virtualx-engine/modules/mono/glue/cs_files/Vector2.cs
Aaron Franke 577f3ccaf9 Replace float with real_t, default Vectors, other misc C# improvements
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.

(cherry picked from commit ff97c97c93)
2018-04-14 23:20:03 +02:00

403 lines
9.8 KiB
C#

using System;
using System.Runtime.InteropServices;
// file: core/math/math_2d.h
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/math/math_2d.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector2 : IEquatable<Vector2>
{
public real_t x;
public real_t y;
public real_t this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
internal void Normalize()
{
real_t length = x * x + y * y;
if (length != 0f)
{
length = Mathf.Sqrt(length);
x /= length;
y /= length;
}
}
private real_t Cross(Vector2 b)
{
return x * b.y - y * b.x;
}
public Vector2 Abs()
{
return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
}
public real_t Angle()
{
return Mathf.Atan2(y, x);
}
public real_t AngleTo(Vector2 to)
{
return Mathf.Atan2(Cross(to), Dot(to));
}
public real_t AngleToPoint(Vector2 to)
{
return Mathf.Atan2(x - to.x, y - to.y);
}
public real_t Aspect()
{
return x / y;
}
public Vector2 Bounce(Vector2 n)
{
return -Reflect(n);
}
public Vector2 Clamped(real_t length)
{
Vector2 v = this;
real_t l = this.Length();
if (l > 0 && length < l)
{
v /= l;
v *= length;
}
return v;
}
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
{
Vector2 p0 = preA;
Vector2 p1 = this;
Vector2 p2 = b;
Vector2 p3 = postB;
real_t t2 = t * t;
real_t t3 = t2 * t;
return 0.5f * ((p1 * 2.0f) +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
public real_t DistanceSquaredTo(Vector2 to)
{
return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
}
public real_t DistanceTo(Vector2 to)
{
return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
}
public real_t Dot(Vector2 with)
{
return x * with.x + y * with.y;
}
public Vector2 Floor()
{
return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
}
public bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
public real_t Length()
{
return Mathf.Sqrt(x * x + y * y);
}
public real_t LengthSquared()
{
return x * x + y * y;
}
public Vector2 LinearInterpolate(Vector2 b, real_t t)
{
Vector2 res = this;
res.x += (t * (b.x - x));
res.y += (t * (b.y - y));
return res;
}
public Vector2 Normalized()
{
Vector2 result = this;
result.Normalize();
return result;
}
public Vector2 Reflect(Vector2 n)
{
return 2.0f * n * Dot(n) - this;
}
public Vector2 Rotated(real_t phi)
{
real_t rads = Angle() + phi;
return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
}
public void Set(real_t x, real_t y)
{
this.x = x;
this.y = y;
}
public void Set(Vector2 v)
{
this.x = v.x;
this.y = v.y;
}
public Vector2 Slide(Vector2 n)
{
return this - n * Dot(n);
}
public Vector2 Snapped(Vector2 by)
{
return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
}
public Vector2 Tangent()
{
return new Vector2(y, -x);
}
private static readonly Vector2 zero = new Vector2 (0, 0);
private static readonly Vector2 one = new Vector2 (1, 1);
private static readonly Vector2 negOne = new Vector2 (-1, -1);
private static readonly Vector2 up = new Vector2 (0, 1);
private static readonly Vector2 down = new Vector2 (0, -1);
private static readonly Vector2 right = new Vector2 (1, 0);
private static readonly Vector2 left = new Vector2 (-1, 0);
public static Vector2 Zero { get { return zero; } }
public static Vector2 One { get { return one; } }
public static Vector2 NegOne { get { return negOne; } }
public static Vector2 Up { get { return up; } }
public static Vector2 Down { get { return down; } }
public static Vector2 Right { get { return right; } }
public static Vector2 Left { get { return left; } }
// Constructors
public Vector2(real_t x, real_t y)
{
this.x = x;
this.y = y;
}
public Vector2(Vector2 v)
{
this.x = v.x;
this.y = v.y;
}
public static Vector2 operator +(Vector2 left, Vector2 right)
{
left.x += right.x;
left.y += right.y;
return left;
}
public static Vector2 operator -(Vector2 left, Vector2 right)
{
left.x -= right.x;
left.y -= right.y;
return left;
}
public static Vector2 operator -(Vector2 vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
return vec;
}
public static Vector2 operator *(Vector2 vec, real_t scale)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2 operator *(real_t scale, Vector2 vec)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2 operator *(Vector2 left, Vector2 right)
{
left.x *= right.x;
left.y *= right.y;
return left;
}
public static Vector2 operator /(Vector2 vec, real_t scale)
{
vec.x /= scale;
vec.y /= scale;
return vec;
}
public static Vector2 operator /(Vector2 left, Vector2 right)
{
left.x /= right.x;
left.y /= right.y;
return left;
}
public static bool operator ==(Vector2 left, Vector2 right)
{
return left.Equals(right);
}
public static bool operator !=(Vector2 left, Vector2 right)
{
return !left.Equals(right);
}
public static bool operator <(Vector2 left, Vector2 right)
{
if (left.x.Equals(right.x))
{
return left.y < right.y;
}
else
{
return left.x < right.x;
}
}
public static bool operator >(Vector2 left, Vector2 right)
{
if (left.x.Equals(right.x))
{
return left.y > right.y;
}
else
{
return left.x > right.x;
}
}
public static bool operator <=(Vector2 left, Vector2 right)
{
if (left.x.Equals(right.x))
{
return left.y <= right.y;
}
else
{
return left.x <= right.x;
}
}
public static bool operator >=(Vector2 left, Vector2 right)
{
if (left.x.Equals(right.x))
{
return left.y >= right.y;
}
else
{
return left.x >= right.x;
}
}
public override bool Equals(object obj)
{
if (obj is Vector2)
{
return Equals((Vector2)obj);
}
return false;
}
public bool Equals(Vector2 other)
{
return x == other.x && y == other.y;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
this.x.ToString(),
this.y.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
this.x.ToString(format),
this.y.ToString(format)
});
}
}
}