Merge pull request #36756 from aaronfranke/mono-vec2i3i

[Mono] Add Vector2i and Vector3i
This commit is contained in:
Ignacio Roldán Etcheverry 2020-03-18 02:23:03 +01:00 committed by GitHub
commit ed298f5982
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 1220 additions and 23 deletions

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@ -461,8 +461,11 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
Variant::BOOL,
Variant::INT,
Variant::VECTOR2,
Variant::VECTOR2I,
Variant::RECT2,
Variant::RECT2I,
Variant::VECTOR3,
Variant::VECTOR3I,
Variant::TRANSFORM2D,
Variant::PLANE,
Variant::QUAT,

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@ -2810,8 +2810,11 @@ bool BindingsGenerator::_arg_default_value_from_variant(const Variant &p_val, Ar
r_iarg.def_param_mode = ArgumentInterface::NULLABLE_VAL;
break;
case Variant::VECTOR2:
case Variant::VECTOR2I:
case Variant::RECT2:
case Variant::RECT2I:
case Variant::VECTOR3:
case Variant::VECTOR3I:
r_iarg.default_argument = "new %s" + r_iarg.default_argument;
r_iarg.def_param_mode = ArgumentInterface::NULLABLE_VAL;
break;
@ -2891,9 +2894,12 @@ void BindingsGenerator::_populate_builtin_type_interfaces() {
}
INSERT_STRUCT_TYPE(Vector2)
INSERT_STRUCT_TYPE(Vector2i)
INSERT_STRUCT_TYPE(Rect2)
INSERT_STRUCT_TYPE(Rect2i)
INSERT_STRUCT_TYPE(Transform2D)
INSERT_STRUCT_TYPE(Vector3)
INSERT_STRUCT_TYPE(Vector3i)
INSERT_STRUCT_TYPE(Basis)
INSERT_STRUCT_TYPE(Quat)
INSERT_STRUCT_TYPE(Transform)
@ -3314,7 +3320,10 @@ void BindingsGenerator::_populate_global_constants() {
// HARDCODED
List<StringName> hardcoded_enums;
hardcoded_enums.push_back("Vector2.Axis");
hardcoded_enums.push_back("Vector2i.Axis");
hardcoded_enums.push_back("Vector3.Axis");
hardcoded_enums.push_back("Vector3i.Axis");
for (List<StringName>::Element *E = hardcoded_enums.front(); E; E = E->next()) {
// These enums are not generated and must be written manually (e.g.: Vector3.Axis)
// Here, we assume core types do not begin with underscore

