ff97c97c93
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.
261 lines
5.9 KiB
C#
261 lines
5.9 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 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 PI = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
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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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private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433
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private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823
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public static real_t Abs(real_t s)
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{
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return Math.Abs(s);
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}
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public static real_t Acos(real_t s)
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{
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return (real_t)Math.Acos(s);
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}
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public static real_t Asin(real_t s)
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{
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return (real_t)Math.Asin(s);
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}
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public static real_t Atan(real_t s)
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{
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return (real_t)Math.Atan(s);
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}
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public static real_t Atan2(real_t x, real_t y)
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{
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return (real_t)Math.Atan2(x, y);
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}
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public static Vector2 Cartesian2Polar(real_t x, real_t y)
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{
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return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
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}
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public static real_t Ceil(real_t s)
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{
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return (real_t)Math.Ceiling(s);
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}
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public static real_t Clamp(real_t val, real_t min, real_t max)
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{
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if (val < min)
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{
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return min;
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}
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else if (val > max)
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{
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return max;
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}
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return val;
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}
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public static real_t Cos(real_t s)
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{
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return (real_t)Math.Cos(s);
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}
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public static real_t Cosh(real_t s)
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{
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return (real_t)Math.Cosh(s);
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}
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public static int Decimals(real_t step)
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{
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return Decimals((decimal)step);
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}
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public static int Decimals(decimal step)
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{
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return BitConverter.GetBytes(decimal.GetBits(step)[3])[2];
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}
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public static real_t Deg2Rad(real_t deg)
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{
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return deg * Deg2RadConst;
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}
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public static real_t Ease(real_t s, real_t curve)
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{
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if (s < 0f)
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{
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s = 0f;
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}
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else if (s > 1.0f)
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{
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s = 1.0f;
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}
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if (curve > 0f)
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{
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if (curve < 1.0f)
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{
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return 1.0f - Pow(1.0f - s, 1.0f / curve);
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}
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return Pow(s, curve);
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}
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else if (curve < 0f)
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{
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if (s < 0.5f)
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{
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return Pow(s * 2.0f, -curve) * 0.5f;
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}
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return (1.0f - Pow(1.0f - (s - 0.5f) * 2.0f, -curve)) * 0.5f + 0.5f;
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}
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return 0f;
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}
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public static real_t Exp(real_t s)
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{
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return (real_t)Math.Exp(s);
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}
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public static real_t Floor(real_t s)
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{
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return (real_t)Math.Floor(s);
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}
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public static real_t Fposmod(real_t x, real_t y)
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{
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if (x >= 0f)
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{
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return x % y;
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}
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else
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{
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return y - (-x % y);
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}
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}
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public static real_t Lerp(real_t from, real_t to, real_t weight)
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{
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return from + (to - from) * Clamp(weight, 0f, 1f);
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}
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public static real_t Log(real_t s)
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{
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return (real_t)Math.Log(s);
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}
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public static int Max(int a, int b)
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{
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return (a > b) ? a : b;
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}
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public static real_t Max(real_t a, real_t b)
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{
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return (a > b) ? a : b;
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}
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public static int Min(int a, int b)
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{
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return (a < b) ? a : b;
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}
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public static real_t Min(real_t a, real_t b)
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{
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return (a < b) ? a : b;
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}
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public static int NearestPo2(int val)
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{
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val--;
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val |= val >> 1;
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val |= val >> 2;
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val |= val >> 4;
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val |= val >> 8;
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val |= val >> 16;
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val++;
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return val;
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}
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public static Vector2 Polar2Cartesian(real_t r, real_t th)
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{
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return new Vector2(r * Cos(th), r * Sin(th));
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}
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public static real_t Pow(real_t x, real_t y)
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{
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return (real_t)Math.Pow(x, y);
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}
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public static real_t Rad2Deg(real_t rad)
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{
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return rad * Rad2DegConst;
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}
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public static real_t Round(real_t s)
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{
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return (real_t)Math.Round(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 real_t Sign(real_t s)
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{
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return (s < 0f) ? -1f : 1f;
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}
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public static real_t Sin(real_t s)
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{
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return (real_t)Math.Sin(s);
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}
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public static real_t Sinh(real_t s)
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{
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return (real_t)Math.Sinh(s);
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}
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public static real_t Sqrt(real_t s)
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{
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return (real_t)Math.Sqrt(s);
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}
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public static real_t Stepify(real_t s, real_t step)
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{
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if (step != 0f)
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{
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s = Floor(s / step + 0.5f) * step;
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}
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return s;
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}
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public static real_t Tan(real_t s)
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{
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return (real_t)Math.Tan(s);
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}
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public static real_t Tanh(real_t s)
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{
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return (real_t)Math.Tanh(s);
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}
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}
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}
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