using System; #if REAL_T_IS_DOUBLE using real_t = System.Double; #else using real_t = System.Single; #endif namespace Godot { public static class Mathf { // Define constants with Decimal precision and cast down to double or float. public const real_t PI = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979 #if REAL_T_IS_DOUBLE public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used. #else public const real_t Epsilon = 1e-06f; #endif private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433 private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823 public static real_t Abs(real_t s) { return Math.Abs(s); } public static real_t Acos(real_t s) { return (real_t)Math.Acos(s); } public static real_t Asin(real_t s) { return (real_t)Math.Asin(s); } public static real_t Atan(real_t s) { return (real_t)Math.Atan(s); } public static real_t Atan2(real_t x, real_t y) { return (real_t)Math.Atan2(x, y); } public static Vector2 Cartesian2Polar(real_t x, real_t y) { return new Vector2(Sqrt(x * x + y * y), Atan2(y, x)); } public static real_t Ceil(real_t s) { return (real_t)Math.Ceiling(s); } public static real_t Clamp(real_t val, real_t min, real_t max) { if (val < min) { return min; } else if (val > max) { return max; } return val; } public static real_t Cos(real_t s) { return (real_t)Math.Cos(s); } public static real_t Cosh(real_t s) { return (real_t)Math.Cosh(s); } public static int Decimals(real_t step) { return Decimals((decimal)step); } public static int Decimals(decimal step) { return BitConverter.GetBytes(decimal.GetBits(step)[3])[2]; } public static real_t Deg2Rad(real_t deg) { return deg * Deg2RadConst; } public static real_t Ease(real_t s, real_t 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 real_t Exp(real_t s) { return (real_t)Math.Exp(s); } public static real_t Floor(real_t s) { return (real_t)Math.Floor(s); } public static real_t Fposmod(real_t x, real_t y) { if (x >= 0f) { return x % y; } else { return y - (-x % y); } } public static real_t Lerp(real_t from, real_t to, real_t weight) { return from + (to - from) * Clamp(weight, 0f, 1f); } public static real_t Log(real_t s) { return (real_t)Math.Log(s); } public static int Max(int a, int b) { return (a > b) ? a : b; } public static real_t Max(real_t a, real_t b) { return (a > b) ? a : b; } public static int Min(int a, int b) { return (a < b) ? a : b; } public static real_t Min(real_t a, real_t b) { return (a < b) ? a : b; } public static int NearestPo2(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(real_t r, real_t th) { return new Vector2(r * Cos(th), r * Sin(th)); } public static real_t Pow(real_t x, real_t y) { return (real_t)Math.Pow(x, y); } public static real_t Rad2Deg(real_t rad) { return rad * Rad2DegConst; } public static real_t Round(real_t s) { return (real_t)Math.Round(s); } public static int RoundToInt(real_t s) { return (int)Math.Round(s); } public static real_t Sign(real_t s) { return (s < 0f) ? -1f : 1f; } public static real_t Sin(real_t s) { return (real_t)Math.Sin(s); } public static real_t Sinh(real_t s) { return (real_t)Math.Sinh(s); } public static real_t Sqrt(real_t s) { return (real_t)Math.Sqrt(s); } public static real_t Stepify(real_t s, real_t step) { if (step != 0f) { s = Floor(s / step + 0.5f) * step; } return s; } public static real_t Tan(real_t s) { return (real_t)Math.Tan(s); } public static real_t Tanh(real_t s) { return (real_t)Math.Tanh(s); } } }