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@ -0,0 +1,262 @@
using System;
using System.Runtime.InteropServices;
namespace Godot
{
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Rect2i : IEquatable<Rect2i>
{
private Vector2i _position;
private Vector2i _size;
public Vector2i Position
{
get { return _position; }
set { _position = value; }
}
public Vector2i Size
{
get { return _size; }
set { _size = value; }
}
public Vector2i End
{
get { return _position + _size; }
set { _size = value - _position; }
}
public int Area
{
get { return GetArea(); }
}
public Rect2i Abs()
{
Vector2i end = End;
Vector2i topLeft = new Vector2i(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
return new Rect2i(topLeft, _size.Abs());
}
public Rect2i Clip(Rect2i b)
{
var newRect = b;
if (!Intersects(newRect))
return new Rect2i();
newRect._position.x = Mathf.Max(b._position.x, _position.x);
newRect._position.y = Mathf.Max(b._position.y, _position.y);
Vector2i bEnd = b._position + b._size;
Vector2i end = _position + _size;
newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
return newRect;
}
public bool Encloses(Rect2i b)
{
return b._position.x >= _position.x && b._position.y >= _position.y &&
b._position.x + b._size.x < _position.x + _size.x &&
b._position.y + b._size.y < _position.y + _size.y;
}
public Rect2i Expand(Vector2i to)
{
var expanded = this;
Vector2i begin = expanded._position;
Vector2i end = expanded._position + expanded._size;
if (to.x < begin.x)
begin.x = to.x;
if (to.y < begin.y)
begin.y = to.y;
if (to.x > end.x)
end.x = to.x;
if (to.y > end.y)
end.y = to.y;
expanded._position = begin;
expanded._size = end - begin;
return expanded;
}
public int GetArea()
{
return _size.x * _size.y;
}
public Rect2i Grow(int by)
{
var g = this;
g._position.x -= by;
g._position.y -= by;
g._size.x += by * 2;
g._size.y += by * 2;
return g;
}
public Rect2i GrowIndividual(int left, int top, int right, int bottom)
{
var g = this;
g._position.x -= left;
g._position.y -= top;
g._size.x += left + right;
g._size.y += top + bottom;
return g;
}
public Rect2i GrowMargin(Margin margin, int by)
{
var g = this;
g.GrowIndividual(Margin.Left == margin ? by : 0,
Margin.Top == margin ? by : 0,
Margin.Right == margin ? by : 0,
Margin.Bottom == margin ? by : 0);
return g;
}
public bool HasNoArea()
{
return _size.x <= 0 || _size.y <= 0;
}
public bool HasPoint(Vector2i point)
{
if (point.x < _position.x)
return false;
if (point.y < _position.y)
return false;
if (point.x >= _position.x + _size.x)
return false;
if (point.y >= _position.y + _size.y)
return false;
return true;
}
public bool Intersects(Rect2i b)
{
if (_position.x >= b._position.x + b._size.x)
return false;
if (_position.x + _size.x <= b._position.x)
return false;
if (_position.y >= b._position.y + b._size.y)
return false;
if (_position.y + _size.y <= b._position.y)
return false;
return true;
}
public Rect2i Merge(Rect2i b)
{
Rect2i newRect;
newRect._position.x = Mathf.Min(b._position.x, _position.x);
newRect._position.y = Mathf.Min(b._position.y, _position.y);
newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
newRect._size = newRect._size - newRect._position; // Make relative again
return newRect;
}
// Constructors
public Rect2i(Vector2i position, Vector2i size)
{
_position = position;
_size = size;
}
public Rect2i(Vector2i position, int width, int height)
{
_position = position;
_size = new Vector2i(width, height);
}
public Rect2i(int x, int y, Vector2i size)
{
_position = new Vector2i(x, y);
_size = size;
}
public Rect2i(int x, int y, int width, int height)
{
_position = new Vector2i(x, y);
_size = new Vector2i(width, height);
}
public static bool operator ==(Rect2i left, Rect2i right)
{
return left.Equals(right);
}
public static bool operator !=(Rect2i left, Rect2i right)
{
return !left.Equals(right);
}
public static implicit operator Rect2(Rect2i value)
{
return new Rect2(value._position, value._size);
}
public static explicit operator Rect2i(Rect2 value)
{
return new Rect2i((Vector2i)value.Position, (Vector2i)value.Size);
}
public override bool Equals(object obj)
{
if (obj is Rect2i)
{
return Equals((Rect2i)obj);
}
return false;
}
public bool Equals(Rect2i other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
}
public override int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
public override string ToString()
{
return String.Format("{0}, {1}", new object[]
{
_position.ToString(),
_size.ToString()
});
}
public string ToString(string format)
{
return String.Format("{0}, {1}", new object[]
{
_position.ToString(format),
_size.ToString(format)
});
}
}
}

