[Core] [Mono] Optimize Wrap functions
Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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@ -255,16 +255,16 @@ public:
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static _ALWAYS_INLINE_ float round(float p_val) { return (p_val >= 0) ? Math::floor(p_val + 0.5) : -Math::floor(-p_val + 0.5); }
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static _ALWAYS_INLINE_ int64_t wrapi(int64_t value, int64_t min, int64_t max) {
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int64_t rng = max - min;
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return (rng != 0) ? min + ((((value - min) % rng) + rng) % rng) : min;
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int64_t range = max - min;
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return range == 0 ? min : min + ((((value - min) % range) + range) % range);
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}
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static _ALWAYS_INLINE_ double wrapf(double value, double min, double max) {
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double rng = max - min;
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return (!is_equal_approx(rng, 0.0)) ? value - (rng * Math::floor((value - min) / rng)) : min;
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double range = max - min;
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return is_zero_approx(range) ? min : value - (range * Math::floor((value - min) / range));
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}
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static _ALWAYS_INLINE_ float wrapf(float value, float min, float max) {
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float rng = max - min;
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return (!is_equal_approx(rng, 0.0f)) ? value - (rng * Math::floor((value - min) / rng)) : min;
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float range = max - min;
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return is_zero_approx(range) ? min : value - (range * Math::floor((value - min) / range));
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}
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// 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
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public static int Wrap(int value, int min, int max)
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{
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int rng = max - min;
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return rng != 0 ? min + ((value - min) % rng + rng) % rng : min;
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int range = max - min;
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return range == 0 ? min : min + ((value - min) % range + range) % range;
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}
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public static real_t Wrap(real_t value, real_t min, real_t max)
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{
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real_t rng = max - min;
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return !IsEqualApprox(rng, default(real_t)) ? min + ((value - min) % rng + rng) % rng : min;
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real_t range = max - min;
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return IsZeroApprox(range) ? min : min + ((value - min) % range + range) % range;
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}
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}
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}
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