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-rw-r--r--modules/gdscript/gdscript.cpp285
-rw-r--r--modules/gdscript/gdscript.h16
-rw-r--r--modules/gdscript/gdscript_analyzer.cpp152
-rw-r--r--modules/gdscript/gdscript_analyzer.h2
-rw-r--r--modules/gdscript/gdscript_cache.cpp150
-rw-r--r--modules/gdscript/gdscript_cache.h27
-rw-r--r--modules/gdscript/gdscript_compiler.cpp41
-rw-r--r--modules/gdscript/gdscript_function.cpp7
-rw-r--r--modules/gdscript/gdscript_function.h1
-rw-r--r--modules/gdscript/gdscript_parser.cpp12
-rw-r--r--modules/gdscript/tests/gdscript_test_runner.cpp8
-rw-r--r--modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.gd6
-rw-r--r--modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.out2
-rw-r--r--modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.gd9
-rw-r--r--modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.out2
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.notest.gd (renamed from modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.gd)3
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/preload_constant_types_are_inferred.gd2
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.gd4
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.out (renamed from modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.out)1
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_a.notest.gd12
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_b.notest.gd10
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/use_preload_script_as_type.gd2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotMemberData.cs8
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MethodInfo.cs2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs2
-rw-r--r--modules/mono/editor/GodotTools/GodotTools.IdeMessaging/Utils/SemaphoreExtensions.cs2
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs2
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/PlaySettings.cs2
-rw-r--r--modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/CallbacksInfo.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs62
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs77
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/MethodInfo.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs58
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs38
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs44
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs46
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs46
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs44
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs60
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs32
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs94
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs50
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs90
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs38
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs60
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs28
48 files changed, 1088 insertions, 561 deletions
diff --git a/modules/gdscript/gdscript.cpp b/modules/gdscript/gdscript.cpp
index bd6cef0b6e..60230257e0 100644
--- a/modules/gdscript/gdscript.cpp
+++ b/modules/gdscript/gdscript.cpp
@@ -808,6 +808,11 @@ String GDScript::_get_debug_path() const {
}
Error GDScript::reload(bool p_keep_state) {
+ if (reloading) {
+ return OK;
+ }
+ reloading = true;
+
bool has_instances;
{
MutexLock lock(GDScriptLanguage::singleton->mutex);
@@ -830,6 +835,7 @@ Error GDScript::reload(bool p_keep_state) {
// Loading a template, don't parse.
#ifdef TOOLS_ENABLED
if (EditorPaths::get_singleton() && basedir.begins_with(EditorPaths::get_singleton()->get_project_script_templates_dir())) {
+ reloading = false;
return OK;
}
#endif
@@ -839,11 +845,10 @@ Error GDScript::reload(bool p_keep_state) {
if (source_path.is_empty()) {
source_path = get_path();
}
- if (!source_path.is_empty()) {
- MutexLock lock(GDScriptCache::singleton->lock);
- if (!GDScriptCache::singleton->shallow_gdscript_cache.has(source_path)) {
- GDScriptCache::singleton->shallow_gdscript_cache[source_path] = this;
- }
+ Ref<GDScript> cached_script = GDScriptCache::get_cached_script(source_path);
+ if (!source_path.is_empty() && cached_script.is_null()) {
+ MutexLock lock(GDScriptCache::singleton->mutex);
+ GDScriptCache::singleton->shallow_gdscript_cache[source_path] = Ref<GDScript>(this);
}
}
@@ -856,6 +861,7 @@ Error GDScript::reload(bool p_keep_state) {
}
// TODO: Show all error messages.
_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), parser.get_errors().front()->get().line, ("Parse Error: " + parser.get_errors().front()->get().message).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
+ reloading = false;
return ERR_PARSE_ERROR;
}
@@ -872,6 +878,7 @@ Error GDScript::reload(bool p_keep_state) {
_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), e->get().line, ("Parse Error: " + e->get().message).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
e = e->next();
}
+ reloading = false;
return ERR_PARSE_ERROR;
}
@@ -886,8 +893,10 @@ Error GDScript::reload(bool p_keep_state) {
GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), compiler.get_error_line(), "Parser Error: " + compiler.get_error());
}
_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), compiler.get_error_line(), ("Compile Error: " + compiler.get_error()).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
+ reloading = false;
return ERR_COMPILATION_FAILED;
} else {
+ reloading = false;
return err;
}
}
@@ -900,6 +909,7 @@ Error GDScript::reload(bool p_keep_state) {
}
#endif
+ reloading = false;
return OK;
}
@@ -1006,16 +1016,22 @@ Error GDScript::load_byte_code(const String &p_path) {
}
void GDScript::set_path(const String &p_path, bool p_take_over) {
+ String old_path = path;
if (is_root_script()) {
Script::set_path(p_path, p_take_over);
}
this->path = p_path;
+ GDScriptCache::move_script(old_path, p_path);
for (KeyValue<StringName, Ref<GDScript>> &kv : subclasses) {
kv.value->set_path(p_path, p_take_over);
}
}
Error GDScript::load_source_code(const String &p_path) {
+ if (p_path.is_empty() || ResourceLoader::get_resource_type(p_path.get_slice("::", 0)) == "PackedScene") {
+ return OK;
+ }
+
Vector<uint8_t> sourcef;
Error err;
Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
@@ -1133,6 +1149,78 @@ GDScript *GDScript::get_root_script() {
return result;
}
+RBSet<GDScript *> GDScript::get_dependencies() {
+ RBSet<GDScript *> dependencies;
+
+ _get_dependencies(dependencies, this);
+ dependencies.erase(this);
+
+ return dependencies;
+}
+
+RBSet<GDScript *> GDScript::get_inverted_dependencies() {
+ RBSet<GDScript *> inverted_dependencies;
+
+ List<GDScript *> scripts;
+ {
+ MutexLock lock(GDScriptLanguage::singleton->mutex);
+
+ SelfList<GDScript> *elem = GDScriptLanguage::singleton->script_list.first();
+ while (elem) {
+ scripts.push_back(elem->self());
+ elem = elem->next();
+ }
+ }
+
+ for (GDScript *scr : scripts) {
+ if (scr == nullptr || scr == this || scr->destructing) {
+ continue;
+ }
+
+ RBSet<GDScript *> scr_dependencies = scr->get_dependencies();
+ if (scr_dependencies.has(this)) {
+ inverted_dependencies.insert(scr);
+ }
+ }
+
+ return inverted_dependencies;
+}
+
+RBSet<GDScript *> GDScript::get_must_clear_dependencies() {
+ RBSet<GDScript *> dependencies = get_dependencies();
+ RBSet<GDScript *> must_clear_dependencies;
+ HashMap<GDScript *, RBSet<GDScript *>> inverted_dependencies;
+
+ for (GDScript *E : dependencies) {
+ inverted_dependencies.insert(E, E->get_inverted_dependencies());
+ }
+
+ RBSet<GDScript *> cant_clear;
+ for (KeyValue<GDScript *, RBSet<GDScript *>> &E : inverted_dependencies) {
+ for (GDScript *F : E.value) {
+ if (!dependencies.has(F)) {
+ cant_clear.insert(E.key);
+ for (GDScript *G : E.key->get_dependencies()) {
+ cant_clear.insert(G);
+ }
+ break;
+ }
+ }
+ }
+
+ for (KeyValue<GDScript *, RBSet<GDScript *>> &E : inverted_dependencies) {
+ if (cant_clear.has(E.key) || ScriptServer::is_global_class(E.key->get_fully_qualified_name())) {
+ continue;
+ }
+ must_clear_dependencies.insert(E.key);