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@ -76,11 +76,6 @@ namespace Godot
}
}
public real_t Cross(Vector2 b)
{
return x * b.y - y * b.x;
}
public Vector2 Abs()
{
return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
@ -130,6 +125,11 @@ namespace Godot
return v;
}
public real_t Cross(Vector2 b)
{
return x * b.y - y * b.x;
}
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
{
var p0 = preA;
@ -234,7 +234,7 @@ namespace Godot
public Vector2 Reflect(Vector2 n)
{
return 2.0f * n * Dot(n) - this;
return 2 * Dot(n) * n - this;
}
public Vector2 Rotated(real_t phi)
@ -352,18 +352,18 @@ namespace Godot
return left;
}
public static Vector2 operator /(Vector2 vec, real_t scale)
public static Vector2 operator /(Vector2 vec, real_t divisor)
{
vec.x /= scale;
vec.y /= scale;
vec.x /= divisor;
vec.y /= divisor;
return vec;
}
public static Vector2 operator /(Vector2 left, Vector2 right)
public static Vector2 operator /(Vector2 vec, Vector2 divisorv)
{
left.x /= right.x;
left.y /= right.y;
return left;
vec.x /= divisorv.x;
vec.y /= divisorv.y;
return vec;
}
public static Vector2 operator %(Vector2 vec, real_t divisor)

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@ -0,0 +1,380 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
/// <summary>
/// 2-element structure that can be used to represent 2D grid coordinates or pairs of integers.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Vector2i : IEquatable<Vector2i>
{
public enum Axis
{
X = 0,
Y
}
public int x;
public int y;
public int this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
public Vector2i Abs()
{
return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
}
public real_t Angle()
{
return Mathf.Atan2(y, x);
}
public real_t AngleTo(Vector2i to)
{
return Mathf.Atan2(Cross(to), Dot(to));
}
public real_t AngleToPoint(Vector2i to)
{
return Mathf.Atan2(y - to.y, x - to.x);
}
public real_t Aspect()
{
return x / (real_t)y;
}
public Vector2i Bounce(Vector2i n)
{
return -Reflect(n);
}
public int Cross(Vector2i b)
{
return x * b.y - y * b.x;
}
public int DistanceSquaredTo(Vector2i b)
{
return (b - this).LengthSquared();
}
public real_t DistanceTo(Vector2i b)
{
return (b - this).Length();
}
public int Dot(Vector2i b)
{
return x * b.x + y * b.y;
}
public real_t Length()
{
int x2 = x * x;
int y2 = y * y;
return Mathf.Sqrt(x2 + y2);
}
public int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
return x2 + y2;
}
public Axis MaxAxis()
{
return x < y ? Axis.Y : Axis.X;
}
public Axis MinAxis()
{
return x > y ? Axis.Y : Axis.X;
}
public Vector2i PosMod(int mod)
{
Vector2i v = this;
v.x = Mathf.PosMod(v.x, mod);
v.y = Mathf.PosMod(v.y, mod);
return v;
}
public Vector2i PosMod(Vector2i modv)
{
Vector2i v = this;
v.x = Mathf.PosMod(v.x, modv.x);
v.y = Mathf.PosMod(v.y, modv.y);
return v;
}
public Vector2i Reflect(Vector2i n)
{
return 2 * Dot(n) * n - this;
}
public Vector2i Sign()
{
Vector2i v = this;
v.x = Mathf.Sign(v.x);
v.y = Mathf.Sign(v.y);
return v;
}
public Vector2i Tangent()
{
return new Vector2i(y, -x);
}
// Constants
private static readonly Vector2i _zero = new Vector2i(0, 0);
private static readonly Vector2i _one = new Vector2i(1, 1);
private static readonly Vector2i _up = new Vector2i(0, -1);
private static readonly Vector2i _down = new Vector2i(0, 1);
