToString(format)}\n" + $"{y.x.ToString(format)}, {y.y.ToString(format)}, {y.z.ToString(format)}, {y.w.ToString(format)}\n" + $"{z.x.ToString(format)}, {z.y.ToString(format)}, {z.z.ToString(format)}, {z.w.ToString(format)}\n" + $"{w.x.ToString(format)}, {w.y.ToString(format)}, {w.z.ToString(format)}, {w.w.ToString(format)}\n"; } - - /// <summary> - /// Returns <see langword="true"/> if the projection is exactly equal - /// to the given object (<see paramref="obj"/>). - /// </summary> - /// <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) - { - return obj is Projection other && Equals(other); - } - - /// <summary> - /// Returns <see langword="true"/> if the projections are exactly equal. - /// </summary> - /// <param name="other">The other projection.</param> - /// <returns>Whether or not the projections are exactly equal.</returns> - public bool Equals(Projection other) - { - return x == other.x && y == other.y && z == other.z && w == other.w; - } } } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index d459fe8c96..c55003586b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -58,7 +58,7 @@ namespace Godot /// </value> public real_t this[int index] { - get + readonly get { switch (index) { @@ -101,7 +101,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <value>Equivalent to <c>Mathf.Sqrt(LengthSquared)</c>.</value> - public real_t Length + public readonly real_t Length { get { return Mathf.Sqrt(LengthSquared); } } @@ -112,7 +112,7 @@ namespace Godot /// you need to compare quaternions or need the squared length for some formula. /// </summary> /// <value>Equivalent to <c>Dot(this)</c>.</value> - public real_t LengthSquared + public readonly real_t LengthSquared { get { return Dot(this); } } @@ -128,7 +128,7 @@ namespace Godot /// </summary> /// <param name="to">The other quaternion.</param> /// <returns>The angle between the quaternions.</returns> - public real_t AngleTo(Quaternion to) + public readonly real_t AngleTo(Quaternion to) { real_t dot = Dot(to); return Mathf.Acos(Mathf.Clamp(dot * dot * 2 - 1, -1, 1)); @@ -143,7 +143,7 @@ namespace Godot /// <param name="postB">A quaternion 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 quaternion.</returns> - public Quaternion SphericalCubicInterpolate(Quaternion b, Quaternion preA, Quaternion postB, real_t weight) + public readonly Quaternion SphericalCubicInterpolate(Quaternion b, Quaternion preA, Quaternion postB, real_t weight) { #if DEBUG if (!IsNormalized()) @@ -212,7 +212,7 @@ namespace Godot /// <param name="preAT"></param> /// <param name="postBT"></param> /// <returns>The interpolated quaternion.</returns> - public Quaternion SphericalCubicInterpolateInTime(Quaternion b, Quaternion preA, Quaternion postB, real_t weight, real_t bT, real_t preAT, real_t postBT) + public readonly Quaternion SphericalCubicInterpolateInTime(Quaternion b, Quaternion preA, Quaternion postB, real_t weight, real_t bT, real_t preAT, real_t postBT) { #if DEBUG if (!IsNormalized()) @@ -272,12 +272,12 @@ namespace Godot /// </summary> /// <param name="b">The other quaternion.</param> /// <returns>The dot product.</returns> - public real_t Dot(Quaternion b) + public readonly real_t Dot(Quaternion b) { return (x * b.x) + (y * b.y) + (z * b.z) + (w * b.w); } - public Quaternion Exp() + public readonly Quaternion Exp() { Vector3 v = new Vector3(x, y, z); real_t theta = v.Length(); @@ -289,12 +289,12 @@ namespace Godot return new Quaternion(v, theta); } - public real_t GetAngle() + public readonly real_t GetAngle() { return 2 * Mathf.Acos(w); } - public Vector3 GetAxis() + public readonly Vector3 GetAxis() { if (Mathf.Abs(w) > 1 - Mathf.Epsilon) { @@ -312,7 +312,7 @@ namespace Godot /// the rotation angles in the format (X angle, Y angle, Z angle). /// </summary> /// <returns>The Euler angle representation of this quaternion.</returns> - public Vector3 GetEuler() + public readonly Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz) { #if DEBUG if (!IsNormalized()) @@ -321,14 +321,14 @@ namespace Godot } #endif var basis = new Basis(this); - return basis.GetEuler(); + return basis.GetEuler(order); } /// <summary> /// Returns the inverse of the quaternion. /// </summary> /// <returns>The inverse quaternion.</returns> - public Quaternion Inverse() + public readonly Quaternion Inverse() { #if DEBUG if (!IsNormalized()) @@ -343,12 +343,12 @@ namespace Godot /// Returns whether the quaternion is normalized or not. /// </summary> /// <returns>A <see langword="bool"/> for whether the quaternion is normalized or not.</returns> - public bool IsNormalized() + public readonly bool IsNormalized() { return Mathf.Abs(LengthSquared - 1) <= Mathf.Epsilon; } - public Quaternion Log() + public readonly Quaternion Log() { Vector3 v = GetAxis() * GetAngle(); return new Quaternion(v.x, v.y, v.z, 0); @@ -358,7 +358,7 @@ namespace Godot /// Returns a copy of the quaternion, normalized to unit length. /// </summary> /// <returns>The normalized quaternion.</returns> - public Quaternion Normalized() + public readonly Quaternion Normalized() { return this / Length; } @@ -372,7 +372,7 @@ namespace Godot /// <param name="to">The destination quaternion for interpolation. Must be normalized.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting quaternion of the interpolation.</returns> - public Quaternion Slerp(Quaternion to, real_t weight) + public readonly Quaternion Slerp(Quaternion to, real_t weight) { #if DEBUG if (!IsNormalized()) @@ -437,7 +437,7 @@ namespace Godot /// <param name="to">The destination quaternion for interpolation. Must be normalized.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting quaternion of the interpolation.</returns> - public Quaternion Slerpni(Quaternion to, real_t weight) + public readonly Quaternion Slerpni(Quaternion to, real_t weight) { #if DEBUG if (!IsNormalized()) @@ -507,35 +507,6 @@ namespace Godot } /// <summary> - /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by - /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), - /// given in the vector format as (X angle, Y angle, Z angle). - /// </summary> - /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param> - public Quaternion(Vector3 eulerYXZ) - { - real_t halfA1 = eulerYXZ.y * 0.5f; - real_t halfA2 = eulerYXZ.x * 0.5f; - real_t halfA3 = eulerYXZ.z * 0.5f; - - // R = Y(a1).X(a2).Z(a3) convention for Euler angles. - // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) - // a3 is the angle of the first rotation, following the notation in this reference. - - real_t cosA1 = Mathf.Cos(halfA1); - real_t sinA1 = Mathf.Sin(halfA1); - real_t cosA2 = Mathf.Cos(halfA2); - real_t sinA2 = Mathf.Sin(halfA2); - real_t cosA3 = Mathf.Cos(halfA3); - real_t sinA3 = Mathf.Sin(halfA3); - - x = (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3); - y = (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3); - z = (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3); - w = (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3); - } - - /// <summary> /// Constructs a <see cref="Quaternion"/> that will rotate around the given axis /// by the specified angle. The axis must be a normalized vector. /// </summary> @@ -572,6 +543,61 @@ namespace Godot } } + public Quaternion(Vector3 arcFrom, Vector3 arcTo) + { + Vector3 c = arcFrom.Cross(arcTo); + real_t d = arcFrom.Dot(arcTo); + + if (d < -1.0f + Mathf.Epsilon) + { + x = 0f; + y = 1f; + z = 0f; + w = 0f; + } + else + { + real_t s = Mathf.Sqrt((1.0f + d) * 2.0f); + real_t rs = 1.0f / s; + + x = c.x * rs; + y = c.y * rs; + z = c.z * rs; + w = s * 0.5f; + } + } + + /// <summary> + /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by + /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), + /// given in the vector format as (X angle, Y angle, Z angle). + /// </summary> + /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param> + public static Quaternion FromEuler(Vector3 eulerYXZ) + { + real_t halfA1 = eulerYXZ.y * 0.5f; + real_t halfA2 = eulerYXZ.x * 0.5f; + real_t halfA3 = eulerYXZ.z * 0.5f; + + // R = Y(a1).X(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cosA1 = Mathf.Cos(halfA1); + real_t sinA1 = Mathf.Sin(halfA1); + real_t cosA2 = Mathf.Cos(halfA2); + real_t sinA2 = Mathf.Sin(halfA2); + real_t cosA3 = Mathf.Cos(halfA3); + real_t sinA3 = Mathf.Sin(halfA3); + + return new Quaternion( + (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3), + (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3), + (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3), + (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3) + ); + } + /// <summary> /// Composes these two quaternions by multiplying them together. /// This has the effect of rotating the second quaternion @@ -736,7 +762,7 @@ namespace Godot /// </summary> /// <param name="obj">The other object to compare.</param> /// <returns>Whether or not the quaternion and the other object are exactly equal.</returns> - public override bool Equals(object obj) + public override readonly bool Equals(object obj) { return obj is Quaternion other && Equals(other); } @@ -746,7 +772,7 @@ namespace Godot /// </summary> /// <param name="other">The other quaternion to compare.</param> /// <returns>Whether or not the quaternions are exactly equal.</returns> - public bool Equals(Quaternion other) + public readonly bool Equals(Quaternion other) { return x == other.x && y == other.y && z == other.z && w == other.w; } @@ -757,7 +783,7 @@ namespace Godot /// </summary> /// <param name="other">The other quaternion to compare.</param> /// <returns>Whether or not the quaternions are approximately equal.</returns> - public bool IsEqualApprox(Quaternion other) + public readonly bool IsEqualApprox(Quaternion other) { return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w); } @@ -766,7 +792,7 @@ namespace Godot /// Serves as the hash function for <see cref="Quaternion"/>. /// </summary> /// <returns>A hash code for this quaternion.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); } @@ -775,7 +801,7 @@ namespace Godot /// Converts this <see cref="Quaternion"/> to a string. /// </summary> /// <returns>A string representation of this quaternion.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y}, {z}, {w})"; } @@ -784,7 +810,7 @@ namespace Godot /// Converts this <see cref="Quaternion"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this quaternion.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs index a31fef8360..59b9faf16c 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs @@ -12,9 +12,9 @@ namespace Godot /// classes such as <see cref="RenderingServer"/>. /// </summary> [StructLayout(LayoutKind.Sequential)] - public struct RID + public readonly struct RID { - private ulong _id; // Default is 0 + private readonly ulong _id; // Default is 0 internal RID(ulong id) { diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs index e80d75dacf..b0e0e75a34 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs @@ -20,7 +20,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector2 Position { - get { return _position; } + readonly get { return _position; } set { _position = value; } } @@ -31,7 +31,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector2 Size { - get { return _size; } + readonly get { return _size; } set { _size = value; } } @@ -45,7 +45,7 @@ namespace Godot /// </value> public Vector2 End { - get { return _position + _size; } + readonly get { return _position + _size; } set { _size = value - _position; } } @@ -53,7 +53,7 @@ namespace Godot /// The area of this <see cref="Rect2"/>. /// </summary> /// <value>Equivalent to <see cref="GetArea()"/>.