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authorAaron Franke <arnfranke@yahoo.com>2018-03-01 01:51:35 -0600
committerAaron Franke <arnfranke@yahoo.com>2018-03-22 21:53:21 -0500
commitff97c97c930f80209480c630622b1b64372bd65a (patch)
treeb994272782937c9c08f88011457d9f50c01363d4 /modules/mono/glue/cs_files/Vector3.cs
parentc094e90b2531b9ec5554dfc77c1fc613e02b87e5 (diff)
downloadredot-engine-ff97c97c930f80209480c630622b1b64372bd65a.tar.gz
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.
Diffstat (limited to 'modules/mono/glue/cs_files/Vector3.cs')
-rw-r--r--modules/mono/glue/cs_files/Vector3.cs102
1 files changed, 75 insertions, 27 deletions
diff --git a/modules/mono/glue/cs_files/Vector3.cs b/modules/mono/glue/cs_files/Vector3.cs
index 190caa4b53..285736d7b8 100644
--- a/modules/mono/glue/cs_files/Vector3.cs
+++ b/modules/mono/glue/cs_files/Vector3.cs
@@ -8,6 +8,12 @@ using System.Runtime.InteropServices;
// 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)]
@@ -20,11 +26,11 @@ namespace Godot
Z
}
- public float x;
- public float y;
- public float z;
+ public real_t x;
+ public real_t y;
+ public real_t z;
- public float this[int index]
+ public real_t this[int index]
{
get
{
@@ -61,7 +67,7 @@ namespace Godot
internal void Normalize()
{
- float length = this.Length();
+ real_t length = this.Length();
if (length == 0f)
{
@@ -80,7 +86,7 @@ namespace Godot
return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
- public float AngleTo(Vector3 to)
+ public real_t AngleTo(Vector3 to)
{
return Mathf.Atan2(Cross(to).Length(), Dot(to));
}
@@ -105,15 +111,15 @@ namespace Godot
);
}
- public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
+ public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t t)
{
Vector3 p0 = preA;
Vector3 p1 = this;
Vector3 p2 = b;
Vector3 p3 = postB;
- float t2 = t * t;
- float t3 = t2 * t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
return 0.5f * (
(p1 * 2.0f) + (-p0 + p2) * t +
@@ -122,17 +128,17 @@ namespace Godot
);
}
- public float DistanceSquaredTo(Vector3 b)
+ public real_t DistanceSquaredTo(Vector3 b)
{
return (b - this).LengthSquared();
}
- public float DistanceTo(Vector3 b)
+ public real_t DistanceTo(Vector3 b)
{
return (b - this).Length();
}
- public float Dot(Vector3 b)
+ public real_t Dot(Vector3 b)
{
return x * b.x + y * b.y + z * b.z;
}
@@ -152,25 +158,25 @@ namespace Godot
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
- public float Length()
+ public real_t Length()
{
- float x2 = x * x;
- float y2 = y * y;
- float z2 = z * z;
+ real_t x2 = x * x;
+ real_t y2 = y * y;
+ real_t z2 = z * z;
return Mathf.Sqrt(x2 + y2 + z2);
}
- public float LengthSquared()
+ public real_t LengthSquared()
{
- float x2 = x * x;
- float y2 = y * y;
- float z2 = z * z;
+ real_t x2 = x * x;
+ real_t y2 = y * y;
+ real_t z2 = z * z;
return x2 + y2 + z2;
}
- public Vector3 LinearInterpolate(Vector3 b, float t)
+ public Vector3 LinearInterpolate(Vector3 b, real_t t)
{
return new Vector3
(
@@ -215,11 +221,24 @@ namespace Godot
return 2.0f * n * Dot(n) - this;
}
- public Vector3 Rotated(Vector3 axis, float phi)
+ public Vector3 Rotated(Vector3 axis, real_t phi)
{
return new Basis(axis, phi).Xform(this);
}
+ public void Set(real_t x, real_t y, real_t z)
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+ public void Set(Vector3 v)
+ {
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ }
+
public Vector3 Slide(Vector3 n)
{
return this - n * Dot(n);
@@ -243,13 +262,42 @@ namespace Godot
0f, 0f, z
);
}
-
- public Vector3(float x, float y, float z)
+
+ private static readonly Vector3 zero = new Vector3 (0, 0, 0);
+ private static readonly Vector3 one = new Vector3 (1, 1, 1);
+ private static readonly Vector3 negOne = new Vector3 (-1, -1, -1);
+
+ private static readonly Vector3 up = new Vector3 (0, 1, 0);
+ private static readonly Vector3 down = new Vector3 (0, -1, 0);
+ private static readonly Vector3 right = new Vector3 (1, 0, 0);
+ private static readonly Vector3 left = new Vector3 (-1, 0, 0);
+ private static readonly Vector3 forward = new Vector3 (0, 0, -1);
+ private static readonly Vector3 back = new Vector3 (0, 0, 1);
+
+ public static Vector3 Zero { get { return zero; } }
+ public static Vector3 One { get { return one; } }
+ public static Vector3 NegOne { get { return negOne; } }
+
+ public static Vector3 Up { get { return up; } }
+ public static Vector3 Down { get { return down; } }
+ public static Vector3 Right { get { return right; } }
+ public static Vector3 Left { get { return left; } }
+ public static Vector3 Forward { get { return forward; } }
+ public static Vector3 Back { get { return back; } }
+
+ // Constructors
+ public Vector3(real_t x, real_t y, real_t z)
{
this.x = x;
this.y = y;
this.z = z;
}
+ public Vector3(Vector3 v)
+ {
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ }
public static Vector3 operator +(Vector3 left, Vector3 right)
{
@@ -275,7 +323,7 @@ namespace Godot
return vec;
}
- public static Vector3 operator *(Vector3 vec, float scale)
+ public static Vector3 operator *(Vector3 vec, real_t scale)
{
vec.x *= scale;
vec.y *= scale;
@@ -283,7 +331,7 @@ namespace Godot
return vec;
}
- public static Vector3 operator *(float scale, Vector3 vec)
+ public static Vector3 operator *(real_t scale, Vector3 vec)
{
vec.x *= scale;
vec.y *= scale;
@@ -299,7 +347,7 @@ namespace Godot
return left;
}
- public static Vector3 operator /(Vector3 vec, float scale)
+ public static Vector3 operator /(Vector3 vec, real_t scale)
{
vec.x /= scale;
vec.y /= scale;