private static readonly Vector2i _right = new Vector2i(1, 0);
private static readonly Vector2i _left = new Vector2i(-1, 0);
public static Vector2i Zero { get { return _zero; } }
public static Vector2i One { get { return _one; } }
public static Vector2i Up { get { return _up; } }
public static Vector2i Down { get { return _down; } }
public static Vector2i Right { get { return _right; } }
public static Vector2i Left { get { return _left; } }
// Constructors
public Vector2i(int x, int y)
{
this.x = x;
this.y = y;
}
public Vector2i(Vector2i vi)
{
this.x = vi.x;
this.y = vi.y;
}
public Vector2i(Vector2 v)
{
this.x = Mathf.RoundToInt(v.x);
this.y = Mathf.RoundToInt(v.y);
}
public static Vector2i operator +(Vector2i left, Vector2i right)
{
left.x += right.x;
left.y += right.y;
return left;
}
public static Vector2i operator -(Vector2i left, Vector2i right)
{
left.x -= right.x;
left.y -= right.y;
return left;
}
public static Vector2i operator -(Vector2i vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
return vec;
}
public static Vector2i operator *(Vector2i vec, int scale)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2i operator *(int scale, Vector2i vec)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2i operator *(Vector2i left, Vector2i right)
{
left.x *= right.x;
left.y *= right.y;
return left;
}
public static Vector2i operator /(Vector2i vec, int divisor)
{
vec.x /= divisor;
vec.y /= divisor;
return vec;
}
public static Vector2i operator /(Vector2i vec, Vector2i divisorv)
{
vec.x /= divisorv.x;
vec.y /= divisorv.y;
return vec;
}
public static Vector2i operator %(Vector2i vec, int divisor)
{
vec.x %= divisor;
vec.y %= divisor;
return vec;
}
public static Vector2i operator %(Vector2i vec, Vector2i divisorv)
{
vec.x %= divisorv.x;
vec.y %= divisorv.y;
return vec;
}
public static Vector2i operator &(Vector2i vec, int and)
{
vec.x &= and;
vec.y &= and;
return vec;
}
public static Vector2i operator &(Vector2i vec, Vector2i andv)
{
vec.x &= andv.x;
vec.y &= andv.y;
return vec;
}
public static bool operator ==(Vector2i left, Vector2i right)
{
return left.Equals(right);
}
public static bool operator !=(Vector2i left, Vector2i right)
{
return !left.Equals(right);
}
public static bool operator <(Vector2i left, Vector2i right)
{
if (left.x.Equals(right.x))
{
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector2i left, Vector2i right)
{
if (left.x.Equals(right.x))
{
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector2i left, Vector2i right)
{
if (left.x.Equals(right.x))
{
return left.y <= right.y;
}
return left.x <= right.x;
}
public static bool operator >=(Vector2i left, Vector2i right)
{
if (left.x.Equals(right.x))
{
return left.y >= right.y;
}
return left.x >= right.x;
}
public static implicit operator Vector2(Vector2i value)
{
return new Vector2(value.x, value.y);
}
public static explicit operator Vector2i(Vector2 value)
{
return new Vector2i(value);
}
public override bool Equals(object obj)
{
if (obj is Vector2i)
{
return Equals((Vector2i)obj);
}
return false;
}
public bool Equals(Vector2i other)
{
return x == other.x && y == other.y;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
this.x.ToString(),
this.y.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
this.x.ToString(format),
this.y.ToString(format)
});
}
}
}