</value> - public real_t Area + public readonly real_t Area { get { return GetArea(); } } @@ -63,7 +63,7 @@ namespace Godot /// the top-left corner is the origin and width and height are positive. /// </summary> /// <returns>The modified <see cref="Rect2"/>.</returns> - public Rect2 Abs() + public readonly Rect2 Abs() { Vector2 end = End; Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y)); @@ -79,7 +79,7 @@ namespace Godot /// The intersection of this <see cref="Rect2"/> and <paramref name="b"/>, /// or an empty <see cref="Rect2"/> if they do not intersect. /// </returns> - public Rect2 Intersection(Rect2 b) + public readonly Rect2 Intersection(Rect2 b) { Rect2 newRect = b; @@ -107,7 +107,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not this <see cref="Rect2"/> encloses <paramref name="b"/>. /// </returns> - public bool Encloses(Rect2 b) + public readonly bool Encloses(Rect2 b) { return b._position.x >= _position.x && b._position.y >= _position.y && b._position.x + b._size.x < _position.x + _size.x && @@ -119,7 +119,7 @@ namespace Godot /// </summary> /// <param name="to">The point to include.</param> /// <returns>The expanded <see cref="Rect2"/>.</returns> - public Rect2 Expand(Vector2 to) + public readonly Rect2 Expand(Vector2 to) { Rect2 expanded = this; @@ -154,7 +154,7 @@ namespace Godot /// Returns the area of the <see cref="Rect2"/>. /// </summary> /// <returns>The area.</returns> - public real_t GetArea() + public readonly real_t GetArea() { return _size.x * _size.y; } @@ -164,7 +164,7 @@ namespace Godot /// to <see cref="Position"/> + (<see cref="Size"/> / 2). /// </summary> /// <returns>The center.</returns> - public Vector2 GetCenter() + public readonly Vector2 GetCenter() { return _position + (_size * 0.5f); } @@ -177,7 +177,7 @@ namespace Godot /// <seealso cref="GrowSide(Side, real_t)"/> /// <param name="by">The amount to grow by.</param> /// <returns>The grown <see cref="Rect2"/>.</returns> - public Rect2 Grow(real_t by) + public readonly Rect2 Grow(real_t by) { Rect2 g = this; @@ -200,7 +200,7 @@ namespace Godot /// <param name="right">The amount to grow by on the right side.</param> /// <param name="bottom">The amount to grow by on the bottom side.</param> /// <returns>The grown <see cref="Rect2"/>.</returns> - public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom) + public readonly Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom) { Rect2 g = this; @@ -221,7 +221,7 @@ namespace Godot /// <param name="side">The side to grow.</param> /// <param name="by">The amount to grow by.</param> /// <returns>The grown <see cref="Rect2"/>.</returns> - public Rect2 GrowSide(Side side, real_t by) + public readonly Rect2 GrowSide(Side side, real_t by) { Rect2 g = this; @@ -242,7 +242,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="Rect2"/> has area. /// </returns> - public bool HasArea() + public readonly bool HasArea() { return _size.x > 0.0f && _size.y > 0.0f; } @@ -255,7 +255,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="Rect2"/> contains <paramref name="point"/>. /// </returns> - public bool HasPoint(Vector2 point) + public readonly bool HasPoint(Vector2 point) { if (point.x < _position.x) return false; @@ -281,7 +281,7 @@ namespace Godot /// <param name="b">The other <see cref="Rect2"/> to check for intersections with.</param> /// <param name="includeBorders">Whether or not to consider borders.</param> /// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns> - public bool Intersects(Rect2 b, bool includeBorders = false) + public readonly bool Intersects(Rect2 b, bool includeBorders = false) { if (includeBorders) { @@ -330,7 +330,7 @@ namespace Godot /// </summary> /// <param name="b">The other <see cref="Rect2"/>.</param> /// <returns>The merged <see cref="Rect2"/>.</returns> - public Rect2 Merge(Rect2 b) + public readonly Rect2 Merge(Rect2 b) { Rect2 newRect; @@ -426,7 +426,7 @@ namespace Godot /// </summary> /// <param name="obj">The other object to compare.</param> /// <returns>Whether or not the rect and the other object are exactly equal.</returns> - public override bool Equals(object obj) + public override readonly bool Equals(object obj) { return obj is Rect2 other && Equals(other); } @@ -436,7 +436,7 @@ namespace Godot /// </summary> /// <param name="other">The other rect to compare.</param> /// <returns>Whether or not the rects are exactly equal.</returns> - public bool Equals(Rect2 other) + public readonly bool Equals(Rect2 other) { return _position.Equals(other._position) && _size.Equals(other._size); } @@ -447,7 +447,7 @@ namespace Godot /// </summary> /// <param name="other">The other rect to compare.</param> /// <returns>Whether or not the rects are approximately equal.</returns> - public bool IsEqualApprox(Rect2 other) + public readonly bool IsEqualApprox(Rect2 other) { return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size); } @@ -456,7 +456,7 @@ namespace Godot /// Serves as the hash function for <see cref="Rect2"/>. /// </summary> /// <returns>A hash code for this rect.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return _position.GetHashCode() ^ _size.GetHashCode(); } @@ -465,7 +465,7 @@ namespace Godot /// Converts this <see cref="Rect2"/> to a string. /// </summary> /// <returns>A string representation of this rect.</returns> - public override string ToString() + public override readonly string ToString() { return $"{_position}, {_size}"; } @@ -474,7 +474,7 @@ namespace Godot /// Converts this <see cref="Rect2"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this rect.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"{_position.ToString(format)}, {_size.ToString(format)}"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs index b2768476cc..faee81a98a 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs @@ -20,7 +20,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector2i Position { - get { return _position; } + readonly get { return _position; } set { _position = value; } } @@ -31,7 +31,7 @@ namespace Godot /// <value>Directly uses a private field.</value> public Vector2i Size { - get { return _size; } + readonly get { return _size; } set { _size = value; } } @@ -45,7 +45,7 @@ namespace Godot /// </value> public Vector2i End { - get { return _position + _size; } + readonly get { return _position + _size; } set { _size = value - _position; } } @@ -53,7 +53,7 @@ namespace Godot /// The area of this <see cref="Rect2i"/>. /// </summary> /// <value>Equivalent to <see cref="GetArea()"/>.</value> - public int Area + public readonly int Area { get { return GetArea(); } } @@ -63,7 +63,7 @@ namespace Godot /// the top-left corner is the origin and width and height are positive. /// </summary> /// <returns>The modified <see cref="Rect2i"/>.</returns> - public Rect2i Abs() + public readonly Rect2i Abs() { Vector2i end = End; Vector2i topLeft = new Vector2i(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y)); @@ -79,7 +79,7 @@ namespace Godot /// The intersection of this <see cref="Rect2i"/> and <paramref name="b"/>, /// or an empty <see cref="Rect2i"/> if they do not intersect. /// </returns> - public Rect2i Intersection(Rect2i b) + public readonly Rect2i Intersection(Rect2i b) { Rect2i newRect = b; @@ -107,7 +107,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not this <see cref="Rect2i"/> encloses <paramref name="b"/>. /// </returns> - public bool Encloses(Rect2i b) + public readonly bool Encloses(Rect2i b) { return b._position.x >= _position.x && b._position.y >= _position.y && b._position.x + b._size.x < _position.x + _size.x && @@ -119,7 +119,7 @@ namespace Godot /// </summary> /// <param name="to">The point to include.</param> /// <returns>The expanded <see cref="Rect2i"/>.</returns> - public Rect2i Expand(Vector2i to) + public readonly Rect2i Expand(Vector2i to) { Rect2i expanded = this; @@ -154,7 +154,7 @@ namespace Godot /// Returns the area of the <see cref="Rect2i"/>. /// </summary> /// <returns>The area.</returns> - public int GetArea() + public readonly int GetArea() { return _size.x * _size.y; } @@ -166,7 +166,7 @@ namespace Godot /// value will be rounded towards <see cref="Position"/>. /// </summary> /// <returns>The center.</returns> - public Vector2i GetCenter() + public readonly Vector2i GetCenter() { return _position + (_size / 2); } @@ -179,7 +179,7 @@ namespace Godot /// <seealso cref="GrowSide(Side, int)"/> /// <param name="by">The amount to grow by.</param> /// <returns>The grown <see cref="Rect2i"/>.</returns> - public Rect2i Grow(int by) + public readonly Rect2i Grow(int by) { Rect2i g = this; @@ -202,7 +202,7 @@ namespace Godot /// <param name="right">The amount to grow by on the right side.</param> /// <param name="bottom">The amount to grow by on the bottom side.</param> /// <returns>The grown <see cref="Rect2i"/>.</returns> - public Rect2i GrowIndividual(int left, int top, int right, int bottom) + public readonly Rect2i GrowIndividual(int left, int top, int right, int bottom) { Rect2i g = this; @@ -223,7 +223,7 @@ namespace Godot /// <param name="side">The side to grow.</param> /// <param name="by">The amount to grow by.</param> /// <returns>The grown <see cref="Rect2i"/>.</returns> - public Rect2i GrowSide(Side side, int by) + public readonly Rect2i GrowSide(Side side, int by) { Rect2i g = this; @@ -244,7 +244,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> has area. /// </returns> - public bool HasArea() + public readonly bool HasArea() { return _size.x > 0 && _size.y > 0; } @@ -257,7 +257,7 @@ namespace Godot /// <returns> /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> contains <paramref name="point"/>. /// </returns> - public bool HasPoint(Vector2i point) + public readonly bool HasPoint(Vector2i point) { if (point.x < _position.x) return false; @@ -283,7 +283,7 @@ namespace Godot /// <param name="b">The other <see cref="Rect2i"/> to check for intersections with.</param> /// <param name="includeBorders">Whether or not to consider borders.</param> /// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns> - public bool Intersects(Rect2i b, bool includeBorders = false) + public readonly bool Intersects(Rect2i b, bool includeBorders = false) { if (includeBorders) { @@ -316,7 +316,7 @@ namespace Godot /// </summary> /// <param name="b">The other <see cref="Rect2i"/>.</param> /// <returns>The merged <see cref="Rect2i"/>.</returns> - public Rect2i Merge(Rect2i b) + public readonly Rect2i Merge(Rect2i b) { Rect2i newRect; @@ -426,7 +426,7 @@ namespace Godot /// </summary> /// <param name="obj">The other object to compare.</param> /// <returns>Whether or not the rect and the other object are equal.</returns> - public override bool Equals(object obj) + public override readonly bool Equals(object obj) { return obj is Rect2i other && Equals(other); } @@ -436,7 +436,7 @@ namespace Godot /// </summary> /// <param name="other">The other rect to compare.</param> /// <returns>Whether or not the rects are equal.</returns> - public bool Equals(Rect2i other) + public readonly bool Equals(Rect2i other) { return _position.Equals(other._position) && _size.Equals(other._size); } @@ -445,7 +445,7 @@ namespace Godot /// Serves as the hash function for <see cref="Rect2i"/>. /// </summary> /// <returns>A hash code for this rect.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return _position.GetHashCode() ^ _size.GetHashCode(); } @@ -454,7 +454,7 @@ namespace Godot /// Converts this <see cref="Rect2i"/> to a string. /// </summary> /// <returns>A string representation of this rect.