Merge pull request #65346 from aaronfranke/cs-fix-vec4

Fix some bugs with Vector4 in C#
This commit is contained in:
Rémi Verschelde 2022-09-05 08:26:53 +02:00
commit 99430dc4cd
1 changed files with 54 additions and 3 deletions

View File

@ -187,7 +187,7 @@ namespace Godot
( (
Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight), Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight), Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
Mathf.CubicInterpolate(y, b.z, preA.z, postB.z, weight), Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight),
Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight) Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
); );
} }
@ -212,7 +212,7 @@ namespace Godot
( (
Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT), Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT), Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
Mathf.CubicInterpolateInTime(y, b.z, preA.z, postB.z, weight, t, preAT, postBT), Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT),
Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT) Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT)
); );
} }
@ -258,7 +258,7 @@ namespace Godot
/// <returns>The dot product of the two vectors.</returns> /// <returns>The dot product of the two vectors.</returns>
public real_t Dot(Vector4 with) public real_t Dot(Vector4 with)
{ {
return (x * with.x) + (y * with.y) + (z * with.z) + (w + with.w); return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w);
} }
/// <summary> /// <summary>
@ -455,6 +455,7 @@ namespace Godot
/// This can also be used to round to an arbitrary number of decimals. /// This can also be used to round to an arbitrary number of decimals.
/// </summary> /// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param> /// <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 Vector4 Snapped(Vector4 step)
{ {
return new Vector4( return new Vector4(
@ -631,6 +632,56 @@ namespace Godot
return vec; return vec;
} }
/// <summary>
/// Gets the remainder of each component of the <see cref="Vector4"/>
/// with the components of the given <see cref="real_t"/>.
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
/// Consider using <see cref="PosMod(real_t)"/> instead
/// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
/// GD.Print(new Vector4(10, -20, 30, 40) % 7); // Prints "(3, -6, 2, 5)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisor">The divisor value.</param>
/// <returns>The remainder vector.</returns>
public static Vector4 operator %(Vector4 vec, real_t divisor)
{
vec.x %= divisor;
vec.y %= divisor;
vec.z %= divisor;
vec.w %= divisor;
return vec;
}
/// <summary>
/// Gets the remainder of each component of the <see cref="Vector4"/>
/// with the components of the given <see cref="Vector4"/>.
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
/// Consider using <see cref="PosMod(Vector4)"/> instead
/// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
/// GD.Print(new Vector4(10, -20, 30, 10) % new Vector4(7, 8, 9, 10)); // Prints "(3, -4, 3, 0)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisorv">The divisor vector.</param>
/// <returns>The remainder vector.</returns>
public static Vector4 operator %(Vector4 vec, Vector4 divisorv)
{
vec.x %= divisorv.x;
vec.y %= divisorv.y;
vec.z %= divisorv.z;
vec.w %= divisorv.w;
return vec;
}
/// <summary> /// <summary>
/// Returns <see langword="true"/> if the vectors are exactly equal. /// Returns <see langword="true"/> if the vectors are exactly equal.
/// Note: Due to floating-point precision errors, consider using /// Note: Due to floating-point precision errors, consider using