View file

@ -400,20 +400,20 @@ namespace Godot
return left;
}
public static Vector3 operator /(Vector3 vec, real_t scale)
public static Vector3 operator /(Vector3 vec, real_t divisor)
{
vec.x /= scale;
vec.y /= scale;
vec.z /= scale;
vec.x /= divisor;
vec.y /= divisor;
vec.z /= divisor;
return vec;
}
public static Vector3 operator /(Vector3 left, Vector3 right)
public static Vector3 operator /(Vector3 vec, Vector3 divisorv)
{
left.x /= right.x;
left.y /= right.y;
left.z /= right.z;
return left;
vec.x /= divisorv.x;
vec.y /= divisorv.y;
vec.z /= divisorv.z;
return vec;
}
public static Vector3 operator %(Vector3 vec, real_t divisor)

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@ -0,0 +1,402 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
/// <summary>
/// 3-element structure that can be used to represent 3D grid coordinates or sets of integers.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Vector3i : IEquatable<Vector3i>
{
public enum Axis
{
X = 0,
Y,
Z
}
public int x;
public int y;
public int z;
public int this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
public Vector3i Abs()
{
Vector3i v = this;
if (v.x < 0)
{
v.x = -v.x;
}
if (v.y < 0)
{
v.y = -v.y;
}
if (v.z < 0)
{
v.z = -v.z;
}
return v;
}
public int DistanceSquaredTo(Vector3i b)
{
return (b - this).LengthSquared();
}
public real_t DistanceTo(Vector3i b)
{
return (b - this).Length();
}
public int Dot(Vector3i b)
{
return x * b.x + y * b.y + z * b.z;
}
public real_t Length()
{
int x2 = x * x;
int y2 = y * y;
int z2 = z * z;
return Mathf.Sqrt(x2 + y2 + z2);
}
public int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
int z2 = z * z;
return x2 + y2 + z2;
}
public Axis MaxAxis()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
public Axis MinAxis()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
public Vector3i PosMod(int mod)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, mod);
v.y = Mathf.PosMod(v.y, mod);
v.z = Mathf.PosMod(v.z, mod);
return v;
}
public Vector3i PosMod(Vector3i modv)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, modv.x);
v.y = Mathf.PosMod(v.y, modv.y);
v.z = Mathf.PosMod(v.z, modv.z);
return v;
}
public Vector3i Sign()
{
Vector3i v = this;
v.x = Mathf.Sign(v.x);
v.y = Mathf.Sign(v.y);
v.z = Mathf.Sign(v.z);
return v;
}
// Constants
private static readonly Vector3i _zero = new Vector3i(0, 0, 0);
private static readonly Vector3i _one = new Vector3i(1, 1, 1);
private static readonly Vector3i _up = new Vector3i(0, 1, 0);
private static readonly Vector3i _down = new Vector3i(0, -1, 0);
private static readonly Vector3i _right = new Vector3i(1, 0, 0);
private static readonly Vector3i _left = new Vector3i(-1, 0, 0);
private static readonly Vector3i _forward = new Vector3i(0, 0, -1);
private static readonly Vector3i _back = new Vector3i(0, 0, 1);
public static Vector3i Zero { get { return _zero; } }
public static Vector3i One { get { return _one; } }
public static Vector3i Up { get { return _up; } }
public static Vector3i Down { get { return _down; } }
public static Vector3i Right { get { return _right; } }
public static Vector3i Left { get { return _left; } }
public static Vector3i Forward { get { return _forward; } }
public static Vector3i Back { get { return _back; } }
// Constructors
public Vector3i(int x, int y, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Vector3i(Vector3i vi)
{
this.x = vi.x;
this.y = vi.y;
this.z = vi.z;
}
public Vector3i(Vector3 v)
{
this.x = Mathf.RoundToInt(v.x);
this.y = Mathf.RoundToInt(v.y);
this.z = Mathf.RoundToInt(v.z);
}
public static Vector3i operator +(Vector3i left, Vector3i right)
{
left.x += right.x;
left.y += right.y;
left.z += right.z;
return left;
}
public static Vector3i operator -(Vector3i left, Vector3i right)
{
left.x -= right.x;
left.y -= right.y;
left.z -= right.z;
return left;
}
public static Vector3i operator -(Vector3i vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
vec.z = -vec.z;
return vec;
}
public static Vector3i operator *(Vector3i vec, int scale)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3i operator *(int scale, Vector3i vec)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3i operator *(Vector3i left, Vector3i right)
{
left.x *= right.x;
left.y *= right.y;
left.z *= right.z;
return left;
}
public static Vector3i operator /(Vector3i vec, int divisor)
{
vec.x /= divisor;
vec.y /= divisor;
vec.z /= divisor;
return vec;
}
public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
{
vec.x /= divisorv.x;
vec.y /= divisorv.y;
vec.z /= divisorv.z;
return vec;
}
public static Vector3i operator %(Vector3i vec, int divisor)
{
vec.x %= divisor;
vec.y %= divisor;
vec.z %= divisor;
return vec;
}
public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
{
vec.x %= divisorv.x;
vec.y %= divisorv.y;
vec.z %= divisorv.z;
return vec;
}
public static Vector3i operator &(Vector3i vec, int and)
{
vec.x &= and;
vec.y &= and;
vec.z &= and;
return vec;
}
public static Vector3i operator &(Vector3i vec, Vector3i andv)
{
vec.x &= andv.x;
vec.y &= andv.y;
vec.z &= andv.z;
return vec;
}
public static bool operator ==(Vector3i left, Vector3i right)
{
return left.Equals(right);
}
public static bool operator !=(Vector3i left, Vector3i right)
{
return !left.Equals(right);
}
public static bool operator <(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z < right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z > right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z <= right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z >= right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static implicit operator Vector3(Vector3i value)
{
return new Vector3(value.x, value.y, value.z);
}
public static explicit operator Vector3i(Vector3 value)
{
return new Vector3i(value);
}
public override bool Equals(object obj)
{
if (obj is Vector3i)
{
return Equals((Vector3i)obj);
}
return false;
}
public bool Equals(Vector3i other)
{
return x == other.x && y == other.y && z == other.z;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format)
});
}
}
}