+ }
+
+ cant_clear.clear();
+ dependencies.clear();
+ inverted_dependencies.clear();
+ return must_clear_dependencies;
+}
+
bool GDScript::has_script_signal(const StringName &p_signal) const {
if (_signals.has(p_signal)) {
return true;
@@ -1194,6 +1282,69 @@ String GDScript::_get_gdscript_reference_class_name(const GDScript *p_gdscript)
return class_name;
}
+GDScript *GDScript::_get_gdscript_from_variant(const Variant &p_variant) {
+ Variant::Type type = p_variant.get_type();
+ if (type != Variant::Type::OBJECT)
+ return nullptr;
+
+ Object *obj = p_variant;
+ if (obj == nullptr) {
+ return nullptr;
+ }
+
+ return Object::cast_to<GDScript>(obj);
+}
+
+void GDScript::_get_dependencies(RBSet<GDScript *> &p_dependencies, const GDScript *p_except) {
+ if (skip_dependencies || p_dependencies.has(this)) {
+ return;
+ }
+ p_dependencies.insert(this);
+
+ for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
+ if (E.value == nullptr) {
+ continue;
+ }
+ for (const Variant &V : E.value->constants) {
+ GDScript *scr = _get_gdscript_from_variant(V);
+ if (scr != nullptr && scr != p_except) {
+ scr->_get_dependencies(p_dependencies, p_except);
+ }
+ }
+ }
+
+ if (implicit_initializer) {
+ for (const Variant &V : implicit_initializer->constants) {
+ GDScript *scr = _get_gdscript_from_variant(V);
+ if (scr != nullptr && scr != p_except) {
+ scr->_get_dependencies(p_dependencies, p_except);
+ }
+ }
+ }
+
+ if (implicit_ready) {
+ for (const Variant &V : implicit_ready->constants) {
+ GDScript *scr = _get_gdscript_from_variant(V);
+ if (scr != nullptr && scr != p_except) {
+ scr->_get_dependencies(p_dependencies, p_except);
+ }
+ }
+ }
+
+ for (KeyValue<StringName, Ref<GDScript>> &E : subclasses) {
+ if (E.value != p_except) {
+ E.value->_get_dependencies(p_dependencies, p_except);
+ }
+ }
+
+ for (const KeyValue<StringName, Variant> &E : constants) {
+ GDScript *scr = _get_gdscript_from_variant(E.value);
+ if (scr != nullptr && scr != p_except) {
+ scr->_get_dependencies(p_dependencies, p_except);
+ }
+ }
+}
+
GDScript::GDScript() :
script_list(this) {
#ifdef DEBUG_ENABLED
@@ -1253,33 +1404,58 @@ void GDScript::_init_rpc_methods_properties() {
}
}
-GDScript::~GDScript() {
- {
- MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
+void GDScript::clear() {
+ if (clearing) {
+ return;
+ }
+ clearing = true;
- while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
- // Order matters since clearing the stack may already cause
- // the GDSCriptFunctionState to be destroyed and thus removed from the list.
- pending_func_states.remove(E);
- E->self()->_clear_stack();
+ RBSet<GDScript *> must_clear_dependencies = get_must_clear_dependencies();
+ HashMap<GDScript *, ObjectID> must_clear_dependencies_objectids;
+
+ // Log the objectids before clearing, as a cascade of clear could
+ // remove instances that are still in the clear loop
+ for (GDScript *E : must_clear_dependencies) {
+ must_clear_dependencies_objectids.insert(E, E->get_instance_id());
+ }
+
+ for (GDScript *E : must_clear_dependencies) {
+ Object *obj = ObjectDB::get_instance(must_clear_dependencies_objectids[E]);
+ if (obj == nullptr) {
+ continue;
}
+
+ E->skip_dependencies = true;
+ E->clear();
+ E->skip_dependencies = false;
+ GDScriptCache::remove_script(E->get_path());
}
+ RBSet<StringName> member_function_names;
for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
- memdelete(E.value);
+ member_function_names.insert(E.key);
+ }
+ for (const StringName &E : member_function_names) {
+ if (member_functions.has(E)) {
+ memdelete(member_functions[E]);
+ }
+ }
+ member_function_names.clear();
+ member_functions.clear();
+
+ for (KeyValue<StringName, GDScript::MemberInfo> &E : member_indices) {
+ E.value.data_type.script_type_ref = Ref<Script>();
}
if (implicit_initializer) {
memdelete(implicit_initializer);
}
+ implicit_initializer = nullptr;
if (implicit_ready) {
memdelete(implicit_ready);
}
-
- if (GDScriptCache::singleton) { // Cache may have been already destroyed at engine shutdown.
- GDScriptCache::remove_script(get_path());
- }
+ implicit_ready = nullptr;
_save_orphaned_subclasses();
@@ -1289,6 +1465,27 @@ GDScript::~GDScript() {
_clear_doc();
}
#endif
+ clearing = false;
+}
+
+GDScript::~GDScript() {
+ if (destructing) {
+ return;
+ }
+ destructing = true;
+
+ clear();
+
+ {
+ MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
+
+ while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
+ // Order matters since clearing the stack may already cause
+ // the GDScriptFunctionState to be destroyed and thus removed from the list.
+ pending_func_states.remove(E);
+ E->self()->_clear_stack();
+ }
+ }
#ifdef DEBUG_ENABLED
{
@@ -1297,6 +1494,10 @@ GDScript::~GDScript() {
GDScriptLanguage::get_singleton()->script_list.remove(&script_list);
}
#endif
+
+ if (GDScriptCache::singleton) { // Cache may have been already destroyed at engine shutdown.
+ GDScriptCache::remove_script(get_path());
+ }
}
//////////////////////////////
@@ -2336,26 +2537,27 @@ GDScriptLanguage::~GDScriptLanguage() {
// Clear dependencies between scripts, to ensure cyclic references are broken (to avoid leaks at exit).
SelfList<GDScript> *s = script_list.first();
while (s) {
- GDScript *scr = s->self();
// This ensures the current script is not released before we can check what's the next one
// in the list (we can't get the next upfront because we don't know if the reference breaking
// will cause it -or any other after it, for that matter- to be released so the next one
// is not the same as before).
- scr->reference();
-
- for (KeyValue<StringName, GDScriptFunction *> &E : scr->member_functions) {
- GDScriptFunction *func = E.value;
- for (int i = 0; i < func->argument_types.size(); i++) {
- func->argument_types.write[i].script_type_ref = Ref<Script>();
+ Ref<GDScript> scr = s->self();
+ if (scr.is_valid()) {
+ for (KeyValue<StringName, GDScriptFunction *> &E : scr->member_functions) {
+ GDScriptFunction *func = E.value;
+ for (int i = 0; i < func->argument_types.size(); i++) {
+ func->argument_types.write[i].script_type_ref = Ref<Script>();
+ }
+ func->return_type.script_type_ref = Ref<Script>();
+ }
+ for (KeyValue<StringName, GDScript::MemberInfo> &E : scr->member_indices) {
+ E.value.data_type.script_type_ref = Ref<Script>();
}
- func->return_type.script_type_ref = Ref<Script>();
- }
- for (KeyValue<StringName, GDScript::MemberInfo> &E : scr->member_indices) {
- E.value.data_type.script_type_ref = Ref<Script>();
- }
+ // Clear backup for scripts that could slip out of the cyclic reference check
+ scr->clear();
+ }
s = s->next();
- scr->unreference();
}
singleton = nullptr;
@@ -2379,6 +2581,27 @@ Ref<GDScript> GDScriptLanguage::get_orphan_subclass(const String &p_qualified_na
return Ref<GDScript>(Object::cast_to<GDScript>(obj));
}
+Ref<GDScript> GDScriptLanguage::get_script_by_fully_qualified_name(const String &p_name) {
+ {
+ MutexLock lock(mutex);
+
+ SelfList<GDScript> *elem = script_list.first();
+ while (elem) {
+ GDScript *scr = elem->self();
+ scr = scr->find_class(p_name);
+ if (scr != nullptr) {
+ return scr;
+ }
+ elem = elem->next();
+ }
+ }
+
+ Ref<GDScript> scr;
+ scr.instantiate();
+ scr->fully_qualified_name = p_name;
+ return scr;
+}
+
/*************** RESOURCE ***************/
Ref<Resource> ResourceFormatLoaderGDScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
diff --git a/modules/gdscript/gdscript.h b/modules/gdscript/gdscript.h
index 61600b1258..2df89d812c 100644
--- a/modules/gdscript/gdscript.h
+++ b/modules/gdscript/gdscript.h
@@ -61,6 +61,8 @@ class GDScript : public Script {
GDCLASS(GDScript, Script);
bool tool = false;
bool valid = false;
+ bool reloading = false;
+ bool skip_dependencies = false;
struct MemberInfo {
int index = 0;
@@ -124,6 +126,8 @@ class GDScript : public Script {
int subclass_count = 0;
RBSet<Object *> instances;
+ bool destructing = false;
+ bool clearing = false;
//exported members
String source;
String path;
@@ -163,6 +167,9 @@ class GDScript : public Script {
// This method will map the class name from "RefCounted" to "MyClass.InnerClass".