</returns> - public override string ToString() + public override readonly string ToString() { return $"{_position}, {_size}"; } @@ -463,7 +463,7 @@ namespace Godot /// Converts this <see cref="Rect2i"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this rect.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"{_position.ToString(format)}, {_size.ToString(format)}"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs index d77baab24b..f511233fcc 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs @@ -229,7 +229,6 @@ namespace Godot sb.Replace("\v", "\\v"); sb.Replace("\'", "\\'"); sb.Replace("\"", "\\\""); - sb.Replace("?", "\\?"); return sb.ToString(); } @@ -253,7 +252,6 @@ namespace Godot sb.Replace("\\v", "\v"); sb.Replace("\\'", "\'"); sb.Replace("\\\"", "\""); - sb.Replace("\\?", "?"); sb.Replace("\\\\", "\\"); return sb.ToString(); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs index 894667db76..756f71e5b2 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs @@ -37,7 +37,7 @@ namespace Godot /// <value>Getting is equivalent to calling <see cref="Mathf.Atan2(real_t, real_t)"/> with the values of <see cref="x"/>.</value> public real_t Rotation { - get + readonly get { return Mathf.Atan2(x.y, x.x); } @@ -57,7 +57,7 @@ namespace Godot /// <value>Equivalent to the lengths of each column vector, but Y is negative if the determinant is negative.</value> public Vector2 Scale { - get + readonly get { real_t detSign = Mathf.Sign(BasisDeterminant()); return new Vector2(x.Length(), detSign * y.Length()); @@ -80,7 +80,7 @@ namespace Godot /// </exception> public Vector2 this[int column] { - get + readonly get { switch (column) { @@ -121,7 +121,7 @@ namespace Godot /// <param name="row">Which row, the matrix vertical position.</param> public real_t this[int column, int row] { - get + readonly get { return this[column][row]; } @@ -139,7 +139,7 @@ namespace Godot /// </summary> /// <seealso cref="Inverse"/> /// <returns>The inverse transformation matrix.</returns> - public Transform2D AffineInverse() + public readonly Transform2D AffineInverse() { real_t det = BasisDeterminant(); @@ -148,9 +148,8 @@ namespace Godot Transform2D inv = this; - real_t temp = inv[0, 0]; - inv[0, 0] = inv[1, 1]; - inv[1, 1] = temp; + inv[0, 0] = this[1, 1]; + inv[1, 1] = this[0, 0]; real_t detInv = 1.0f / det; @@ -171,7 +170,7 @@ namespace Godot /// and is usually considered invalid. /// </summary> /// <returns>The determinant of the basis matrix.</returns> - private real_t BasisDeterminant() + private readonly real_t BasisDeterminant() { return (x.x * y.y) - (x.y * y.x); } @@ -183,7 +182,7 @@ namespace Godot /// <seealso cref="BasisXformInv(Vector2)"/> /// <param name="v">A vector to transform.</param> /// <returns>The transformed vector.</returns> - public Vector2 BasisXform(Vector2 v) + public readonly Vector2 BasisXform(Vector2 v) { return new Vector2(Tdotx(v), Tdoty(v)); } @@ -198,7 +197,7 @@ namespace Godot /// <seealso cref="BasisXform(Vector2)"/> /// <param name="v">A vector to inversely transform.</param> /// <returns>The inversely transformed vector.</returns> - public Vector2 BasisXformInv(Vector2 v) + public readonly Vector2 BasisXformInv(Vector2 v) { return new Vector2(x.Dot(v), y.Dot(v)); } @@ -209,7 +208,7 @@ namespace Godot /// <param name="transform">The other transform.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The interpolated transform.</returns> - public Transform2D InterpolateWith(Transform2D transform, real_t weight) + public readonly Transform2D InterpolateWith(Transform2D transform, real_t weight) { real_t r1 = Rotation; real_t r2 = transform.Rotation; @@ -258,14 +257,13 @@ namespace Godot /// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling). /// </summary> /// <returns>The inverse matrix.</returns> - public Transform2D Inverse() + public readonly Transform2D Inverse() { Transform2D inv = this; // Swap - real_t temp = inv.x.y; - inv.x.y = inv.y.x; - inv.y.x = temp; + inv.x.y = y.x; + inv.y.x = x.y; inv.origin = inv.BasisXform(-inv.origin); @@ -277,7 +275,7 @@ namespace Godot /// and normalized axis vectors (scale of 1 or -1). /// </summary> /// <returns>The orthonormalized transform.</returns> - public Transform2D Orthonormalized() + public readonly Transform2D Orthonormalized() { Transform2D on = this; @@ -301,7 +299,7 @@ namespace Godot /// </summary> /// <param name="angle">The angle to rotate, in radians.</param> /// <returns>The rotated transformation matrix.</returns> - public Transform2D Rotated(real_t angle) + public readonly Transform2D Rotated(real_t angle) { return this * new Transform2D(angle, new Vector2()); } @@ -313,7 +311,7 @@ namespace Godot /// </summary> /// <param name="angle">The angle to rotate, in radians.</param> /// <returns>The rotated transformation matrix.</returns> - public Transform2D RotatedLocal(real_t angle) + public readonly Transform2D RotatedLocal(real_t angle) { return new Transform2D(angle, new Vector2()) * this; } @@ -325,7 +323,7 @@ namespace Godot /// </summary> /// <param name="scale">The scale to introduce.</param> /// <returns>The scaled transformation matrix.</returns> - public Transform2D Scaled(Vector2 scale) + public readonly Transform2D Scaled(Vector2 scale) { Transform2D copy = this; copy.x *= scale; @@ -341,7 +339,7 @@ namespace Godot /// </summary> /// <param name="scale">The scale to introduce.</param> /// <returns>The scaled transformation matrix.</returns> - public Transform2D ScaledLocal(Vector2 scale) + public readonly Transform2D ScaledLocal(Vector2 scale) { Transform2D copy = this; copy.x *= scale; @@ -349,12 +347,12 @@ namespace Godot return copy; } - private real_t Tdotx(Vector2 with) + private readonly real_t Tdotx(Vector2 with) { return (this[0, 0] * with[0]) + (this[1, 0] * with[1]); } - private real_t Tdoty(Vector2 with) + private readonly real_t Tdoty(Vector2 with) { return (this[0, 1] * with[0]) + (this[1, 1] * with[1]); } @@ -366,7 +364,7 @@ namespace Godot /// </summary> /// <param name="offset">The offset to translate by.</param> /// <returns>The translated matrix.</returns> - public Transform2D Translated(Vector2 offset) + public readonly Transform2D Translated(Vector2 offset) { Transform2D copy = this; copy.origin += offset; @@ -380,7 +378,7 @@ namespace Godot /// </summary> /// <param name="offset">The offset to translate by.</param> /// <returns>The translated matrix.</returns> - public Transform2D TranslatedLocal(Vector2 offset) + public readonly Transform2D TranslatedLocal(Vector2 offset) { Transform2D copy = this; copy.origin += copy.BasisXform(offset); @@ -603,7 +601,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Transform2D other && Equals(other); } @@ -615,7 +613,7 @@ namespace Godot /// </summary> /// <param name="other">The other transform to compare.</param> /// <returns>Whether or not the matrices are exactly equal.</returns> - public bool Equals(Transform2D other) + public readonly bool Equals(Transform2D other) { return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin); } @@ -626,7 +624,7 @@ namespace Godot /// </summary> /// <param name="other">The other transform to compare.</param> /// <returns>Whether or not the matrices are approximately equal.</returns> - public bool IsEqualApprox(Transform2D other) + public readonly bool IsEqualApprox(Transform2D other) { return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && origin.IsEqualApprox(other.origin); } @@ -635,7 +633,7 @@ namespace Godot /// Serves as the hash function for <see cref="Transform2D"/>. /// </summary> /// <returns>A hash code for this transform.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() ^ origin.GetHashCode(); } @@ -644,7 +642,7 @@ namespace Godot /// Converts this <see cref="Transform2D"/> to a string. /// </summary> /// <returns>A string representation of this transform.</returns> - public override string ToString() + public override readonly string ToString() { return $"[X: {x}, Y: {y}, O: {origin}]"; } @@ -653,7 +651,7 @@ namespace Godot /// Converts this <see cref="Transform2D"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this transform.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, O: {origin.ToString(format)}]"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs index 2f7891e7ef..39167bd116 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs @@ -37,7 +37,7 @@ namespace Godot /// </exception> public Vector3 this[int column] { - get + readonly get { switch (column) { @@ -83,7 +83,7 @@ namespace Godot /// <param name="row">Which row, the matrix vertical position.</param> public real_t this[int column, int row] { - get + readonly get { if (column == 3) { @@ -108,7 +108,7 @@ namespace Godot /// </summary> /// <seealso cref="Inverse"/> /// <returns>The inverse transformation matrix.</returns> - public Transform3D AffineInverse() + public readonly Transform3D AffineInverse() { Basis basisInv = basis.Inverse(); return new Transform3D(basisInv, basisInv * -origin); @@ -120,7 +120,7 @@ namespace Godot /// <param name="transform">The other transform.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The interpolated transform.</returns> - public Transform3D InterpolateWith(Transform3D transform, real_t weight) + public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight) { Basis retBasis = basis.Lerp(transform.basis, weight); Vector3 retOrigin = origin.Lerp(transform.origin, weight); @@ -133,7 +133,7 @@ namespace Godot /// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling). /// </summary> /// <returns>The inverse matrix.</returns> - public Transform3D Inverse() + public readonly Transform3D Inverse() { Basis basisTr = basis.Transposed(); return new Transform3D(basisTr, basisTr * -origin); @@ -164,7 +164,7 @@ namespace Godot /// and normalized axis vectors (scale of 1 or -1). /// </summary> /// <returns>The orthonormalized transform.</returns> - public Transform3D Orthonormalized() + public readonly Transform3D Orthonormalized() { return new Transform3D(basis.Orthonormalized(), origin); } @@ -192,7 +192,7 @@ namespace Godot /// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="angle">The angle to rotate, in radians.</param> /// <returns>The rotated transformation matrix.</returns> - public Transform3D RotatedLocal(Vector3 axis, real_t angle) + public readonly Transform3D RotatedLocal(Vector3 axis, real_t angle) { Basis tmpBasis = new Basis(axis, angle); return new Transform3D(basis * tmpBasis, origin); @@ -205,7 +205,7 @@ namespace Godot /// </summary> /// <param name="scale">The scale to introduce.</param> /// <returns>The scaled transformation matrix.</returns> - public Transform3D Scaled(Vector3 scale) + public readonly Transform3D Scaled(Vector3 scale) { return new Transform3D(basis.Scaled(scale), origin * scale); } @@ -217,7 +217,7 @@ namespace Godot /// </summary> /// <param name="scale">The scale to introduce.</param> /// <returns>The scaled transformation matrix.</returns> - public Transform3D ScaledLocal(Vector3 scale) + public readonly Transform3D ScaledLocal(Vector3 scale) { Basis tmpBasis = Basis.FromScale(scale); return new Transform3D(basis * tmpBasis, origin); @@ -230,7 +230,7 @@ namespace Godot /// <param name="transform">The other transform.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The interpolated transform.</returns> - public Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight) + public readonly Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight) { /* not sure if very "efficient" but good enough? */ @@ -281,7 +281,7 @@ namespace Godot /// </summary> /// <param name="offset">The offset to translate by.