Add `IsFinite` to C# Variants
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@ -494,7 +494,7 @@
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<return type="bool" />
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<param index="0" name="x" type="float" />
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<description>
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Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity.
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Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity.
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</description>
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</method>
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<method name="is_inf">
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@ -585,6 +585,16 @@ namespace Godot
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return true;
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}
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/// <summary>
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/// Returns <see langword="true"/> if this <see cref="AABB"/> is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return _position.IsFinite() && _size.IsFinite();
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}
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/// <summary>
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/// Returns a larger <see cref="AABB"/> that contains this <see cref="AABB"/> and <paramref name="with"/>.
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/// </summary>
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@ -709,6 +709,16 @@ namespace Godot
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);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this basis is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return Row0.IsFinite() && Row1.IsFinite() && Row2.IsFinite();
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}
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internal readonly Basis Lerp(Basis to, real_t weight)
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{
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Basis b = this;
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@ -439,6 +439,17 @@ namespace Godot
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return Abs(a - b) < tolerance;
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}
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/// <summary>
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/// Returns whether <paramref name="s"/> is a finite value, i.e. it is not
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/// <see cref="NaN"/>, positive infinite, or negative infinity.
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/// </summary>
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/// <param name="s">The value to check.</param>
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/// <returns>A <see langword="bool"/> for whether or not the value is a finite value.</returns>
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public static bool IsFinite(real_t s)
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{
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return real_t.IsFinite(s);
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}
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/// <summary>
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/// Returns whether <paramref name="s"/> is an infinity value (either positive infinity or negative infinity).
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/// </summary>
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@ -204,6 +204,16 @@ namespace Godot
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return begin - (segment * dist);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this plane is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return _normal.IsFinite() && Mathf.IsFinite(D);
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}
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/// <summary>
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/// Returns <see langword="true"/> if <paramref name="point"/> is located above the plane.
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/// </summary>
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@ -339,6 +339,16 @@ namespace Godot
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return new Quaternion(-x, -y, -z, w);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this quaternion is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
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}
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/// <summary>
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/// Returns whether the quaternion is normalized or not.
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/// </summary>
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@ -100,6 +100,16 @@ namespace Godot
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return newRect;
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}
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/// <summary>
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/// Returns <see langword="true"/> if this <see cref="Rect2"/> is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public bool IsFinite()
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{
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return _position.IsFinite() && _size.IsFinite();
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}
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/// <summary>
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/// Returns <see langword="true"/> if this <see cref="Rect2"/> completely encloses another one.
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/// </summary>
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@ -270,6 +270,16 @@ namespace Godot
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return inv;
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}
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/// <summary>
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/// Returns <see langword="true"/> if this transform is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return x.IsFinite() && y.IsFinite() && origin.IsFinite();
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}
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/// <summary>
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/// Returns the transform with the basis orthogonal (90 degrees),
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/// and normalized axis vectors (scale of 1 or -1).
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@ -139,6 +139,16 @@ namespace Godot
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return new Transform3D(basisTr, basisTr * -origin);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this transform is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return basis.IsFinite() && origin.IsFinite();
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}
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/// <summary>
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/// Returns a copy of the transform rotated such that its
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/// -Z axis (forward) points towards the <paramref name="target"/> position.
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@ -333,6 +333,16 @@ namespace Godot
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return new Vector2(1 / x, 1 / y);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this vector is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return Mathf.IsFinite(x) && Mathf.IsFinite(y);
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}
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/// <summary>
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/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
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/// </summary>
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@ -330,6 +330,16 @@ namespace Godot
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return new Vector3(1 / x, 1 / y, 1 / z);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this vector is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z);
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}
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/// <summary>
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/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
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/// </summary>
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@ -279,6 +279,16 @@ namespace Godot
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return new Vector4(1 / x, 1 / y, 1 / z, 1 / w);
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}
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/// <summary>
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/// Returns <see langword="true"/> if this vector is finite, by calling
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/// <see cref="Mathf.IsFinite"/> on each component.
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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{
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return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
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}
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/// <summary>
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/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
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/// </summary>
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