using System; #if REAL_T_IS_DOUBLE using real_t = System.Double; #else using real_t = System.Single; #endif namespace Godot { public static partial class Mathf { // Define constants with Decimal precision and cast down to double or float. public const real_t E = (real_t) 2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045 public const real_t Sqrt2 = (real_t) 1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095 #if REAL_T_IS_DOUBLE public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used. #else public const real_t Epsilon = 1e-06f; #endif public static int DecimalCount(real_t s) { return DecimalCount((decimal)s); } public static int DecimalCount(decimal s) { return BitConverter.GetBytes(decimal.GetBits(s)[3])[2]; } public static int CeilToInt(real_t s) { return (int)Math.Ceiling(s); } public static int FloorToInt(real_t s) { return (int)Math.Floor(s); } public static int RoundToInt(real_t s) { return (int)Math.Round(s); } public static bool IsEqualApprox(real_t a, real_t b, real_t tolerance) { // Check for exact equality first, required to handle "infinity" values. if (a == b) { return true; } // Then check for approximate equality. return Abs(a - b) < tolerance; } } }