</param> /// <returns>The translated matrix.</returns> - public Transform3D Translated(Vector3 offset) + public readonly Transform3D Translated(Vector3 offset) { return new Transform3D(basis, origin + offset); } @@ -293,7 +293,7 @@ namespace Godot /// </summary> /// <param name="offset">The offset to translate by.</param> /// <returns>The translated matrix.</returns> - public Transform3D TranslatedLocal(Vector3 offset) + public readonly Transform3D TranslatedLocal(Vector3 offset) { return new Transform3D(basis, new Vector3 ( @@ -617,7 +617,7 @@ namespace Godot /// </summary> /// <param name="other">The other transform to compare.</param> /// <returns>Whether or not the matrices are approximately equal.</returns> - public bool IsEqualApprox(Transform3D other) + public readonly bool IsEqualApprox(Transform3D other) { return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin); } @@ -626,7 +626,7 @@ namespace Godot /// Serves as the hash function for <see cref="Transform3D"/>. /// </summary> /// <returns>A hash code for this transform.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return basis.GetHashCode() ^ origin.GetHashCode(); } @@ -635,7 +635,7 @@ namespace Godot /// Converts this <see cref="Transform3D"/> to a string. /// </summary> /// <returns>A string representation of this transform.</returns> - public override string ToString() + public override readonly string ToString() { return $"[X: {basis.x}, Y: {basis.y}, Z: {basis.z}, O: {origin}]"; } @@ -644,7 +644,7 @@ namespace Godot /// Converts this <see cref="Transform3D"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this transform.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"[X: {basis.x.ToString(format)}, Y: {basis.y.ToString(format)}, Z: {basis.z.ToString(format)}, O: {origin.ToString(format)}]"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index 87f397891e..c471eceded 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -48,7 +48,7 @@ namespace Godot /// </value> public real_t this[int index] { - get + readonly get { switch (index) { @@ -79,7 +79,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out real_t x, out real_t y) + public readonly void Deconstruct(out real_t x, out real_t y) { x = this.x; y = this.y; @@ -105,7 +105,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns> - public Vector2 Abs() + public readonly Vector2 Abs() { return new Vector2(Mathf.Abs(x), Mathf.Abs(y)); } @@ -117,7 +117,7 @@ namespace Godot /// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>. /// </summary> /// <returns>The angle of this vector, in radians.</returns> - public real_t Angle() + public readonly real_t Angle() { return Mathf.Atan2(y, x); } @@ -127,7 +127,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to compare this vector to.</param> /// <returns>The angle between the two vectors, in radians.</returns> - public real_t AngleTo(Vector2 to) + public readonly real_t AngleTo(Vector2 to) { return Mathf.Atan2(Cross(to), Dot(to)); } @@ -137,7 +137,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to compare this vector to.</param> /// <returns>The angle between the two vectors, in radians.</returns> - public real_t AngleToPoint(Vector2 to) + public readonly real_t AngleToPoint(Vector2 to) { return Mathf.Atan2(y - to.y, x - to.x); } @@ -146,7 +146,7 @@ namespace Godot /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>. /// </summary> /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns> - public real_t Aspect() + public readonly real_t Aspect() { return x / y; } @@ -156,7 +156,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param> /// <returns>The bounced vector.</returns> - public Vector2 Bounce(Vector2 normal) + public readonly Vector2 Bounce(Vector2 normal) { return -Reflect(normal); } @@ -165,7 +165,7 @@ namespace Godot /// Returns a new vector with all components rounded up (towards positive infinity). /// </summary> /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns> - public Vector2 Ceil() + public readonly Vector2 Ceil() { return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y)); } @@ -178,7 +178,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector2 Clamp(Vector2 min, Vector2 max) + public readonly Vector2 Clamp(Vector2 min, Vector2 max) { return new Vector2 ( @@ -192,7 +192,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector.</param> /// <returns>The cross product value.</returns> - public real_t Cross(Vector2 with) + public readonly real_t Cross(Vector2 with) { return (x * with.y) - (y * with.x); } @@ -206,7 +206,7 @@ namespace Godot /// <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 Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t weight) + public readonly Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t weight) { return new Vector2 ( @@ -229,7 +229,7 @@ namespace Godot /// <param name="preAT"></param> /// <param name="postBT"></param> /// <returns>The interpolated vector.</returns> - public Vector2 CubicInterpolateInTime(Vector2 b, Vector2 preA, Vector2 postB, real_t weight, real_t t, real_t preAT, real_t postBT) + public readonly Vector2 CubicInterpolateInTime(Vector2 b, Vector2 preA, Vector2 postB, real_t weight, real_t t, real_t preAT, real_t postBT) { return new Vector2 ( @@ -240,23 +240,37 @@ namespace Godot /// <summary> /// Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by this vector - /// and the given <paramref name="control1"/>, <paramref name="control2"/> and <paramref name="end"/> points. + /// and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. /// </summary> /// <param name="control1">Control point that defines the bezier curve.</param> /// <param name="control2">Control point that defines the bezier curve.</param> /// <param name="end">The destination vector.</param> /// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The interpolated vector.</returns> - public Vector2 BezierInterpolate(Vector2 control1, Vector2 control2, Vector2 end, real_t t) + public readonly Vector2 BezierInterpolate(Vector2 control1, Vector2 control2, Vector2 end, real_t t) { - // Formula from Wikipedia article on Bezier curves - real_t omt = 1 - t; - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = t * t; - real_t t3 = t2 * t; + return new Vector2 + ( + Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t), + Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t) + ); + } - return this * omt3 + control1 * omt2 * t * 3 + control2 * omt * t2 * 3 + end * t3; + /// <summary> + /// Returns the derivative at the given <paramref name="t"/> on the Bezier curve defined by this vector + /// and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. + /// </summary> + /// <param name="control1">Control point that defines the bezier curve.</param> + /// <param name="control2">Control point that defines the bezier curve.</param> + /// <param name="end">The destination value for the interpolation.</param> + /// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> + /// <returns>The resulting value of the interpolation.</returns> + public readonly Vector2 BezierDerivative(Vector2 control1, Vector2 control2, Vector2 end, real_t t) + { + return new Vector2( + Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t), + Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t) + ); } /// <summary> @@ -264,7 +278,7 @@ namespace Godot /// </summary> /// <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) + public readonly Vector2 DirectionTo(Vector2 to) { return new Vector2(to.x - x, to.y - y).Normalized(); } @@ -276,7 +290,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The squared distance between the two vectors.</returns> - public real_t DistanceSquaredTo(Vector2 to) + public readonly real_t DistanceSquaredTo(Vector2 to) { return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y); } @@ -286,7 +300,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The distance between the two vectors.</returns> - public real_t DistanceTo(Vector2 to) + public readonly real_t DistanceTo(Vector2 to) { return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y)); } @@ -296,7 +310,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector to use.</param> /// <returns>The dot product of the two vectors.</returns> - public real_t Dot(Vector2 with) + public readonly real_t Dot(Vector2 with) { return (x * with.x) + (y * with.y); } @@ -305,7 +319,7 @@ namespace Godot /// 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 Vector2 Floor() + public readonly Vector2 Floor() { return new Vector2(Mathf.Floor(x), Mathf.Floor(y)); } @@ -314,7 +328,7 @@ namespace Godot /// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.x, 1 / v.y)</c>. /// </summary> /// <returns>The inverse of this vector.</returns> - public Vector2 Inverse() + public readonly Vector2 Inverse() { return new Vector2(1 / x, 1 / y); } @@ -323,7 +337,7 @@ namespace Godot /// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise. /// </summary> /// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns> - public bool IsNormalized() + public readonly bool IsNormalized() { return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; } @@ -333,7 +347,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { return Mathf.Sqrt((x * x) + (y * y)); } @@ -344,7 +358,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public real_t LengthSquared() + public readonly real_t LengthSquared() { return (x * x) + (y * y); } @@ -356,7 +370,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector2 Lerp(Vector2 to, real_t weight) + public readonly Vector2 Lerp(Vector2 to, real_t weight) { return new Vector2 ( @@ -374,7 +388,7 @@ namespace Godot /// A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation. /// </param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector2 Lerp(Vector2 to, Vector2 weight) + public readonly Vector2 Lerp(Vector2 to, Vector2 weight) { return new Vector2 ( @@ -388,7 +402,7 @@ namespace Godot /// </summary> /// <param name="length">The length to limit to.</param> /// <returns>The vector with its length limited.</returns> - public Vector2 LimitLength(real_t length = 1.0f) + public readonly Vector2 LimitLength(real_t length = 1.0f) { Vector2 v = this; real_t l = Length(); @@ -407,7 +421,7 @@ namespace Godot /// If both components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { return x < y ? Axis.Y : Axis.X; } @@ -417,7 +431,7 @@ namespace Godot /// If both components are equal, this method returns <see cref="Axis.Y"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { return x < y ? Axis.X : Axis.Y; } @@ -428,7 +442,7 @@ namespace Godot /// <param name="to">The vector to move towards.</param> /// <param name="delta">The amount to move towards by.</param> /// <returns>The resulting vector.</returns> - public Vector2 MoveToward(Vector2 to, real_t delta) + public readonly Vector2 MoveToward(Vector2 to, real_t delta) { Vector2 v = this; Vector2 vd = to - v; @@ -443,7 +457,7 @@ namespace Godot /// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>. /// </summary> /// <returns>A normalized version of the vector.</returns> - public Vector2 Normalized() + public readonly Vector2 Normalized() { Vector2 v = this; v.Normalize(); @@ -458,7 +472,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>. /// </returns> - public Vector2 PosMod(real_t mod) + public readonly Vector2 PosMod(real_t mod) { Vector2 v; v.x = Mathf.PosMod(x, mod); @@ -474,7 +488,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components. /// </returns> - public Vector2 PosMod(Vector2 modv) + public readonly Vector2 PosMod(Vector2 modv) { Vector2 v; v.x = Mathf.PosMod(x, modv.x); @@ -487,7 +501,7 @@ namespace Godot /// </summary> /// <param name="onNormal">The vector to project onto.