static String _get_gdscript_reference_class_name(const GDScript *p_gdscript);
+ GDScript *_get_gdscript_from_variant(const Variant &p_variant);
+ void _get_dependencies(RBSet<GDScript *> &p_dependencies, const GDScript *p_except);
+
protected:
bool _get(const StringName &p_name, Variant &r_ret) const;
bool _set(const StringName &p_name, const Variant &p_value);
@@ -173,6 +180,8 @@ protected:
static void _bind_methods();
public:
+ void clear();
+
virtual bool is_valid() const override { return valid; }
bool inherits_script(const Ref<Script> &p_script) const override;
@@ -193,6 +202,10 @@ public:
const Ref<GDScriptNativeClass> &get_native() const { return native; }
const String &get_script_class_name() const { return name; }
+ RBSet<GDScript *> get_dependencies();
+ RBSet<GDScript *> get_inverted_dependencies();
+ RBSet<GDScript *> get_must_clear_dependencies();
+
virtual bool has_script_signal(const StringName &p_signal) const override;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const override;
@@ -270,6 +283,7 @@ class GDScriptInstance : public ScriptInstance {
friend class GDScriptLambdaCallable;
friend class GDScriptLambdaSelfCallable;
friend class GDScriptCompiler;
+ friend class GDScriptCache;
friend struct GDScriptUtilityFunctionsDefinitions;
ObjectID owner_id;
@@ -518,6 +532,8 @@ public:
void add_orphan_subclass(const String &p_qualified_name, const ObjectID &p_subclass);
Ref<GDScript> get_orphan_subclass(const String &p_qualified_name);
+ Ref<GDScript> get_script_by_fully_qualified_name(const String &p_name);
+
GDScriptLanguage();
~GDScriptLanguage();
};
diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp
index 8da77b9e5b..8b0b7a5102 100644
--- a/modules/gdscript/gdscript_analyzer.cpp
+++ b/modules/gdscript/gdscript_analyzer.cpp
@@ -32,6 +32,7 @@
#include "core/config/engine.h"
#include "core/config/project_settings.h"
+#include "core/core_string_names.h"
#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
#include "core/object/class_db.h"
@@ -39,6 +40,7 @@
#include "core/templates/hash_map.h"
#include "gdscript.h"
#include "gdscript_utility_functions.h"
+#include "scene/resources/packed_scene.h"
static MethodInfo info_from_utility_func(const StringName &p_function) {
ERR_FAIL_COND_V(!Variant::has_utility_function(p_function), MethodInfo());
@@ -132,7 +134,7 @@ static GDScriptParser::DataType make_builtin_meta_type(Variant::Type p_type) {
return type;
}
-bool GDScriptAnalyzer::has_member_name_conflict_in_script_class(const StringName &p_member_name, const GDScriptParser::ClassNode *p_class) {
+bool GDScriptAnalyzer::has_member_name_conflict_in_script_class(const StringName &p_member_name, const GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_member) {
if (p_class->members_indices.has(p_member_name)) {
int index = p_class->members_indices[p_member_name];
const GDScriptParser::ClassNode::Member *member = &p_class->members[index];
@@ -145,6 +147,9 @@ bool GDScriptAnalyzer::has_member_name_conflict_in_script_class(const StringName
member->type == GDScriptParser::ClassNode::Member::SIGNAL) {
return true;
}
+ if (p_member->type != GDScriptParser::Node::FUNCTION && member->type == GDScriptParser::ClassNode::Member::FUNCTION) {
+ return true;
+ }
}
return false;
@@ -160,6 +165,9 @@ bool GDScriptAnalyzer::has_member_name_conflict_in_native_type(const StringName
if (ClassDB::has_integer_constant(p_native_type_string, p_member_name)) {
return true;
}
+ if (p_member_name == CoreStringNames::get_singleton()->_script) {
+ return true;
+ }
return false;
}
@@ -187,14 +195,15 @@ Error GDScriptAnalyzer::check_class_member_name_conflict(const GDScriptParser::C
const GDScriptParser::DataType *current_data_type = &p_class_node->base_type;
while (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::CLASS) {
GDScriptParser::ClassNode *current_class_node = current_data_type->class_type;
- if (has_member_name_conflict_in_script_class(p_member_name, current_class_node)) {
- push_error(vformat(R"(The member "%s" already exists in a parent class.)", p_member_name),
+ if (has_member_name_conflict_in_script_class(p_member_name, current_class_node, p_member_node)) {
+ push_error(vformat(R"(The member "%s" already exists in parent class %s.)", p_member_name, current_class_node->identifier->name),
p_member_node);
return ERR_PARSE_ERROR;
}
current_data_type = &current_class_node->base_type;
}
+ // No need for native class recursion because Node exposes all Object's properties.
if (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::NATIVE) {
if (current_data_type->native_type != StringName()) {
return check_native_member_name_conflict(
@@ -2912,7 +2921,7 @@ void GDScriptAnalyzer::reduce_identifier_from_base(GDScriptParser::IdentifierNod
base_class = base_class->base_type.class_type;
}
- // Check native members.
+ // Check native members. No need for native class recursion because Node exposes all Object's properties.
