using System; namespace Godot { public static class Mathf { public const float PI = 3.14159274f; public const float Epsilon = 1e-06f; private const float Deg2RadConst = 0.0174532924f; private const float Rad2DegConst = 57.29578f; public static float abs(float s) { return Math.Abs(s); } public static float acos(float s) { return (float)Math.Acos(s); } public static float asin(float s) { return (float)Math.Asin(s); } public static float atan(float s) { return (float)Math.Atan(s); } public static float atan2(float x, float y) { return (float)Math.Atan2(x, y); } public static Vector2 cartesian2polar(float x, float y) { return new Vector2(sqrt(x * x + y * y), atan2(y, x)); } public static float ceil(float s) { return (float)Math.Ceiling(s); } public static float clamp(float val, float min, float max) { if (val < min) { return min; } else if (val > max) { return max; } return val; } public static float cos(float s) { return (float)Math.Cos(s); } public static float cosh(float s) { return (float)Math.Cosh(s); } public static int decimals(float step) { return decimals(step); } public static int decimals(decimal step) { return BitConverter.GetBytes(decimal.GetBits(step)[3])[2]; } public static float deg2rad(float deg) { return deg * Deg2RadConst; } public static float ease(float s, float curve) { if (s < 0f) { s = 0f; } else if (s > 1.0f) { s = 1.0f; } if (curve > 0f) { if (curve < 1.0f) { return 1.0f - pow(1.0f - s, 1.0f / curve); } return pow(s, curve); } else if (curve < 0f) { if (s < 0.5f) { return pow(s * 2.0f, -curve) * 0.5f; } return (1.0f - pow(1.0f - (s - 0.5f) * 2.0f, -curve)) * 0.5f + 0.5f; } return 0f; } public static float exp(float s) { return (float)Math.Exp(s); } public static float floor(float s) { return (float)Math.Floor(s); } public static float fposmod(float x, float y) { if (x >= 0f) { return x % y; } else { return y - (-x % y); } } public static float lerp(float from, float to, float weight) { return from + (to - from) * clamp(weight, 0f, 1f); } public static float log(float s) { return (float)Math.Log(s); } public static int max(int a, int b) { return (a > b) ? a : b; } public static float max(float a, float b) { return (a > b) ? a : b; } public static int min(int a, int b) { return (a < b) ? a : b; } public static float min(float a, float b) { return (a < b) ? a : b; } public static int nearest_po2(int val) { val--; val |= val >> 1; val |= val >> 2; val |= val >> 4; val |= val >> 8; val |= val >> 16; val++; return val; } public static Vector2 polar2cartesian(float r, float th) { return new Vector2(r * cos(th), r * sin(th)); } public static float pow(float x, float y) { return (float)Math.Pow(x, y); } public static float rad2deg(float rad) { return rad * Rad2DegConst; } public static float round(float s) { return (float)Math.Round(s); } public static float sign(float s) { return (s < 0f) ? -1f : 1f; } public static float sin(float s) { return (float)Math.Sin(s); } public static float sinh(float s) { return (float)Math.Sinh(s); } public static float sqrt(float s) { return (float)Math.Sqrt(s); } public static float stepify(float s, float step) { if (step != 0f) { s = floor(s / step + 0.5f) * step; } return s; } public static float tan(float s) { return (float)Math.Tan(s); } public static float tanh(float s) { return (float)Math.Tanh(s); } } }