2018-04-07 11:54:07 +00:00
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using System;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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namespace Godot
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{
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public static partial class Mathf
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{
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// Define constants with Decimal precision and cast down to double or float.
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public const real_t E = (real_t) 2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045
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public const real_t Sqrt2 = (real_t) 1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095
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#if REAL_T_IS_DOUBLE
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public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used.
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#else
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public const real_t Epsilon = 1e-06f;
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#endif
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2018-10-26 00:20:20 +00:00
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public static int DecimalCount(real_t s)
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{
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return DecimalCount((decimal)s);
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}
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public static int DecimalCount(decimal s)
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{
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return BitConverter.GetBytes(decimal.GetBits(s)[3])[2];
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}
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2018-04-07 11:54:07 +00:00
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public static int CeilToInt(real_t s)
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{
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return (int)Math.Ceiling(s);
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}
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public static int FloorToInt(real_t s)
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{
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return (int)Math.Floor(s);
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2018-11-20 10:14:07 +00:00
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}
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2018-04-07 11:54:07 +00:00
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public static int RoundToInt(real_t s)
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{
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return (int)Math.Round(s);
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}
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2019-03-07 17:23:52 +00:00
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2019-04-01 22:13:38 +00:00
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public static bool IsEqualApprox(real_t a, real_t b, real_t tolerance)
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2019-03-07 17:23:52 +00:00
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{
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2019-09-01 17:57:04 +00:00
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// Check for exact equality first, required to handle "infinity" values.
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if (a == b) {
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return true;
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}
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// Then check for approximate equality.
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2019-04-01 22:13:38 +00:00
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return Abs(a - b) < tolerance;
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2019-03-07 17:23:52 +00:00
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}
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2018-04-07 11:54:07 +00:00
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}
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2019-09-01 17:57:04 +00:00
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}
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