const StringName &native = base.native_type;
if (class_exists(native)) {
@@ -3103,7 +3112,7 @@ void GDScriptAnalyzer::reduce_identifier(GDScriptParser::IdentifierNode *p_ident
GDScriptParser::DataType result;
result.kind = GDScriptParser::DataType::NATIVE;
result.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
- if (autoload.path.to_lower().ends_with(GDScriptLanguage::get_singleton()->get_extension())) {
+ if (ResourceLoader::get_resource_type(autoload.path) == "GDScript") {
Ref<GDScriptParserRef> singl_parser = get_parser_for(autoload.path);
if (singl_parser.is_valid()) {
Error err = singl_parser->raise_status(GDScriptParserRef::INTERFACE_SOLVED);
@@ -3111,6 +3120,34 @@ void GDScriptAnalyzer::reduce_identifier(GDScriptParser::IdentifierNode *p_ident
result = type_from_metatype(singl_parser->get_parser()->head->get_datatype());
}
}
+ } else if (ResourceLoader::get_resource_type(autoload.path) == "PackedScene") {
+ Error err = OK;
+ Ref<PackedScene> scene = GDScriptCache::get_packed_scene(autoload.path, err);
+ if (err == OK && scene->get_state().is_valid()) {
+ Ref<SceneState> state = scene->get_state();
+ if (state->get_node_count() > 0) {
+ const int ROOT_NODE = 0;
+ for (int i = 0; i < state->get_node_property_count(ROOT_NODE); i++) {
+ if (state->get_node_property_name(ROOT_NODE, i) != SNAME("script")) {
+ continue;
+ }
+
+ Ref<GDScript> scr = state->get_node_property_value(ROOT_NODE, i);
+ if (scr.is_null()) {
+ continue;
+ }
+
+ Ref<GDScriptParserRef> singl_parser = get_parser_for(scr->get_path());
+ if (singl_parser.is_valid()) {
+ err = singl_parser->raise_status(GDScriptParserRef::INTERFACE_SOLVED);
+ if (err == OK) {
+ result = type_from_metatype(singl_parser->get_parser()->head->get_datatype());
+ }
+ }
+ break;
+ }
+ }
+ }
}
result.is_constant = true;
p_identifier->set_datatype(result);
@@ -3236,9 +3273,28 @@ void GDScriptAnalyzer::reduce_preload(GDScriptParser::PreloadNode *p_preload) {
}
} else {
// TODO: Don't load if validating: use completion cache.
- p_preload->resource = ResourceLoader::load(p_preload->resolved_path);
- if (p_preload->resource.is_null()) {
- push_error(vformat(R"(Could not preload resource file "%s".)", p_preload->resolved_path), p_preload->path);
+
+ // Must load GDScript and PackedScenes separately to permit cyclic references
+ // as ResourceLoader::load() detect and reject those.
+ if (ResourceLoader::get_resource_type(p_preload->resolved_path) == "GDScript") {
+ Error err = OK;
+ Ref<GDScript> res = GDScriptCache::get_shallow_script(p_preload->resolved_path, err, parser->script_path);
+ p_preload->resource = res;
+ if (err != OK) {
+ push_error(vformat(R"(Could not preload resource script "%s".)", p_preload->resolved_path), p_preload->path);
+ }
+ } else if (ResourceLoader::get_resource_type(p_preload->resolved_path) == "PackedScene") {
+ Error err = OK;
+ Ref<PackedScene> res = GDScriptCache::get_packed_scene(p_preload->resolved_path, err, parser->script_path);
+ p_preload->resource = res;
+ if (err != OK) {
+ push_error(vformat(R"(Could not preload resource scene "%s".)", p_preload->resolved_path), p_preload->path);
+ }
+ } else {
+ p_preload->resource = ResourceLoader::load(p_preload->resolved_path);
+ if (p_preload->resource.is_null()) {
+ push_error(vformat(R"(Could not preload resource file "%s".)", p_preload->resolved_path), p_preload->path);
+ }
}
}
}
@@ -3280,6 +3336,17 @@ void GDScriptAnalyzer::reduce_subscript(GDScriptParser::SubscriptNode *p_subscri
// Just try to get it.
bool valid = false;
Variant value = p_subscript->base->reduced_value.get_named(p_subscript->attribute->name, valid);
+
+ // If it's a GDScript instance, try to get the full script. Maybe it's not still completely loaded.
+ Ref<GDScript> gdscr = Ref<GDScript>(p_subscript->base->reduced_value);
+ if (!valid && gdscr.is_valid()) {
+ Error err = OK;
+ GDScriptCache::get_full_script(gdscr->get_path(), err);
+ if (err == OK) {
+ value = p_subscript->base->reduced_value.get_named(p_subscript->attribute->name, valid);
+ }
+ }
+
if (!valid) {
push_error(vformat(R"(Cannot get member "%s" from "%s".)", p_subscript->attribute->name, p_subscript->base->reduced_value), p_subscript->index);
result_type.kind = GDScriptParser::DataType::VARIANT;
@@ -3662,50 +3729,43 @@ GDScriptParser::DataType GDScriptAnalyzer::type_from_variant(const Variant &p_va
scr = obj->get_script();
}
if (scr.is_valid()) {
- if (scr->is_valid()) {
- result.script_type = scr;
- result.script_path = scr->get_path();
- Ref<GDScript> gds = scr;
- if (gds.is_valid()) {
- result.kind = GDScriptParser::DataType::CLASS;
- // This might be an inner class, so we want to get the parser for the root.
- // But still get the inner class from that tree.
- GDScript *current = gds.ptr();
- List<StringName> class_chain;
- while (current->_owner) {
- // Push to front so it's in reverse.
- class_chain.push_front(current->name);
- current = current->_owner;
- }
-
- Ref<GDScriptParserRef> ref = get_parser_for(current->get_path());
- if (ref.is_null()) {
- push_error("Could not find script in path.", p_source);
- GDScriptParser::DataType error_type;
- error_type.kind = GDScriptParser::DataType::VARIANT;
- return error_type;
- }
- ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED);
+ result.script_type = scr;
+ result.script_path = scr->get_path();
+ Ref<GDScript> gds = scr;
+ if (gds.is_valid()) {
+ result.kind = GDScriptParser::DataType::CLASS;
+ // This might be an inner class, so we want to get the parser for the root.
+ // But still get the inner class from that tree.
+ GDScript *current = gds.ptr();
+ List<StringName> class_chain;
+ while (current->_owner) {
+ // Push to front so it's in reverse.
+ class_chain.push_front(current->name);
+ current = current->_owner;
+ }
- GDScriptParser::ClassNode *found = ref->get_parser()->head;
+ Ref<GDScriptParserRef> ref = get_parser_for(current->get_path());
+ if (ref.is_null()) {
+ push_error("Could not find script in path.", p_source);
+ GDScriptParser::DataType error_type;
+ error_type.kind = GDScriptParser::DataType::VARIANT;
+ return error_type;
+ }
+ ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED);
- // It should be okay to assume this exists, since we have a complete script already.
- for (const StringName &E : class_chain) {
- found = found->get_member(E).m_class;
- }
+ GDScriptParser::ClassNode *found = ref->get_parser()->head;
- result.class_type = found;
- result.script_path = ref->get_parser()->script_path;
- } else {
- result.kind = GDScriptParser::DataType::SCRIPT;
+ // It should be okay to assume this exists, since we have a complete script already.