</param> /// <returns>The projected vector.</returns> - public Vector2 Project(Vector2 onNormal) + public readonly Vector2 Project(Vector2 onNormal) { return onNormal * (Dot(onNormal) / onNormal.LengthSquared()); } @@ -497,7 +511,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param> /// <returns>The reflected vector.</returns> - public Vector2 Reflect(Vector2 normal) + public readonly Vector2 Reflect(Vector2 normal) { #if DEBUG if (!normal.IsNormalized()) @@ -513,7 +527,7 @@ namespace Godot /// </summary> /// <param name="angle">The angle to rotate by, in radians.</param> /// <returns>The rotated vector.</returns> - public Vector2 Rotated(real_t angle) + public readonly Vector2 Rotated(real_t angle) { real_t sine = Mathf.Sin(angle); real_t cosi = Mathf.Cos(angle); @@ -527,7 +541,7 @@ namespace Godot /// with halfway cases rounded towards the nearest multiple of two. /// </summary> /// <returns>The rounded vector.</returns> - public Vector2 Round() + public readonly Vector2 Round() { return new Vector2(Mathf.Round(x), Mathf.Round(y)); } @@ -538,7 +552,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(real_t)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector2 Sign() + public readonly Vector2 Sign() { Vector2 v; v.x = Mathf.Sign(x); @@ -557,7 +571,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector2 Slerp(Vector2 to, real_t weight) + public readonly Vector2 Slerp(Vector2 to, real_t weight) { real_t startLengthSquared = LengthSquared(); real_t endLengthSquared = to.LengthSquared(); @@ -577,7 +591,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to slide on.</param> /// <returns>The slid vector.</returns> - public Vector2 Slide(Vector2 normal) + public readonly Vector2 Slide(Vector2 normal) { return this - (normal * Dot(normal)); } @@ -588,7 +602,7 @@ namespace Godot /// </summary> /// <param name="step">A vector value representing the step size to snap to.</param> /// <returns>The snapped vector.</returns> - public Vector2 Snapped(Vector2 step) + public readonly Vector2 Snapped(Vector2 step) { return new Vector2(Mathf.Snapped(x, step.x), Mathf.Snapped(y, step.y)); } @@ -598,7 +612,7 @@ namespace Godot /// compared to the original, with the same length. /// </summary> /// <returns>The perpendicular vector.</returns> - public Vector2 Orthogonal() + public readonly Vector2 Orthogonal() { return new Vector2(y, -x); } @@ -946,7 +960,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector2 other && Equals(other); } @@ -958,7 +972,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are exactly equal.</returns> - public bool Equals(Vector2 other) + public readonly bool Equals(Vector2 other) { return x == other.x && y == other.y; } @@ -969,7 +983,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector to compare.</param> /// <returns>Whether or not the vectors are approximately equal.</returns> - public bool IsEqualApprox(Vector2 other) + public readonly bool IsEqualApprox(Vector2 other) { return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y); } @@ -978,7 +992,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector2"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode(); } @@ -987,7 +1001,7 @@ namespace Godot /// Converts this <see cref="Vector2"/> to a string. /// </summary> /// <returns>A string representation of this vector.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y})"; } @@ -996,7 +1010,7 @@ namespace Godot /// Converts this <see cref="Vector2"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs index bdadf696e3..08f2a3a8af 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs @@ -48,7 +48,7 @@ namespace Godot /// </value> public int this[int index] { - get + readonly get { switch (index) { @@ -79,7 +79,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out int x, out int y) + public readonly void Deconstruct(out int x, out int y) { x = this.x; y = this.y; @@ -89,7 +89,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns> - public Vector2i Abs() + public readonly Vector2i Abs() { return new Vector2i(Mathf.Abs(x), Mathf.Abs(y)); } @@ -101,7 +101,7 @@ namespace Godot /// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>. /// </summary> /// <returns>The angle of this vector, in radians.</returns> - public real_t Angle() + public readonly real_t Angle() { return Mathf.Atan2(y, x); } @@ -111,7 +111,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to compare this vector to.</param> /// <returns>The angle between the two vectors, in radians.</returns> - public real_t AngleTo(Vector2i to) + public readonly real_t AngleTo(Vector2i to) { return Mathf.Atan2(Cross(to), Dot(to)); } @@ -121,7 +121,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to compare this vector to.</param> /// <returns>The angle between the two vectors, in radians.</returns> - public real_t AngleToPoint(Vector2i to) + public readonly real_t AngleToPoint(Vector2i to) { return Mathf.Atan2(y - to.y, x - to.x); } @@ -130,7 +130,7 @@ namespace Godot /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>. /// </summary> /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns> - public real_t Aspect() + public readonly real_t Aspect() { return x / (real_t)y; } @@ -143,7 +143,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector2i Clamp(Vector2i min, Vector2i max) + public readonly Vector2i Clamp(Vector2i min, Vector2i max) { return new Vector2i ( @@ -157,7 +157,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector.</param> /// <returns>The cross product vector.</returns> - public int Cross(Vector2i with) + public readonly int Cross(Vector2i with) { return x * with.y - y * with.x; } @@ -169,7 +169,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The squared distance between the two vectors.</returns> - public int DistanceSquaredTo(Vector2i to) + public readonly int DistanceSquaredTo(Vector2i to) { return (to - this).LengthSquared(); } @@ -179,7 +179,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The distance between the two vectors.</returns> - public real_t DistanceTo(Vector2i to) + public readonly real_t DistanceTo(Vector2i to) { return (to - this).Length(); } @@ -189,7 +189,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector to use.</param> /// <returns>The dot product of the two vectors.</returns> - public int Dot(Vector2i with) + public readonly int Dot(Vector2i with) { return x * with.x + y * with.y; } @@ -199,7 +199,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { int x2 = x * x; int y2 = y * y; @@ -213,7 +213,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public int LengthSquared() + public readonly int LengthSquared() { int x2 = x * x; int y2 = y * y; @@ -226,7 +226,7 @@ namespace Godot /// If both components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { return x < y ? Axis.Y : Axis.X; } @@ -236,7 +236,7 @@ namespace Godot /// If both components are equal, this method returns <see cref="Axis.Y"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { return x < y ? Axis.X : Axis.Y; } @@ -249,7 +249,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="mod"/>. /// </returns> - public Vector2i PosMod(int mod) + public readonly Vector2i PosMod(int mod) { Vector2i v = this; v.x = Mathf.PosMod(v.x, mod); @@ -265,7 +265,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="modv"/>'s components. /// </returns> - public Vector2i PosMod(Vector2i modv) + public readonly Vector2i PosMod(Vector2i modv) { Vector2i v = this; v.x = Mathf.PosMod(v.x, modv.x); @@ -279,7 +279,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(int)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector2i Sign() + public readonly Vector2i Sign() { Vector2i v = this; v.x = Mathf.Sign(v.x); @@ -292,7 +292,7 @@ namespace Godot /// compared to the original, with the same length. /// </summary> /// <returns>The perpendicular vector.</returns> - public Vector2i Orthogonal() + public readonly Vector2i Orthogonal() { return new Vector2i(y, -x); } @@ -665,7 +665,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector2i other && Equals(other); } @@ -675,7 +675,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are equal.</returns> - public bool Equals(Vector2i other) + public readonly bool Equals(Vector2i other) { return x == other.x && y == other.y; } @@ -684,7 +684,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector2i"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode(); } @@ -693,7 +693,7 @@ namespace Godot /// Converts this <see cref="Vector2i"/> to a string. /// </summary> /// <returns>A string representation of this vector.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y})"; } @@ -702,7 +702,7 @@ namespace Godot /// Converts this <see cref="Vector2i"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 6649f3b784..fefdee33a5 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -58,7 +58,7 @@ namespace Godot /// </value> public real_t this[int index] { - get + readonly get { switch (index) { @@ -94,7 +94,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out real_t x, out real_t y, out real_t z) + public readonly void Deconstruct(out real_t x, out real_t y, out real_t z) { x = this.x; y = this.y; @@ -122,7 +122,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns> - public Vector3 Abs() + public readonly Vector3 Abs() { return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z)); } @@ -132,7 +132,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to compare this vector to.</param> /// <returns>The unsigned angle between the two vectors, in radians.</returns> - public real_t AngleTo(Vector3 to) + public readonly real_t AngleTo(Vector3 to) { return Mathf.Atan2(Cross(to).Length(), Dot(to)); } @@ -142,7 +142,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param> /// <returns>The bounced vector.</returns> - public Vector3 Bounce(Vector3 normal) + public readonly Vector3 Bounce(Vector3 normal) { return -Reflect(normal); } @@ -151,7 +151,7 @@ namespace Godot /// Returns a new vector with all components rounded up (towards positive infinity). /// </summary> /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns> - public Vector3 Ceil() + public readonly Vector3 Ceil() { return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z)); } @@ -164,7 +164,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector3 Clamp(Vector3 min, Vector3 max) + public readonly Vector3 Clamp(Vector3 min, Vector3 max) { return new Vector3 ( @@ -179,7 +179,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector.</param> /// <returns>The cross product vector.</returns> - public Vector3 Cross(Vector3 with) + public readonly Vector3 Cross(Vector3 with) { return new Vector3 ( @@ -198,7 +198,7 @@ namespace Godot /// <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 Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t weight) + public readonly Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t weight) { return new Vector3 ( @@ -222,7 +222,7 @@ namespace Godot /// <param name="preAT"></param> /// <param name="postBT"></param> /// <returns>The interpolated vector.</returns> - public Vector3 CubicInterpolateInTime(Vector3 b, Vector3 preA, Vector3 postB, real_t weight, real_t t, real_t preAT, real_t postBT) + public readonly Vector3 CubicInterpolateInTime(Vector3 b, Vector3 preA, Vector3 postB, real_t weight, real_t t, real_t preAT, real_t postBT) { return new Vector3 ( @@ -234,23 +234,39 @@ namespace Godot /// <summary> /// Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by this vector - /// and the given <paramref name="control1"/>, <paramref name="control2"/> and <paramref name="end"/> points. + /// and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. /// </summary> /// <param name="control1">Control point that defines the bezier curve.