diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs index 2e7e5404c46..aa07cf3999f 100644 --- a/modules/mono/glue/cs_files/Basis.cs +++ b/modules/mono/glue/cs_files/Basis.cs @@ -206,13 +206,13 @@ namespace Godot } else { - euler.x = Mathf.PI * 0.5f; + euler.x = Mathf.Pi * 0.5f; euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]); } } else { - euler.x = -Mathf.PI * 0.5f; + euler.x = -Mathf.Pi * 0.5f; euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]); } diff --git a/modules/mono/glue/cs_files/Mathf.cs b/modules/mono/glue/cs_files/Mathf.cs index adbcc855efb..bbee106018f 100644 --- a/modules/mono/glue/cs_files/Mathf.cs +++ b/modules/mono/glue/cs_files/Mathf.cs @@ -8,16 +8,14 @@ using real_t = System.Single; namespace Godot { - public static class Mathf + public static partial class Mathf { - // Define constants with Decimal precision and cast down to double or float. - public const real_t PI = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979 + // Define constants with Decimal precision and cast down to double or float. - #if REAL_T_IS_DOUBLE - public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used. - #else - public const real_t Epsilon = 1e-06f; - #endif + public const real_t Tau = (real_t) 6.2831853071795864769252867666M; // 6.2831855f and 6.28318530717959 + public const real_t Pi = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979 + public const real_t Inf = real_t.PositiveInfinity; + public const real_t NaN = real_t.NaN; private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433 private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823 @@ -27,6 +25,11 @@ namespace Godot return Math.Abs(s); } + public static int Abs(int s) + { + return Math.Abs(s); + } + public static real_t Acos(real_t s) { return (real_t)Math.Acos(s); @@ -57,18 +60,14 @@ namespace Godot return (real_t)Math.Ceiling(s); } - public static real_t Clamp(real_t val, real_t min, real_t max) + public static int Clamp(int value, int min, int max) { - if (val < min) - { - return min; - } - else if (val > max) - { - return max; - } + return value < min ? min : value > max ? max : value; + } - return val; + public static real_t Clamp(real_t value, real_t min, real_t max) + { + return value < min ? min : value > max ? max : value; } public static real_t Cos(real_t s) @@ -151,6 +150,21 @@ namespace Godot } } + public static real_t InverseLerp(real_t from, real_t to, real_t weight) + { + return (Clamp(weight, 0f, 1f) - from) / (to - from); + } + + public static bool IsInf(real_t s) + { + return real_t.IsInfinity(s); + } + + public static bool IsNaN(real_t s) + { + return real_t.IsNaN(s); + } + public static real_t Lerp(real_t from, real_t to, real_t weight) { return from + (to - from) * Clamp(weight, 0f, 1f); @@ -181,16 +195,16 @@ namespace Godot return (a < b) ? a : b; } - public static int NearestPo2(int val) + public static int NearestPo2(int value) { - val--; - val |= val >> 1; - val |= val >> 2; - val |= val >> 4; - val |= val >> 8; - val |= val >> 16; - val++; - return val; + value--; + value |= value >> 1; + value |= value >> 2; + value |= value >> 4; + value |= value >> 8; + value |= value >> 16; + value++; + return value; } public static Vector2 Polar2Cartesian(real_t r, real_t th) @@ -218,6 +232,11 @@ namespace Godot return (int)Math.Round(s); } + public static int Sign(int s) + { + return (s < 0) ? -1 : 1; + } + public static real_t Sign(real_t s) { return (s < 0f) ? -1f : 1f; @@ -258,16 +277,16 @@ namespace Godot return (real_t)Math.Tanh(s); } - public static int Wrap(int val, int min, int max) + public static int Wrap(int value, int min, int max) { int rng = max - min; - return min + ((((val - min) % rng) + rng) % rng); + return min + ((((value - min) % rng) + rng) % rng); } - public static real_t Wrap(real_t val, real_t min, real_t max) + public static real_t Wrap(real_t value, real_t min, real_t max) { real_t rng = max - min; - return min + (val - min) - (rng * Floor((val - min) / rng)); + return min + ((((value - min) % rng) + rng) % rng); } } } diff --git a/modules/mono/glue/cs_files/MathfEx.cs b/modules/mono/glue/cs_files/MathfEx.cs new file mode 100644 index 00000000000..739b7fb568c --- /dev/null +++ b/modules/mono/glue/cs_files/MathfEx.cs @@ -0,0 +1,39 @@ +using System; + +#if REAL_T_IS_DOUBLE +using real_t = System.Double; +#else +using real_t = System.Single; +#endif + +namespace Godot +{ + public static partial class Mathf + { + // Define constants with Decimal precision and cast down to double or float. + + public const real_t E = (real_t) 2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045 + public const real_t Sqrt2 = (real_t) 1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095 + +#if REAL_T_IS_DOUBLE + public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used. +#else + public const real_t Epsilon = 1e-06f; +#endif + + public static int CeilToInt(real_t s) + { + return (int)Math.Ceiling(s); + } + + public static int FloorToInt(real_t s) + { + return (int)Math.Floor(s); + } + + public static int RoundToInt(real_t s) + { + return (int)Math.Round(s); + } + } +} \ No newline at end of file