+ for (const StringName &E : class_chain) {
+ found = found->get_member(E).m_class;
}
- result.native_type = scr->get_instance_base_type();
+
+ result.class_type = found;
+ result.script_path = ref->get_parser()->script_path;
} else {
- push_error(vformat(R"(Constant value uses script from "%s" which is loaded but not compiled.)", scr->get_path()), p_source);
- result.kind = GDScriptParser::DataType::VARIANT;
- result.type_source = GDScriptParser::DataType::UNDETECTED;
- result.is_meta_type = false;
+ result.kind = GDScriptParser::DataType::SCRIPT;
}
+ result.native_type = scr->get_instance_base_type();
} else {
result.kind = GDScriptParser::DataType::NATIVE;
if (result.native_type == GDScriptNativeClass::get_class_static()) {
diff --git a/modules/gdscript/gdscript_analyzer.h b/modules/gdscript/gdscript_analyzer.h
index 217a856ce0..23a3ad39a5 100644
--- a/modules/gdscript/gdscript_analyzer.h
+++ b/modules/gdscript/gdscript_analyzer.h
@@ -45,7 +45,7 @@ class GDScriptAnalyzer {
List<GDScriptParser::LambdaNode *> lambda_stack;
// Tests for detecting invalid overloading of script members
- static _FORCE_INLINE_ bool has_member_name_conflict_in_script_class(const StringName &p_name, const GDScriptParser::ClassNode *p_current_class_node);
+ static _FORCE_INLINE_ bool has_member_name_conflict_in_script_class(const StringName &p_name, const GDScriptParser::ClassNode *p_current_class_node, const GDScriptParser::Node *p_member);
static _FORCE_INLINE_ bool has_member_name_conflict_in_native_type(const StringName &p_name, const StringName &p_native_type_string);
Error check_native_member_name_conflict(const StringName &p_member_name, const GDScriptParser::Node *p_member_node, const StringName &p_native_type_string);
Error check_class_member_name_conflict(const GDScriptParser::ClassNode *p_class_node, const StringName &p_member_name, const GDScriptParser::Node *p_member_node);
diff --git a/modules/gdscript/gdscript_cache.cpp b/modules/gdscript/gdscript_cache.cpp
index 03a101b9fc..40681d9771 100644
--- a/modules/gdscript/gdscript_cache.cpp
+++ b/modules/gdscript/gdscript_cache.cpp
@@ -36,6 +36,7 @@
#include "gdscript_analyzer.h"
#include "gdscript_compiler.h"
#include "gdscript_parser.h"
+#include "scene/resources/packed_scene.h"
bool GDScriptParserRef::is_valid() const {
return parser != nullptr;
@@ -96,27 +97,88 @@ Error GDScriptParserRef::raise_status(Status p_new_status) {
return result;
}
-GDScriptParserRef::~GDScriptParserRef() {
+void GDScriptParserRef::clear() {
+ if (cleared) {
+ return;
+ }
+ cleared = true;
+
if (parser != nullptr) {
memdelete(parser);
}
+
if (analyzer != nullptr) {
memdelete(analyzer);
}
- MutexLock lock(GDScriptCache::singleton->lock);
+}
+
+GDScriptParserRef::~GDScriptParserRef() {
+ clear();
+
+ MutexLock lock(GDScriptCache::singleton->mutex);
GDScriptCache::singleton->parser_map.erase(path);
}
GDScriptCache *GDScriptCache::singleton = nullptr;
+void GDScriptCache::move_script(const String &p_from, const String &p_to) {
+ if (singleton == nullptr) {
+ return;
+ }
+
+ MutexLock lock(singleton->mutex);
+
+ for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
+ if (E.value.has(p_from)) {
+ E.value.insert(p_to);
+ E.value.erase(p_from);
+ }
+ }
+
+ if (singleton->parser_map.has(p_from) && !p_from.is_empty()) {
+ singleton->parser_map[p_to] = singleton->parser_map[p_from];
+ }
+ singleton->parser_map.erase(p_from);
+
+ if (singleton->shallow_gdscript_cache.has(p_from) && !p_from.is_empty()) {
+ singleton->shallow_gdscript_cache[p_to] = singleton->shallow_gdscript_cache[p_from];
+ }
+ singleton->shallow_gdscript_cache.erase(p_from);
+
+ if (singleton->full_gdscript_cache.has(p_from) && !p_from.is_empty()) {
+ singleton->full_gdscript_cache[p_to] = singleton->full_gdscript_cache[p_from];
+ }
+ singleton->full_gdscript_cache.erase(p_from);
+}
+
void GDScriptCache::remove_script(const String &p_path) {
- MutexLock lock(singleton->lock);
+ if (singleton == nullptr) {
+ return;
+ }
+
+ MutexLock lock(singleton->mutex);
+
+ for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
+ if (!E.value.has(p_path)) {
+ continue;
+ }
+ E.value.erase(p_path);
+ }
+
+ GDScriptCache::clear_unreferenced_packed_scenes();
+
+ if (singleton->parser_map.has(p_path)) {
+ singleton->parser_map[p_path]->clear();
+ singleton->parser_map.erase(p_path);
+ }
+
+ singleton->dependencies.erase(p_path);
singleton->shallow_gdscript_cache.erase(p_path);
singleton->full_gdscript_cache.erase(p_path);
}
Ref<GDScriptParserRef> GDScriptCache::get_parser(const String &p_path, GDScriptParserRef::Status p_status, Error &r_error, const String &p_owner) {
- MutexLock lock(singleton->lock);
+ MutexLock lock(singleton->mutex);
Ref<GDScriptParserRef> ref;
if (!p_owner.is_empty()) {
singleton->dependencies[p_owner].insert(p_path);
@@ -163,7 +225,7 @@ String GDScriptCache::get_source_code(const String &p_path) {
}
Ref<GDScript> GDScriptCache::get_shallow_script(const String &p_path, Error &r_error, const String &p_owner) {
- MutexLock lock(singleton->lock);
+ MutexLock lock(singleton->mutex);
if (!p_owner.is_empty()) {
singleton->dependencies[p_owner].insert(p_path);
}
@@ -185,12 +247,12 @@ Ref<GDScript> GDScriptCache::get_shallow_script(const String &p_path, Error &r_e
script->load_source_code(p_path);
GDScriptCompiler::make_scripts(script.ptr(), parser_ref->get_parser()->get_tree(), true);
- singleton->shallow_gdscript_cache[p_path] = script.ptr();
+ singleton->shallow_gdscript_cache[p_path] = script;
return script;
}
Ref<GDScript> GDScriptCache::get_full_script(const String &p_path, Error &r_error, const String &p_owner, bool p_update_from_disk) {
- MutexLock lock(singleton->lock);
+ MutexLock lock(singleton->mutex);
if (!p_owner.is_empty()) {
singleton->dependencies[p_owner].insert(p_path);
@@ -220,19 +282,21 @@ Ref<GDScript> GDScriptCache::get_full_script(const String &p_path, Error &r_erro
return script;
}
+ singleton->full_gdscript_cache[p_path] = script;
+ singleton->shallow_gdscript_cache.erase(p_path);
+
r_error = script->reload(true);
if (r_error) {
+ singleton->shallow_gdscript_cache[p_path] = script;
+ singleton->full_gdscript_cache.erase(p_path);
return script;
}
- singleton->full_gdscript_cache[p_path] = script.ptr();
- singleton->shallow_gdscript_cache.erase(p_path);
-
return script;
}
Ref<GDScript> GDScriptCache::get_cached_script(const String &p_path) {
- MutexLock lock(singleton->lock);
+ MutexLock lock(singleton->mutex);
if (singleton->full_gdscript_cache.has(p_path)) {
return singleton->full_gdscript_cache[p_path];
@@ -246,11 +310,11 @@ Ref<GDScript> GDScriptCache::get_cached_script(const String &p_path) {
}
Error GDScriptCache::finish_compiling(const String &p_owner) {
- MutexLock lock(singleton->lock);
+ MutexLock lock(singleton->mutex);
// Mark this as compiled.
