[Core] [Mono] Optimize Wrap functions

Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
This commit is contained in:
Aaron Franke 2019-08-04 20:31:26 -07:00
parent 7126654eaf
commit a9c10450bd
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GPG Key ID: 40A1750B977E56BF
2 changed files with 10 additions and 10 deletions

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@ -255,16 +255,16 @@ public:
static _ALWAYS_INLINE_ float round(float p_val) { return (p_val >= 0) ? Math::floor(p_val + 0.5) : -Math::floor(-p_val + 0.5); }
static _ALWAYS_INLINE_ int64_t wrapi(int64_t value, int64_t min, int64_t max) {
int64_t rng = max - min;
return (rng != 0) ? min + ((((value - min) % rng) + rng) % rng) : min;
int64_t range = max - min;
return range == 0 ? min : min + ((((value - min) % range) + range) % range);
}
static _ALWAYS_INLINE_ double wrapf(double value, double min, double max) {
double rng = max - min;
return (!is_equal_approx(rng, 0.0)) ? value - (rng * Math::floor((value - min) / rng)) : min;
double range = max - min;
return is_zero_approx(range) ? min : value - (range * Math::floor((value - min) / range));
}
static _ALWAYS_INLINE_ float wrapf(float value, float min, float max) {
float rng = max - min;
return (!is_equal_approx(rng, 0.0f)) ? value - (rng * Math::floor((value - min) / rng)) : min;
float range = max - min;
return is_zero_approx(range) ? min : value - (range * Math::floor((value - min) / range));
}
// double only, as these functions are mainly used by the editor and not performance-critical,

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@ -336,14 +336,14 @@ namespace Godot
public static int Wrap(int value, int min, int max)
{
int rng = max - min;
return rng != 0 ? min + ((value - min) % rng + rng) % rng : min;
int range = max - min;
return range == 0 ? min : min + ((value - min) % range + range) % range;
}
public static real_t Wrap(real_t value, real_t min, real_t max)
{
real_t rng = max - min;
return !IsEqualApprox(rng, default(real_t)) ? min + ((value - min) % rng + rng) % rng : min;
real_t range = max - min;
return IsZeroApprox(range) ? min : min + ((value - min) % range + range) % range;
}
}
}