</param> /// <param name="control2">Control point that defines the bezier curve.</param> /// <param name="end">The destination vector.</param> /// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The interpolated vector.</returns> - public Vector3 BezierInterpolate(Vector3 control1, Vector3 control2, Vector3 end, real_t t) + public readonly Vector3 BezierInterpolate(Vector3 control1, Vector3 control2, Vector3 end, real_t t) { - // Formula from Wikipedia article on Bezier curves - real_t omt = 1 - t; - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = t * t; - real_t t3 = t2 * t; + return new Vector3 + ( + Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t), + Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t), + Mathf.BezierInterpolate(z, control1.z, control2.z, end.z, t) + ); + } - return this * omt3 + control1 * omt2 * t * 3 + control2 * omt * t2 * 3 + end * t3; + /// <summary> + /// Returns the derivative at the given <paramref name="t"/> on the Bezier curve defined by this vector + /// and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points. + /// </summary> + /// <param name="control1">Control point that defines the bezier curve.</param> + /// <param name="control2">Control point that defines the bezier curve.</param> + /// <param name="end">The destination value for the interpolation.</param> + /// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> + /// <returns>The resulting value of the interpolation.</returns> + public readonly Vector3 BezierDerivative(Vector3 control1, Vector3 control2, Vector3 end, real_t t) + { + return new Vector3( + Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t), + Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t), + Mathf.BezierDerivative(z, control1.z, control2.z, end.y, t) + ); } /// <summary> @@ -258,7 +274,7 @@ namespace Godot /// </summary> /// <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) + public readonly Vector3 DirectionTo(Vector3 to) { return new Vector3(to.x - x, to.y - y, to.z - z).Normalized(); } @@ -270,7 +286,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The squared distance between the two vectors.</returns> - public real_t DistanceSquaredTo(Vector3 to) + public readonly real_t DistanceSquaredTo(Vector3 to) { return (to - this).LengthSquared(); } @@ -281,7 +297,7 @@ namespace Godot /// <seealso cref="DistanceSquaredTo(Vector3)"/> /// <param name="to">The other vector to use.</param> /// <returns>The distance between the two vectors.</returns> - public real_t DistanceTo(Vector3 to) + public readonly real_t DistanceTo(Vector3 to) { return (to - this).Length(); } @@ -291,7 +307,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector to use.</param> /// <returns>The dot product of the two vectors.</returns> - public real_t Dot(Vector3 with) + public readonly real_t Dot(Vector3 with) { return (x * with.x) + (y * with.y) + (z * with.z); } @@ -300,7 +316,7 @@ namespace Godot /// 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 Vector3 Floor() + public readonly Vector3 Floor() { return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z)); } @@ -309,7 +325,7 @@ namespace Godot /// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.x, 1 / v.y, 1 / v.z)</c>. /// </summary> /// <returns>The inverse of this vector.</returns> - public Vector3 Inverse() + public readonly Vector3 Inverse() { return new Vector3(1 / x, 1 / y, 1 / z); } @@ -318,7 +334,7 @@ namespace Godot /// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise. /// </summary> /// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns> - public bool IsNormalized() + public readonly bool IsNormalized() { return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; } @@ -328,7 +344,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { real_t x2 = x * x; real_t y2 = y * y; @@ -343,7 +359,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public real_t LengthSquared() + public readonly real_t LengthSquared() { real_t x2 = x * x; real_t y2 = y * y; @@ -359,7 +375,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector3 Lerp(Vector3 to, real_t weight) + public readonly Vector3 Lerp(Vector3 to, real_t weight) { return new Vector3 ( @@ -376,7 +392,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector3 Lerp(Vector3 to, Vector3 weight) + public readonly Vector3 Lerp(Vector3 to, Vector3 weight) { return new Vector3 ( @@ -391,7 +407,7 @@ namespace Godot /// </summary> /// <param name="length">The length to limit to.</param> /// <returns>The vector with its length limited.</returns> - public Vector3 LimitLength(real_t length = 1.0f) + public readonly Vector3 LimitLength(real_t length = 1.0f) { Vector3 v = this; real_t l = Length(); @@ -410,7 +426,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X); } @@ -420,7 +436,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.Z"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z); } @@ -431,7 +447,7 @@ namespace Godot /// <param name="to">The vector to move towards.</param> /// <param name="delta">The amount to move towards by.</param> /// <returns>The resulting vector.</returns> - public Vector3 MoveToward(Vector3 to, real_t delta) + public readonly Vector3 MoveToward(Vector3 to, real_t delta) { Vector3 v = this; Vector3 vd = to - v; @@ -446,7 +462,7 @@ namespace Godot /// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>. /// </summary> /// <returns>A normalized version of the vector.</returns> - public Vector3 Normalized() + public readonly Vector3 Normalized() { Vector3 v = this; v.Normalize(); @@ -458,7 +474,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector.</param> /// <returns>A <see cref="Basis"/> representing the outer product matrix.</returns> - public Basis Outer(Vector3 with) + public readonly Basis Outer(Vector3 with) { return new Basis( x * with.x, x * with.y, x * with.z, @@ -475,7 +491,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>. /// </returns> - public Vector3 PosMod(real_t mod) + public readonly Vector3 PosMod(real_t mod) { Vector3 v; v.x = Mathf.PosMod(x, mod); @@ -492,7 +508,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components. /// </returns> - public Vector3 PosMod(Vector3 modv) + public readonly Vector3 PosMod(Vector3 modv) { Vector3 v; v.x = Mathf.PosMod(x, modv.x); @@ -506,7 +522,7 @@ namespace Godot /// </summary> /// <param name="onNormal">The vector to project onto.</param> /// <returns>The projected vector.</returns> - public Vector3 Project(Vector3 onNormal) + public readonly Vector3 Project(Vector3 onNormal) { return onNormal * (Dot(onNormal) / onNormal.LengthSquared()); } @@ -516,7 +532,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param> /// <returns>The reflected vector.</returns> - public Vector3 Reflect(Vector3 normal) + public readonly Vector3 Reflect(Vector3 normal) { #if DEBUG if (!normal.IsNormalized()) @@ -534,7 +550,7 @@ namespace Godot /// <param name="axis">The vector to rotate around. Must be normalized.</param> /// <param name="angle">The angle to rotate by, in radians.</param> /// <returns>The rotated vector.</returns> - public Vector3 Rotated(Vector3 axis, real_t angle) + public readonly Vector3 Rotated(Vector3 axis, real_t angle) { #if DEBUG if (!axis.IsNormalized()) @@ -550,7 +566,7 @@ namespace Godot /// with halfway cases rounded towards the nearest multiple of two. /// </summary> /// <returns>The rounded vector.</returns> - public Vector3 Round() + public readonly Vector3 Round() { return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z)); } @@ -561,7 +577,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(real_t)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector3 Sign() + public readonly Vector3 Sign() { Vector3 v; v.x = Mathf.Sign(x); @@ -579,7 +595,7 @@ namespace Godot /// <param name="to">The other vector to compare this vector to.</param> /// <param name="axis">The reference axis to use for the angle sign.</param> /// <returns>The signed angle between the two vectors, in radians.</returns> - public real_t SignedAngleTo(Vector3 to, Vector3 axis) + public readonly real_t SignedAngleTo(Vector3 to, Vector3 axis) { Vector3 crossTo = Cross(to); real_t unsignedAngle = Mathf.Atan2(crossTo.Length(), Dot(to)); @@ -598,7 +614,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector3 Slerp(Vector3 to, real_t weight) + public readonly Vector3 Slerp(Vector3 to, real_t weight) { real_t startLengthSquared = LengthSquared(); real_t endLengthSquared = to.LengthSquared(); @@ -618,7 +634,7 @@ namespace Godot /// </summary> /// <param name="normal">The normal vector defining the plane to slide on.</param> /// <returns>The slid vector.</returns> - public Vector3 Slide(Vector3 normal) + public readonly Vector3 Slide(Vector3 normal) { return this - (normal * Dot(normal)); } @@ -629,7 +645,7 @@ namespace Godot /// </summary> /// <param name="step">A vector value representing the step size to snap to.</param> /// <returns>The snapped vector.</returns> - public Vector3 Snapped(Vector3 step) + public readonly Vector3 Snapped(Vector3 step) { return new Vector3 ( @@ -1015,7 +1031,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector3 other && Equals(other); } @@ -1027,7 +1043,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are exactly equal.</returns> - public bool Equals(Vector3 other) + public readonly bool Equals(Vector3 other) { return x == other.x && y == other.y && z == other.z; } @@ -1038,7 +1054,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector to compare.</param> /// <returns>Whether or not the vectors are approximately equal.</returns> - public bool IsEqualApprox(Vector3 other) + public readonly bool IsEqualApprox(Vector3 other) { return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z); } @@ -1047,7 +1063,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector3"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode(); } @@ -1056,7 +1072,7 @@ namespace Godot /// Converts this <see cref="Vector3"/> to a string. /// </summary> /// <returns>A string representation of this vector.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y}, {z})"; } @@ -1065,7 +1081,7 @@ namespace Godot /// Converts this <see cref="Vector3"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs index e88a043cb3..e631a9f443 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs @@ -58,7 +58,7 @@ namespace Godot /// </value> public int this[int index] { - get + readonly get { switch (index) { @@ -94,7 +94,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out int x, out int y, out int z) + public readonly void Deconstruct(out int x, out int y, out int z) { x = this.x; y = this.y; @@ -105,7 +105,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns> - public Vector3i Abs() + public readonly Vector3i Abs() { return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z)); } @@ -118,7 +118,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector3i Clamp(Vector3i min, Vector3i max) + public readonly Vector3i Clamp(Vector3i min, Vector3i max) { return new Vector3i ( @@ -135,7 +135,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The squared distance between the two vectors.