Ref<GDScript> script = get_cached_script(p_owner);
- singleton->full_gdscript_cache[p_owner] = script.ptr();
+ singleton->full_gdscript_cache[p_owner] = script;
singleton->shallow_gdscript_cache.erase(p_owner);
HashSet<String> depends = singleton->dependencies[p_owner];
@@ -271,13 +335,73 @@ Error GDScriptCache::finish_compiling(const String &p_owner) {
return err;
}
+Ref<PackedScene> GDScriptCache::get_packed_scene(const String &p_path, Error &r_error, const String &p_owner) {
+ MutexLock lock(singleton->mutex);
+
+ if (singleton->packed_scene_cache.has(p_path)) {
+ singleton->packed_scene_dependencies[p_path].insert(p_owner);
+ return singleton->packed_scene_cache[p_path];
+ }
+
+ Ref<PackedScene> scene;
+ scene.instantiate();
+
+ r_error = OK;
+ if (p_path.is_empty()) {
+ r_error = ERR_FILE_BAD_PATH;
+ return scene;
+ }
+
+ scene->set_path(p_path);
+ singleton->packed_scene_cache[p_path] = scene;
+ singleton->packed_scene_dependencies[p_path].insert(p_owner);
+
+ scene->recreate_state();
+ scene->reload_from_file();
+ return scene;
+}
+
+void GDScriptCache::clear_unreferenced_packed_scenes() {
+ if (singleton == nullptr) {
+ return;
+ }
+
+ MutexLock lock(singleton->mutex);
+
+ for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
+ if (E.value.size() > 0 || !ResourceLoader::is_imported(E.key)) {
+ continue;
+ }
+
+ singleton->packed_scene_dependencies.erase(E.key);
+ singleton->packed_scene_cache.erase(E.key);
+ }
+}
+
GDScriptCache::GDScriptCache() {
singleton = this;
}
GDScriptCache::~GDScriptCache() {
+ destructing = true;
+
+ RBSet<Ref<GDScriptParserRef>> parser_map_refs;
+ for (KeyValue<String, GDScriptParserRef *> &E : parser_map) {
+ parser_map_refs.insert(E.value);
+ }
+
+ for (Ref<GDScriptParserRef> &E : parser_map_refs) {
+ if (E.is_valid())
+ E->clear();
+ }
+
+ parser_map_refs.clear();
parser_map.clear();
shallow_gdscript_cache.clear();
full_gdscript_cache.clear();
+
+ packed_scene_cache.clear();
+ packed_scene_dependencies.clear();
+
singleton = nullptr;
}
diff --git a/modules/gdscript/gdscript_cache.h b/modules/gdscript/gdscript_cache.h
index fcd240ba8d..2195932aa3 100644
--- a/modules/gdscript/gdscript_cache.h
+++ b/modules/gdscript/gdscript_cache.h
@@ -36,6 +36,7 @@
#include "core/templates/hash_map.h"
#include "core/templates/hash_set.h"
#include "gdscript.h"
+#include "scene/resources/packed_scene.h"
class GDScriptAnalyzer;
class GDScriptParser;
@@ -56,6 +57,7 @@ private:
Status status = EMPTY;
Error result = OK;
String path;
+ bool cleared = false;
friend class GDScriptCache;
@@ -64,6 +66,7 @@ public:
Status get_status() const;
GDScriptParser *get_parser() const;
Error raise_status(Status p_new_status);
+ void clear();
GDScriptParserRef() {}
~GDScriptParserRef();
@@ -72,19 +75,25 @@ public:
class GDScriptCache {
// String key is full path.
HashMap<String, GDScriptParserRef *> parser_map;
- HashMap<String, GDScript *> shallow_gdscript_cache;
- HashMap<String, GDScript *> full_gdscript_cache;
+ HashMap<String, Ref<GDScript>> shallow_gdscript_cache;
+ HashMap<String, Ref<GDScript>> full_gdscript_cache;
HashMap<String, HashSet<String>> dependencies;
+ HashMap<String, Ref<PackedScene>> packed_scene_cache;
+ HashMap<String, HashSet<String>> packed_scene_dependencies;
friend class GDScript;
friend class GDScriptParserRef;
+ friend class GDScriptInstance;
static GDScriptCache *singleton;
- Mutex lock;
- static void remove_script(const String &p_path);
+ bool destructing = false;
+
+ Mutex mutex;
public:
+ static void move_script(const String &p_from, const String &p_to);
+ static void remove_script(const String &p_path);
static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error, const String &p_owner = String());
static String get_source_code(const String &p_path);
static Ref<GDScript> get_shallow_script(const String &p_path, Error &r_error, const String &p_owner = String());
@@ -92,6 +101,16 @@ public:
static Ref<GDScript> get_cached_script(const String &p_path);
static Error finish_compiling(const String &p_owner);
+ static Ref<PackedScene> get_packed_scene(const String &p_path, Error &r_error, const String &p_owner = "");
+ static void clear_unreferenced_packed_scenes();
+
+ static bool is_destructing() {
+ if (singleton == nullptr) {
+ return true;
+ }
+ return singleton->destructing;
+ };
+
GDScriptCache();
~GDScriptCache();
};
diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp
index 824625b745..f0ceb42f89 100644
--- a/modules/gdscript/gdscript_compiler.cpp
+++ b/modules/gdscript/gdscript_compiler.cpp
@@ -141,6 +141,7 @@ GDScriptDataType GDScriptCompiler::_gdtype_from_datatype(const GDScriptParser::D
result.script_type_ref = script;
}
result.script_type = script.ptr();
+ result.native_type = p_datatype.native_type;
}
} break;
case GDScriptParser::DataType::ENUM:
@@ -354,11 +355,22 @@ GDScriptCodeGenerator::Address GDScriptCompiler::_parse_expression(CodeGen &code
if (class_node->identifier && class_node->identifier->name == identifier) {
res = Ref<GDScript>(main_script);
} else {
- res = ResourceLoader::load(ScriptServer::get_global_class_path(identifier));
- if (res.is_null()) {
- _set_error("Can't load global class " + String(identifier) + ", cyclic reference?", p_expression);
- r_error = ERR_COMPILATION_FAILED;
- return GDScriptCodeGenerator::Address();
+ String global_class_path = ScriptServer::get_global_class_path(identifier);
+ if (ResourceLoader::get_resource_type(global_class_path) == "GDScript") {
+ Error err = OK;
+ res = GDScriptCache::get_full_script(global_class_path, err);
+ if (err != OK) {
+ _set_error("Can't load global class " + String(identifier), p_expression);
+ r_error = ERR_COMPILATION_FAILED;
+ return GDScriptCodeGenerator::Address();
+ }
+ } else {
+ res = ResourceLoader::load(global_class_path);
+ if (res.is_null()) {
+ _set_error("Can't load global class " + String(identifier) + ", cyclic reference?", p_expression);
+ r_error = ERR_COMPILATION_FAILED;
+ return GDScriptCodeGenerator::Address();
+ }
}
}
@@ -2172,6 +2184,7 @@ Error GDScriptCompiler::_populate_class_members(GDScript *p_script, const GDScri
parsing_classes.insert(p_script);
+ p_script->clearing = true;
#ifdef TOOLS_ENABLED
p_script->doc_functions.clear();
p_script->doc_variables.clear();
@@ -2194,10 +2207,24 @@ Error GDScriptCompiler::_populate_class_members(GDScript *p_script, const GDScri
p_script->base = Ref<GDScript>();
p_script->_base = nullptr;
p_script->members.clear();
+
+ // This makes possible to clear script constants and member_functions without heap-use-after-free errors.
