virtualx-engine/modules/mono/glue/cs_files/Mathf.cs

244 lines
5.2 KiB
C#

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((decimal)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 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(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);
}
}
}