</returns> - public int DistanceSquaredTo(Vector3i to) + public readonly int DistanceSquaredTo(Vector3i to) { return (to - this).LengthSquared(); } @@ -146,7 +146,7 @@ namespace Godot /// <seealso cref="DistanceSquaredTo(Vector3i)"/> /// <param name="to">The other vector to use.</param> /// <returns>The distance between the two vectors.</returns> - public real_t DistanceTo(Vector3i to) + public readonly real_t DistanceTo(Vector3i to) { return (to - this).Length(); } @@ -156,7 +156,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector to use.</param> /// <returns>The dot product of the two vectors.</returns> - public int Dot(Vector3i with) + public readonly int Dot(Vector3i with) { return x * with.x + y * with.y + z * with.z; } @@ -166,7 +166,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { int x2 = x * x; int y2 = y * y; @@ -181,7 +181,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public int LengthSquared() + public readonly int LengthSquared() { int x2 = x * x; int y2 = y * y; @@ -195,7 +195,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X); } @@ -205,7 +205,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.Z"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z); } @@ -218,7 +218,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="mod"/>. /// </returns> - public Vector3i PosMod(int mod) + public readonly Vector3i PosMod(int mod) { Vector3i v = this; v.x = Mathf.PosMod(v.x, mod); @@ -235,7 +235,7 @@ namespace Godot /// <returns> /// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="modv"/>'s components. /// </returns> - public Vector3i PosMod(Vector3i modv) + public readonly Vector3i PosMod(Vector3i modv) { Vector3i v = this; v.x = Mathf.PosMod(v.x, modv.x); @@ -250,7 +250,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(int)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector3i Sign() + public readonly Vector3i Sign() { Vector3i v = this; v.x = Mathf.Sign(v.x); @@ -674,7 +674,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector3i other && Equals(other); } @@ -684,7 +684,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are equal.</returns> - public bool Equals(Vector3i other) + public readonly bool Equals(Vector3i other) { return x == other.x && y == other.y && z == other.z; } @@ -693,7 +693,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector3i"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode(); } @@ -702,7 +702,7 @@ namespace Godot /// Converts this <see cref="Vector3i"/> to a string. /// </summary> /// <returns>A string representation of this vector.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y}, {z})"; } @@ -711,7 +711,7 @@ namespace Godot /// Converts this <see cref="Vector3i"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs index e2da41ff47..3191e8adc0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs @@ -68,7 +68,7 @@ namespace Godot /// </value> public real_t this[int index] { - get + readonly get { switch (index) { @@ -109,7 +109,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w) + public readonly void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w) { x = this.x; y = this.y; @@ -139,7 +139,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns> - public Vector4 Abs() + public readonly Vector4 Abs() { return new Vector4(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w)); } @@ -148,7 +148,7 @@ namespace Godot /// Returns a new vector with all components rounded up (towards positive infinity). /// </summary> /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns> - public Vector4 Ceil() + public readonly Vector4 Ceil() { return new Vector4(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z), Mathf.Ceil(w)); } @@ -161,7 +161,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector4 Clamp(Vector4 min, Vector4 max) + public readonly Vector4 Clamp(Vector4 min, Vector4 max) { return new Vector4 ( @@ -181,7 +181,7 @@ namespace Godot /// <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) + public readonly Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight) { return new Vector4 ( @@ -206,7 +206,7 @@ namespace Godot /// <param name="preAT"></param> /// <param name="postBT"></param> /// <returns>The interpolated vector.</returns> - public Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, real_t weight, real_t t, real_t preAT, real_t postBT) + public readonly Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, real_t weight, real_t t, real_t preAT, real_t postBT) { return new Vector4 ( @@ -222,7 +222,7 @@ namespace Godot /// </summary> /// <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) + public readonly Vector4 DirectionTo(Vector4 to) { Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w); ret.Normalize(); @@ -236,7 +236,7 @@ namespace Godot /// </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) + public readonly real_t DistanceSquaredTo(Vector4 to) { return (to - this).LengthSquared(); } @@ -246,7 +246,7 @@ namespace Godot /// </summary> /// <param name="to">The other vector to use.</param> /// <returns>The distance between the two vectors.</returns> - public real_t DistanceTo(Vector4 to) + public readonly real_t DistanceTo(Vector4 to) { return (to - this).Length(); } @@ -256,7 +256,7 @@ namespace Godot /// </summary> /// <param name="with">The other vector to use.</param> /// <returns>The dot product of the two vectors.</returns> - public real_t Dot(Vector4 with) + public readonly real_t Dot(Vector4 with) { return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w); } @@ -265,7 +265,7 @@ namespace Godot /// 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() + public readonly Vector4 Floor() { return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w)); } @@ -274,7 +274,7 @@ namespace Godot /// 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> - public Vector4 Inverse() + public readonly Vector4 Inverse() { return new Vector4(1 / x, 1 / y, 1 / z, 1 / w); } @@ -283,7 +283,7 @@ namespace Godot /// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise. /// </summary> /// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns> - public bool IsNormalized() + public readonly bool IsNormalized() { return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; } @@ -293,7 +293,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { real_t x2 = x * x; real_t y2 = y * y; @@ -309,7 +309,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public real_t LengthSquared() + public readonly real_t LengthSquared() { real_t x2 = x * x; real_t y2 = y * y; @@ -326,7 +326,7 @@ namespace Godot /// <param name="to">The destination vector for interpolation.</param> /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param> /// <returns>The resulting vector of the interpolation.</returns> - public Vector4 Lerp(Vector4 to, real_t weight) + public readonly Vector4 Lerp(Vector4 to, real_t weight) { return new Vector4 ( @@ -342,7 +342,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { int max_index = 0; real_t max_value = x; @@ -362,7 +362,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.W"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { int min_index = 0; real_t min_value = x; @@ -381,7 +381,7 @@ namespace Godot /// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>. /// </summary> /// <returns>A normalized version of the vector.</returns> - public Vector4 Normalized() + public readonly Vector4 Normalized() { Vector4 v = this; v.Normalize(); @@ -396,7 +396,7 @@ namespace Godot /// <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) + public readonly Vector4 PosMod(real_t mod) { return new Vector4( Mathf.PosMod(x, mod), @@ -414,7 +414,7 @@ namespace Godot /// <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) + public readonly Vector4 PosMod(Vector4 modv) { return new Vector4( Mathf.PosMod(x, modv.x), @@ -429,7 +429,7 @@ namespace Godot /// with halfway cases rounded towards the nearest multiple of two. /// </summary> /// <returns>The rounded vector.</returns> - public Vector4 Round() + public readonly Vector4 Round() { return new Vector4(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z), Mathf.Round(w)); } @@ -440,7 +440,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(real_t)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector4 Sign() + public readonly Vector4 Sign() { Vector4 v; v.x = Mathf.Sign(x); @@ -456,7 +456,7 @@ namespace Godot /// </summary> /// <param name="step">A vector value representing the step size to snap to.</param> /// <returns>The snapped vector.</returns> - public Vector4 Snapped(Vector4 step) + public readonly Vector4 Snapped(Vector4 step) { return new Vector4( Mathf.Snapped(x, step.x), @@ -828,7 +828,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector4 other && Equals(other); } @@ -840,7 +840,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are exactly equal.</returns> - public bool Equals(Vector4 other) + public readonly bool Equals(Vector4 other) { return x == other.x && y == other.y && z == other.z && w == other.w; } @@ -851,7 +851,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector to compare.</param> /// <returns>Whether or not the vectors are approximately equal.</returns> - public bool IsEqualApprox(Vector4 other) + public readonly bool IsEqualApprox(Vector4 other) { return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w); } @@ -860,7 +860,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector4"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); } @@ -878,7 +878,7 @@ namespace Godot /// Converts this <see cref="Vector4"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs index 4b1bb3ba19..8146991fd7 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs @@ -68,7 +68,7 @@ namespace Godot /// </value> public int this[int index] { - get + readonly get { switch (index) { @@ -109,7 +109,7 @@ namespace Godot /// <summary> /// Helper method for deconstruction into a tuple. /// </summary> - public void Deconstruct(out int x, out int y, out int z, out int w) + public readonly void Deconstruct(out int x, out int y, out int z, out int w) { x = this.x; y = this.y; @@ -121,7 +121,7 @@ namespace Godot /// Returns a new vector with all components in absolute values (i.e. positive). /// </summary> /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns> - public Vector4i Abs() + public readonly Vector4i Abs() { return new Vector4i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w)); } @@ -134,7 +134,7 @@ namespace Godot /// <param name="min">The vector with minimum allowed values.</param> /// <param name="max">The vector with maximum allowed values.</param> /// <returns>The vector with all components clamped.</returns> - public Vector4i Clamp(Vector4i min, Vector4i max) + public readonly Vector4i Clamp(Vector4i min, Vector4i max) { return new Vector4i ( @@ -150,7 +150,7 @@ namespace Godot /// </summary> /// <seealso cref="LengthSquared"/> /// <returns>The length of this vector.</returns> - public real_t Length() + public readonly real_t Length() { int x2 = x * x; int y2 = y * y; @@ -166,7 +166,7 @@ namespace Godot /// you need to compare vectors or need the squared length for some formula. /// </summary> /// <returns>The squared length of this vector.</returns> - public int LengthSquared() + public readonly int LengthSquared() { int x2 = x * x; int y2 = y * y; @@ -181,7 +181,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.X"/>. /// </summary> /// <returns>The index of the highest axis.</returns> - public Axis MaxAxisIndex() + public readonly Axis MaxAxisIndex() { int max_index = 0; int max_value = x; @@ -201,7 +201,7 @@ namespace Godot /// If all components are equal, this method returns <see cref="Axis.W"/>. /// </summary> /// <returns>The index of the lowest axis.