+ HashMap<StringName, Variant> constants;
+ for (const KeyValue<StringName, Variant> &E : p_script->constants) {
+ constants.insert(E.key, E.value);
+ }
p_script->constants.clear();
+ constants.clear();
+ HashMap<StringName, GDScriptFunction *> member_functions;
for (const KeyValue<StringName, GDScriptFunction *> &E : p_script->member_functions) {
+ member_functions.insert(E.key, E.value);
+ }
+ p_script->member_functions.clear();
+ for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
memdelete(E.value);
}
+ member_functions.clear();
+
if (p_script->implicit_initializer) {
memdelete(p_script->implicit_initializer);
}
@@ -2212,6 +2239,8 @@ Error GDScriptCompiler::_populate_class_members(GDScript *p_script, const GDScri
p_script->implicit_initializer = nullptr;
p_script->implicit_ready = nullptr;
+ p_script->clearing = false;
+
p_script->tool = parser->is_tool();
if (!p_script->name.is_empty()) {
@@ -2454,10 +2483,8 @@ Error GDScriptCompiler::_populate_class_members(GDScript *p_script, const GDScri
}
#ifdef TOOLS_ENABLED
-
p_script->member_lines[name] = inner_class->start_line;
#endif
-
p_script->constants.insert(name, subclass); //once parsed, goes to the list of constants
}
diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp
index 98b3e40f1b..24a614b1ad 100644
--- a/modules/gdscript/gdscript_function.cpp
+++ b/modules/gdscript/gdscript_function.cpp
@@ -149,10 +149,17 @@ GDScriptFunction::GDScriptFunction() {
}
GDScriptFunction::~GDScriptFunction() {
+ get_script()->member_functions.erase(name);
+
for (int i = 0; i < lambdas.size(); i++) {
memdelete(lambdas[i]);
}
+ for (int i = 0; i < argument_types.size(); i++) {
+ argument_types.write[i].script_type_ref = Ref<Script>();
+ }
+ return_type.script_type_ref = Ref<Script>();
+
#ifdef DEBUG_ENABLED
MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
diff --git a/modules/gdscript/gdscript_function.h b/modules/gdscript/gdscript_function.h
index e44038d6da..6e5f7a8520 100644
--- a/modules/gdscript/gdscript_function.h
+++ b/modules/gdscript/gdscript_function.h
@@ -430,6 +430,7 @@ public:
};
private:
+ friend class GDScript;
friend class GDScriptCompiler;
friend class GDScriptByteCodeGenerator;
diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp
index 053d81893d..6fd1362e68 100644
--- a/modules/gdscript/gdscript_parser.cpp
+++ b/modules/gdscript/gdscript_parser.cpp
@@ -648,7 +648,13 @@ GDScriptParser::ClassNode *GDScriptParser::parse_class() {
if (consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier for the class name after "class".)")) {
n_class->identifier = parse_identifier();
if (n_class->outer) {
- n_class->fqcn = n_class->outer->fqcn + "::" + n_class->identifier->name;
+ String fqcn = n_class->outer->fqcn;
+ if (fqcn.is_empty()) {
+ fqcn = script_path;
+ }
+ n_class->fqcn = fqcn + "::" + n_class->identifier->name;
+ } else {
+ n_class->fqcn = n_class->identifier->name;
}
}
@@ -1535,7 +1541,7 @@ GDScriptParser::SuiteNode *GDScriptParser::parse_suite(const String &p_context,
VariableNode *variable = static_cast<VariableNode *>(statement);
const SuiteNode::Local &local = current_suite->get_local(variable->identifier->name);
if (local.type != SuiteNode::Local::UNDEFINED) {
- push_error(vformat(R"(There is already a %s named "%s" declared in this scope.)", local.get_name(), variable->identifier->name));
+ push_error(vformat(R"(There is already a %s named "%s" declared in this scope.)", local.get_name(), variable->identifier->name), variable->identifier);
}
current_suite->add_local(variable, current_function);
break;
@@ -1550,7 +1556,7 @@ GDScriptParser::SuiteNode *GDScriptParser::parse_suite(const String &p_context,
} else {
name = "variable";
}
- push_error(vformat(R"(There is already a %s named "%s" declared in this scope.)", name, constant->identifier->name));
+ push_error(vformat(R"(There is already a %s named "%s" declared in this scope.)", name, constant->identifier->name), constant->identifier);
}
current_suite->add_local(constant, current_function);
break;
diff --git a/modules/gdscript/tests/gdscript_test_runner.cpp b/modules/gdscript/tests/gdscript_test_runner.cpp
index 1ccbf9d150..7f42643c8f 100644
--- a/modules/gdscript/tests/gdscript_test_runner.cpp
+++ b/modules/gdscript/tests/gdscript_test_runner.cpp
@@ -251,7 +251,10 @@ bool GDScriptTestRunner::make_tests_for_dir(const String &p_dir) {
return false;
}
} else {
- if (next.get_extension().to_lower() == "gd") {
+ if (next.ends_with(".notest.gd")) {
+ next = dir->get_next();
+ continue;
+ } else if (next.get_extension().to_lower() == "gd") {
#ifndef DEBUG_ENABLED
// On release builds, skip tests marked as debug only.
Error open_err = OK;
@@ -597,6 +600,9 @@ GDScriptTest::TestResult GDScriptTest::execute_test_code(bool p_is_generating) {
}
enable_stdout();
+
+ GDScriptCache::remove_script(script->get_path());
+
return result;
}
diff --git a/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.gd b/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.gd
new file mode 100644
index 0000000000..5c8b9fa4ae
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.gd
@@ -0,0 +1,6 @@
+extends Node
+
+var script: int
+
+func test():
+ pass
diff --git a/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.out b/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.out
new file mode 100644
index 0000000000..8454aaa404
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/errors/overload_script_variable.out
@@ -0,0 +1,2 @@
+GDTEST_ANALYZER_ERROR
+Member "script" redefined (original in native class 'Node')
diff --git a/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.gd b/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.gd
new file mode 100644
index 0000000000..28561ff94b
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.gd
@@ -0,0 +1,9 @@
+func test():
+ pass
+
+class A:
+ func overload_me():
+ pass
+
+class B extends A:
+ var overload_me
diff --git a/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.out b/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.out
new file mode 100644
index 0000000000..32357f9f6a
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/errors/variable_overloads_superclass_function.out
@@ -0,0 +1,2 @@
+GDTEST_ANALYZER_ERROR
+The member "overload_me" already exists in parent class A.
diff --git a/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.gd b/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.notest.gd
index ea744e3027..c3fc176679 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.gd
+++ b/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.notest.gd
@@ -1,7 +1,4 @@
const A := 42
-func test():
- pass
-
func something():
return "OK"
diff --git a/modules/gdscript/tests/scripts/analyzer/features/preload_constant_types_are_inferred.gd b/modules/gdscript/tests/scripts/analyzer/features/preload_constant_types_are_inferred.gd
index 276875dd5a..9d0324ead8 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/preload_constant_types_are_inferred.gd
+++ b/modules/gdscript/tests/scripts/analyzer/features/preload_constant_types_are_inferred.gd
@@ -1,4 +1,4 @@
-const Constants = preload("gdscript_to_preload.gd")
+const Constants = preload("gdscript_to_preload.notest.gd")
func test():
var a := Constants.A
diff --git a/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.gd b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.gd
new file mode 100644
index 0000000000..b730453a8a
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.gd
@@ -0,0 +1,4 @@
+const A = preload("preload_cyclic_reference_a.notest.gd")
+
+func test():
+ A.test_cyclic_reference()
diff --git a/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.out b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.out
index d73c5eb7cd..14bb971221 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/gdscript_to_preload.out
+++ b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference.out
@@ -1 +1,2 @@
GDTEST_OK
+godot
diff --git a/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_a.notest.gd b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_a.notest.gd
new file mode 100644
index 0000000000..7a6035ded1
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_a.notest.gd
@@ -0,0 +1,12 @@
+const B = preload("preload_cyclic_reference_b.notest.gd")
+
+const WAITING_FOR = "godot"
+
+static func test_cyclic_reference():
+ B.test_cyclic_reference()
+
+static func test_cyclic_reference_2():
+ B.test_cyclic_reference_2()
+
+static func test_cyclic_reference_3():
+ B.test_cyclic_reference_3()
diff --git a/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_b.notest.gd b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_b.notest.gd
new file mode 100644
index 0000000000..3ea5b01156
--- /dev/null
+++ b/modules/gdscript/tests/scripts/analyzer/features/preload_cyclic_reference_b.notest.gd
@@ -0,0 +1,10 @@
+const A = preload("preload_cyclic_reference_a.notest.gd")
+
+static func test_cyclic_reference():
+ A.test_cyclic_reference_2()
+
+static func test_cyclic_reference_2():
+ A.test_cyclic_reference_3()
+
+static func test_cyclic_reference_3():
+ print(A.WAITING_FOR)
diff --git a/modules/gdscript/tests/scripts/analyzer/features/use_preload_script_as_type.gd b/modules/gdscript/tests/scripts/analyzer/features/use_preload_script_as_type.gd
index 5f73064cc0..beabf3d2e5 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/use_preload_script_as_type.gd
+++ b/modules/gdscript/tests/scripts/analyzer/features/use_preload_script_as_type.gd
@@ -1,4 +1,4 @@
-const preloaded : GDScript = preload("gdscript_to_preload.gd")
+const preloaded : GDScript = preload("gdscript_to_preload.notest.gd")
func test():
var preloaded_instance: preloaded = preloaded.new()
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/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/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/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/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index bb1d6e1661..5d390a298d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -29,7 +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;
}
@@ -39,7 +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;
}
@@ -49,7 +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;
}
@@ -80,7 +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;
@@ -95,7 +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;
@@ -110,7 +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;
@@ -125,7 +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
