godot/modules/mono/glue/GodotSharp/GodotSharp/Core/MathfEx.cs

109 lines
3.7 KiB
C#

#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
namespace Godot
{
public static partial class Mathf
{
// Define constants with Decimal precision and cast down to double or float.
/// <summary>
/// The natural number `e`.
/// </summary>
public const real_t E = (real_t)2.7182818284590452353602874714M; // 2.7182817f and 2.718281828459045
/// <summary>
/// The square root of 2.
/// </summary>
public const real_t Sqrt2 = (real_t)1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095
/// <summary>
/// A very small number used for float comparison with error tolerance.
/// 1e-06 with single-precision floats, but 1e-14 if `REAL_T_IS_DOUBLE`.
/// </summary>
#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
/// <summary>
/// Returns the amount of digits after the decimal place.
/// </summary>
/// <param name="s">The input value.</param>
/// <returns>The amount of digits.</returns>
public static int DecimalCount(real_t s)
{
return DecimalCount((decimal)s);
}
/// <summary>
/// Returns the amount of digits after the decimal place.
/// </summary>
/// <param name="s">The input <see cref="System.Decimal"/> value.</param>
/// <returns>The amount of digits.</returns>
public static int DecimalCount(decimal s)
{
return BitConverter.GetBytes(decimal.GetBits(s)[3])[2];
}
/// <summary>
/// Rounds `s` upward (towards positive infinity).
///
/// This is the same as <see cref="Ceil(real_t)"/>, but returns an `int`.
/// </summary>
/// <param name="s">The number to ceil.</param>
/// <returns>The smallest whole number that is not less than `s`.</returns>
public static int CeilToInt(real_t s)
{
return (int)Math.Ceiling(s);
}
/// <summary>
/// Rounds `s` downward (towards negative infinity).
///
/// This is the same as <see cref="Floor(real_t)"/>, but returns an `int`.
/// </summary>
/// <param name="s">The number to floor.</param>
/// <returns>The largest whole number that is not more than `s`.</returns>
public static int FloorToInt(real_t s)
{
return (int)Math.Floor(s);
}
/// <summary>
///
/// </summary>
/// <param name="s"></param>
/// <returns></returns>
public static int RoundToInt(real_t s)
{
return (int)Math.Round(s);
}
/// <summary>
/// Returns true if `a` and `b` are approximately equal to each other.
/// The comparison is done using the provided tolerance value.
/// If you want the tolerance to be calculated for you, use <see cref="IsEqualApprox(real_t, real_t)"/>.
/// </summary>
/// <param name="a">One of the values.</param>
/// <param name="b">The other value.</param>
/// <param name="tolerance">The pre-calculated tolerance value.</param>
/// <returns>A bool for whether or not the two values are equal.</returns>
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;
}
}
}