</returns> - public Axis MinAxisIndex() + public readonly Axis MinAxisIndex() { int min_index = 0; int min_value = x; @@ -222,7 +222,7 @@ namespace Godot /// by calling <see cref="Mathf.Sign(int)"/> on each component. /// </summary> /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns> - public Vector4i Sign() + public readonly Vector4i Sign() { return new Vector4i(Mathf.Sign(x), Mathf.Sign(y), Mathf.Sign(z), Mathf.Sign(w)); } @@ -627,7 +627,7 @@ namespace Godot /// </summary> /// <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) + public override readonly bool Equals(object obj) { return obj is Vector4i other && Equals(other); } @@ -637,7 +637,7 @@ namespace Godot /// </summary> /// <param name="other">The other vector.</param> /// <returns>Whether or not the vectors are equal.</returns> - public bool Equals(Vector4i other) + public readonly bool Equals(Vector4i other) { return x == other.x && y == other.y && z == other.z && w == other.w; } @@ -646,7 +646,7 @@ namespace Godot /// Serves as the hash function for <see cref="Vector4i"/>. /// </summary> /// <returns>A hash code for this vector.</returns> - public override int GetHashCode() + public override readonly int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); } @@ -655,7 +655,7 @@ namespace Godot /// Converts this <see cref="Vector4i"/> to a string. /// </summary> /// <returns>A string representation of this vector.</returns> - public override string ToString() + public override readonly string ToString() { return $"({x}, {y}, {z}, {w})"; } @@ -664,7 +664,7 @@ namespace Godot /// Converts this <see cref="Vector4i"/> to a string with the given <paramref name="format"/>. /// </summary> /// <returns>A string representation of this vector.</returns> - public string ToString(string format) + public readonly string ToString(string format) { return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}), {w.ToString(format)})"; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj index a63b668387..e3fb254f49 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj +++ b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj @@ -52,6 +52,7 @@ <Compile Include="Core\AABB.cs" /> <Compile Include="Core\Bridge\GodotSerializationInfo.cs" /> <Compile Include="Core\Bridge\MethodInfo.cs" /> + <Compile Include="Core\Callable.generics.cs" /> <Compile Include="Core\CustomGCHandle.cs" /> <Compile Include="Core\Array.cs" /> <Compile Include="Core\Attributes\AssemblyHasScriptsAttribute.cs" /> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Variant.cs b/modules/mono/glue/GodotSharp/GodotSharp/Variant.cs index 1f37694995..d354509dbf 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Variant.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Variant.cs @@ -766,6 +766,58 @@ public partial struct Variant : IDisposable CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSignalInfo(from)); [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(byte[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(int[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(long[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(float[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(double[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(string[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(Vector2[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(Vector3[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(Color[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(Godot.Object[] from) => + CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfGodotObject(from)); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(StringName[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(NodePath[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Variant(RID[] from) => + (Variant)from.AsSpan(); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator Variant(Span<byte> from) => CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromPackedByteArray(from)); @@ -802,10 +854,6 @@ public partial struct Variant : IDisposable CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromPackedColorArray(from)); [MethodImpl(MethodImplOptions.AggressiveInlining)] - public static implicit operator Variant(Godot.Object[] from) => - CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfGodotObject(from)); - - [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator Variant(Span<StringName> from) => CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfStringName(from)); diff --git a/modules/mono/glue/runtime_interop.cpp b/modules/mono/glue/runtime_interop.cpp index 2717b945f6..e20a88076a 100644 --- a/modules/mono/glue/runtime_interop.cpp +++ b/modules/mono/glue/runtime_interop.cpp @@ -447,15 +447,16 @@ void godotsharp_packed_string_array_add(PackedStringArray *r_dest, const String r_dest->append(*p_element); } -void godotsharp_callable_new_with_delegate(GCHandleIntPtr p_delegate_handle, const Object *p_object, Callable *r_callable) { +void godotsharp_callable_new_with_delegate(GCHandleIntPtr p_delegate_handle, void *p_trampoline, + const Object *p_object, Callable *r_callable) { // TODO: Use pooling for ManagedCallable instances. ObjectID objid = p_object ? p_object->get_instance_id() : ObjectID(); - CallableCustom *managed_callable = memnew(ManagedCallable(p_delegate_handle, objid)); + CallableCustom *managed_callable = memnew(ManagedCallable(p_delegate_handle, p_trampoline, objid)); memnew_placement(r_callable, Callable(managed_callable)); } bool godotsharp_callable_get_data_for_marshalling(const Callable *p_callable, - GCHandleIntPtr *r_delegate_handle, Object **r_object, StringName *r_name) { + GCHandleIntPtr *r_delegate_handle, void **r_trampoline, Object **r_object, StringName *r_name) { if (p_callable->is_custom()) { CallableCustom *custom = p_callable->get_custom(); CallableCustom::CompareEqualFunc compare_equal_func = custom->get_compare_equal_func(); @@ -463,18 +464,21 @@ bool godotsharp_callable_get_data_for_marshalling(const Callable *p_callable, if (compare_equal_func == ManagedCallable::compare_equal_func_ptr) { ManagedCallable *managed_callable = static_cast<ManagedCallable *>(custom); *r_delegate_handle = managed_callable->get_delegate(); + *r_trampoline = managed_callable->get_trampoline(); *r_object = nullptr; memnew_placement(r_name, StringName()); return true; } else if (compare_equal_func == SignalAwaiterCallable::compare_equal_func_ptr) { SignalAwaiterCallable *signal_awaiter_callable = static_cast<SignalAwaiterCallable *>(custom); *r_delegate_handle = { nullptr }; + *r_trampoline = nullptr; *r_object = ObjectDB::get_instance(signal_awaiter_callable->get_object()); memnew_placement(r_name, StringName(signal_awaiter_callable->get_signal())); return true; } else if (compare_equal_func == EventSignalCallable::compare_equal_func_ptr) { EventSignalCallable *event_signal_callable = static_cast<EventSignalCallable *>(custom); *r_delegate_handle = { nullptr }; + *r_trampoline = nullptr; *r_object = ObjectDB::get_instance(event_signal_callable->get_object()); memnew_placement(r_name, StringName(event_signal_callable->get_signal())); return true; @@ -482,11 +486,13 @@ bool godotsharp_callable_get_data_for_marshalling(const Callable *p_callable, // Some other CallableCustom. We only support ManagedCallable. *r_delegate_handle = { nullptr }; + *r_trampoline = nullptr; *r_object = nullptr; memnew_placement(r_name, StringName()); return false; } else { *r_delegate_handle = { nullptr }; + *r_trampoline = nullptr; *r_object = ObjectDB::get_instance(p_callable->get_object_id()); memnew_placement(r_name, StringName(p_callable->get_method())); return true; diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp index 185a7e60cf..d45bf4025f 100644 --- a/modules/mono/godotsharp_dirs.cpp +++ b/modules/mono/godotsharp_dirs.cpp @@ -137,7 +137,7 @@ private: api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config()); #else // TOOLS_ENABLED String arch = Engine::get_singleton()->get_architecture_name(); - String appname = ProjectSettings::get_singleton()->get("application/config/name"); + String appname = GLOBAL_GET("application/config/name"); String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch); if (!DirAccess::exists(data_dir_root)) { diff --git a/modules/mono/managed_callable.cpp b/modules/mono/managed_callable.cpp index 0c2c533090..28edc41d98 100644 --- a/modules/mono/managed_callable.cpp +++ b/modules/mono/managed_callable.cpp @@ -92,7 +92,7 @@ void ManagedCallable::call(const Variant **p_arguments, int p_argcount, Variant ERR_FAIL_COND(delegate_handle.value == nullptr); GDMonoCache::managed_callbacks.DelegateUtils_InvokeWithVariantArgs( - delegate_handle, p_arguments, p_argcount, &r_return_value); + delegate_handle, trampoline, p_arguments, p_argcount, &r_return_value); r_call_error.error = Callable::CallError::CALL_OK; } @@ -106,7 +106,8 @@ void ManagedCallable::release_delegate_handle() { // Why you do this clang-format... /* clang-format off */ -ManagedCallable::ManagedCallable(GCHandleIntPtr p_delegate_handle, ObjectID p_object_id) : delegate_handle(p_delegate_handle), object_id(p_object_id) { +ManagedCallable::ManagedCallable(GCHandleIntPtr p_delegate_handle, void *p_trampoline, ObjectID p_object_id) : + delegate_handle(p_delegate_handle), trampoline(p_trampoline), object_id(p_object_id) { #ifdef GD_MONO_HOT_RELOAD { MutexLock lock(instances_mutex); diff --git a/modules/mono/managed_callable.h b/modules/mono/managed_callable.h index 26cd164fb6..b3a137dedf 100644 --- a/modules/mono/managed_callable.h +++ b/modules/mono/managed_callable.h @@ -40,6 +40,7 @@ class ManagedCallable : public CallableCustom { friend class CSharpLanguage; GCHandleIntPtr delegate_handle; + void *trampoline = nullptr; ObjectID object_id; #ifdef GD_MONO_HOT_RELOAD @@ -58,6 +59,7 @@ public: void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override; _FORCE_INLINE_ GCHandleIntPtr get_delegate() const { return delegate_handle; } + _FORCE_INLINE_ void *get_trampoline() const { return trampoline; } static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b); static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b); @@ -67,7 +69,7 @@ public: void release_delegate_handle(); - ManagedCallable(GCHandleIntPtr p_delegate_handle, ObjectID p_object_id); + ManagedCallable(GCHandleIntPtr p_delegate_handle, void *p_trampoline, ObjectID p_object_id); ~ManagedCallable(); }; diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h index 13b599fe55..9c26fa2b0a 100644 --- a/modules/mono/mono_gd/gd_mono_cache.h +++ b/modules/mono/mono_gd/gd_mono_cache.h @@ -74,7 +74,7 @@ struct ManagedCallbacks { using Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add = void(GD_CLR_STDCALL *)(CSharpScript *p_script, void *p_def_vals, int32_t p_count); using FuncSignalAwaiter_SignalCallback = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Variant **, int32_t, bool *); - using FuncDelegateUtils_InvokeWithVariantArgs = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Variant **, uint32_t, const Variant *); + using FuncDelegateUtils_InvokeWithVariantArgs = void(GD_CLR_STDCALL *)(GCHandleIntPtr, void *, const Variant **, int32_t, const Variant *); using FuncDelegateUtils_DelegateEquals = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, GCHandleIntPtr); using FuncDelegateUtils_TrySerializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const Array *); using FuncDelegateUtils_TryDeserializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(const Array *, GCHandleIntPtr *); |