@@ -154,7 +154,7 @@ namespace Godot
/// <value>The basis column.</value>
public Vector3 this[int column]
{
- get
+ readonly get
{
switch (column)
{
@@ -195,7 +195,7 @@ namespace Godot
/// <value>The matrix element.</value>
public real_t this[int column, int row]
{
- get
+ readonly get
{
return this[column][row];
}
@@ -234,7 +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];
@@ -255,7 +255,7 @@ 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)
{
@@ -499,7 +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];
@@ -558,7 +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();
@@ -581,7 +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)
{
@@ -633,7 +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;
@@ -679,7 +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];
@@ -709,7 +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);
@@ -724,7 +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];
@@ -746,7 +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;
}
@@ -756,7 +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;
@@ -772,7 +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);
@@ -790,7 +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];
}
@@ -800,7 +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];
}
@@ -810,7 +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];
}
@@ -819,21 +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;
}
@@ -1121,7 +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);
}
@@ -1133,7 +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);
}
@@ -1144,7 +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);
}
@@ -1153,7 +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();
}
@@ -1162,7 +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}]";
}
@@ -1171,7 +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/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/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/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..371729ebec 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -286,7 +286,7 @@ namespace Godot
return proj * cm;
}
- public real_t Determinant()
+ 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 +302,13 @@ namespace Godot
x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w;
}
- public real_t GetAspect()
+ public readonly real_t GetAspect()
{
Vector2 vpHe = GetViewportHalfExtents();
return vpHe.x / vpHe.y;
}
- public real_t GetFov()
+ 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)
@@ -327,7 +327,7 @@ namespace Godot
return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
}
- public real_t GetLodMultiplier()
+ public readonly real_t GetLodMultiplier()
{
if (IsOrthogonal())
{
@@ -341,14 +341,14 @@ namespace Godot
}
}
- public int GetPixelsPerMeter(int forPixelWidth)
+ 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)
+ public readonly Plane GetProjectionPlane(Planes plane)
{
Plane newPlane = plane switch
{
@@ -364,36 +364,36 @@ namespace Godot
return newPlane.Normalized();
}
- public Vector2 GetFarPlaneHalfExtents()
+ 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()
+ 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()
+ public readonly real_t GetZFar()
{
return GetProjectionPlane(Planes.Far).D;
}
- public real_t GetZNear()
+ public readonly real_t GetZNear()
{
return -GetProjectionPlane(Planes.Near).D;
}
- public Projection FlippedY()
+ public readonly Projection FlippedY()
{
Projection proj = this;
proj.y = -proj.y;
return proj;
}
- public Projection PerspectiveZNearAdjusted(real_t newZNear)
+ public readonly Projection PerspectiveZNearAdjusted(real_t newZNear)
{
Projection proj = this;
real_t zFar = GetZFar();
@@ -404,7 +404,7 @@ namespace Godot
return proj;
}
- public Projection JitterOffseted(Vector2 offset)
+ public readonly Projection JitterOffseted(Vector2 offset)
{
Projection proj = this;
proj.w.x += offset.x;
@@ -412,7 +412,7 @@ namespace Godot
return proj;
}
- public Projection Inverse()
+ public readonly Projection Inverse()
{
Projection proj = this;
int i, j, k;
@@ -535,7 +535,7 @@ namespace Godot
return proj;
}
- public bool IsOrthogonal()
+ public readonly bool IsOrthogonal()
{
return w.w == (real_t)1.0;
}
@@ -654,7 +654,7 @@ namespace Godot
/// </exception>
public Vector4 this[int column]
{
- get
+ readonly get
{
switch (column)
{
@@ -702,7 +702,7 @@ namespace Godot
/// </exception>
public real_t this[int column, int row]
{
- get
+ readonly get
{
switch (column)
{
@@ -772,7 +772,7 @@ namespace Godot
/// 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 +781,7 @@ 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";
}
@@ -790,7 +790,7 @@ 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" +
@@ -804,7 +804,7 @@ 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 Projection other && Equals(other);
}
@@ -814,7 +814,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other projection.</param>
/// <returns>Whether or not the projections are exactly equal.</returns>
- public bool Equals(Projection other)
+ public readonly 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 f01f0be985..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(EulerOrder order = EulerOrder.Yxz)
+ public readonly Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
{
#if DEBUG
if (!IsNormalized())
@@ -328,7 +328,7 @@ namespace Godot
/// 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())
@@ -762,7 +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);
}
@@ -772,7 +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;
}
@@ -783,7 +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);
}
@@ -792,7 +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();
}
@@ -801,7 +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})";
}
@@ -810,7 +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/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..535391f447 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
(
@@ -247,7 +247,7 @@ namespace Godot
/// <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;
@@ -264,7 +264,7 @@ 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 +276,7 @@ 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 +286,7 @@ 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 +296,7 @@ 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 +305,7 @@ 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 +314,7 @@ 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 +323,7 @@ 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 +333,7 @@ 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 +344,7 @@ 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 +356,7 @@ 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 +374,7 @@ 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 +388,7 @@ 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 +407,7 @@ 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 +417,7 @@ 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 +428,7 @@ 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 +443,7 @@ 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 +458,7 @@ 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 +474,7 @@ 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 +487,7 @@ 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 +497,7 @@ 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 +513,7 @@ 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 +527,7 @@ 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 +538,7 @@ 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 +557,7 @@ 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 +577,7 @@ 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 +588,7 @@ 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 +598,7 @@ 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 +946,7 @@ 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 +958,7 @@ 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 +969,7 @@ 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 +978,7 @@ 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 +987,7 @@ 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 +996,7 @@ 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..53bd0b0908 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
(
@@ -241,7 +241,7 @@ namespace Godot
/// <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;
@@ -258,7 +258,7 @@ 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 +270,7 @@ 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 +281,7 @@ 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 +291,7 @@ 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 +300,7 @@ 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 +309,7 @@ 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 +318,7 @@ 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 +328,7 @@ 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 +343,7 @@ 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 +359,7 @@ 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 +376,7 @@ 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 +391,7 @@ 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 +410,7 @@ 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 +420,7 @@ 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 +431,7 @@ 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 +446,7 @@ 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 +458,7 @@ 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 +475,7 @@ 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 +492,7 @@ 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 +506,7 @@ 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 +516,7 @@ 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 +534,7 @@ 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 +550,7 @@ 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 +561,7 @@ 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 +579,7 @@ 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 +598,7 @@ 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 +618,7 @@ 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 +629,7 @@ 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 +1015,7 @@ 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 +1027,7 @@ 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 +1038,7 @@ 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 +1047,7 @@ 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 +1056,7 @@ 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 +1065,7 @@ 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)})";
}