Merge pull request #64108 from antonWetzel/csharp-update

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Rémi Verschelde 2022-08-10 00:07:32 +02:00 committed by GitHub
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6 changed files with 125 additions and 6 deletions

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@ -91,6 +91,10 @@ real_t Vector4::distance_to(const Vector4 &p_to) const {
return (p_to - *this).length();
}
real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
return (p_to - *this).length_squared();
}
Vector4 Vector4::direction_to(const Vector4 &p_to) const {
Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
ret.normalize();

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@ -79,6 +79,7 @@ struct _NO_DISCARD_ Vector4 {
bool is_normalized() const;
real_t distance_to(const Vector4 &p_to) const;
real_t distance_squared_to(const Vector4 &p_to) const;
Vector4 direction_to(const Vector4 &p_to) const;
Vector4 abs() const;

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@ -1746,6 +1746,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector4, is_normalized, sarray(), varray());
bind_method(Vector4, direction_to, sarray("to"), varray());
bind_method(Vector4, distance_to, sarray("to"), varray());
bind_method(Vector4, distance_squared_to, sarray("to"), varray());
bind_method(Vector4, dot, sarray("with"), varray());
bind_method(Vector4, inverse, sarray(), varray());
bind_method(Vector4, is_equal_approx, sarray("with"), varray());

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@ -80,6 +80,14 @@
Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code].
</description>
</method>
<method name="distance_squared_to" qualifiers="const">
<return type="float" />
<param index="0" name="to" type="Vector4" />
<description>
Returns the squared distance between this vector and [code]to[/code].
This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
</description>
</method>
<method name="distance_to" qualifiers="const">
<return type="float" />
<param index="0" name="to" type="Vector4" />

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@ -140,7 +140,6 @@ namespace Godot
}
}
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
@ -178,16 +177,59 @@ namespace Godot
);
}
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// Performs a cubic interpolation between vectors <paramref name="preA"/>, this vector,
/// <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public Vector4 Floor()
/// <param name="b">The destination vector.</param>
/// <param name="preA">A vector before this vector.</param>
/// <param name="postB">A vector after <paramref name="b"/>.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight)
{
return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
return new Vector4
(
Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
Mathf.CubicInterpolate(y, b.z, preA.z, postB.z, weight),
Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
);
}
/// <summary>
/// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
/// </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)
{
Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w);
ret.Normalize();
return ret;
}
/// <summary>
/// Returns the squared distance between this vector and <paramref name="to"/>.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public real_t DistanceSquaredTo(Vector4 to)
{
return (to - this).LengthSquared();
}
/// <summary>
/// Returns the distance between this vector and <paramref name="to"/>.
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector4 to)
{
return (to - this).Length();
}
/// <summary>
/// Returns the dot product of this vector and <paramref name="with"/>.
@ -199,6 +241,15 @@ namespace Godot
return (x * with.x) + (y * with.y) + (z * with.z) + (w + with.w);
}
/// <summary>
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public Vector4 Floor()
{
return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
}
/// <summary>
/// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>.
/// </summary>
@ -317,6 +368,42 @@ namespace Godot
return v;
}
/// <summary>
/// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components
/// and <paramref name="mod"/>.
/// </summary>
/// <param name="mod">A value representing the divisor of the operation.</param>
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>.
/// </returns>
public Vector4 PosMod(real_t mod)
{
return new Vector4(
Mathf.PosMod(x, mod),
Mathf.PosMod(y, mod),
Mathf.PosMod(z, mod),
Mathf.PosMod(w, mod)
);
}
/// <summary>
/// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components
/// and <paramref name="modv"/>'s components.
/// </summary>
/// <param name="modv">A vector representing the divisors of the operation.</param>
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector4 PosMod(Vector4 modv)
{
return new Vector4(
Mathf.PosMod(x, modv.x),
Mathf.PosMod(y, modv.y),
Mathf.PosMod(z, modv.z),
Mathf.PosMod(w, modv.w)
);
}
/// <summary>
/// Returns this vector with all components rounded to the nearest integer,
/// with halfway cases rounded towards the nearest multiple of two.
@ -343,6 +430,21 @@ namespace Godot
return v;
}
/// <summary>
/// Returns this vector with each component snapped to the nearest multiple of <paramref name="step"/>.
/// This can also be used to round to an arbitrary number of decimals.
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
public Vector4 Snapped(Vector4 step)
{
return new Vector4(
Mathf.Snapped(x, step.x),
Mathf.Snapped(y, step.y),
Mathf.Snapped(z, step.z),
Mathf.Snapped(w, step.w)
);
}
// Constants
private static readonly Vector4 _zero = new Vector4(0, 0, 0, 0);
private static readonly Vector4 _one = new Vector4(1, 1, 1, 1);

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@ -98,6 +98,9 @@ TEST_CASE("[Vector4] Length methods") {
CHECK_MESSAGE(
Math::is_equal_approx(vector1.distance_to(vector2), (real_t)54.772255750517),
"Vector4 distance_to should work as expected.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.distance_squared_to(vector2), 3000),
"Vector4 distance_squared_to should work as expected.");
}
TEST_CASE("[Vector4] Limiting methods") {