44 lines
No EOL
1.1 KiB
C#
44 lines
No EOL
1.1 KiB
C#
using System;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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namespace Godot
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{
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public static partial class Mathf
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{
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// Define constants with Decimal precision and cast down to double or float.
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public const real_t E = (real_t) 2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045
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public const real_t Sqrt2 = (real_t) 1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095
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#if REAL_T_IS_DOUBLE
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public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used.
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#else
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public const real_t Epsilon = 1e-06f;
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#endif
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public static int CeilToInt(real_t s)
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{
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return (int)Math.Ceiling(s);
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}
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public static int FloorToInt(real_t s)
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{
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return (int)Math.Floor(s);
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}
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public static int RoundToInt(real_t s)
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{
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return (int)Math.Round(s);
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}
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public static bool IsEqualApprox(real_t a, real_t b, real_t ratio = Mathf.Epsilon)
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{
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return Abs(a - b) < ratio;
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}
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}
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} |