View file

@ -67,6 +67,7 @@
<Compile Include="Core\Plane.cs" />
<Compile Include="Core\Quat.cs" />
<Compile Include="Core\Rect2.cs" />
<Compile Include="Core\Rect2i.cs" />
<Compile Include="Core\RID.cs" />
<Compile Include="Core\SignalInfo.cs" />
<Compile Include="Core\SignalAwaiter.cs" />
@ -75,7 +76,9 @@
<Compile Include="Core\Transform.cs" />
<Compile Include="Core\Transform2D.cs" />
<Compile Include="Core\Vector2.cs" />
<Compile Include="Core\Vector2i.cs" />
<Compile Include="Core\Vector3.cs" />
<Compile Include="Core\Vector3i.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<!--

View file

@ -103,9 +103,12 @@ void CachedData::clear_godot_api_cache() {
rawclass_Dictionary = NULL;
class_Vector2 = NULL;
class_Vector2i = NULL;
class_Rect2 = NULL;
class_Rect2i = NULL;
class_Transform2D = NULL;
class_Vector3 = NULL;
class_Vector3i = NULL;
class_Basis = NULL;
class_Quat = NULL;
class_Transform = NULL;
@ -229,9 +232,12 @@ void update_corlib_cache() {
void update_godot_api_cache() {
CACHE_CLASS_AND_CHECK(Vector2, GODOT_API_CLASS(Vector2));
CACHE_CLASS_AND_CHECK(Vector2i, GODOT_API_CLASS(Vector2i));
CACHE_CLASS_AND_CHECK(Rect2, GODOT_API_CLASS(Rect2));
CACHE_CLASS_AND_CHECK(Rect2i, GODOT_API_CLASS(Rect2i));
CACHE_CLASS_AND_CHECK(Transform2D, GODOT_API_CLASS(Transform2D));
CACHE_CLASS_AND_CHECK(Vector3, GODOT_API_CLASS(Vector3));
CACHE_CLASS_AND_CHECK(Vector3i, GODOT_API_CLASS(Vector3i));
CACHE_CLASS_AND_CHECK(Basis, GODOT_API_CLASS(Basis));
CACHE_CLASS_AND_CHECK(Quat, GODOT_API_CLASS(Quat));
CACHE_CLASS_AND_CHECK(Transform, GODOT_API_CLASS(Transform));

View file

@ -73,9 +73,12 @@ struct CachedData {
// -----------------------------------------------
GDMonoClass *class_Vector2;
GDMonoClass *class_Vector2i;
GDMonoClass *class_Rect2;
GDMonoClass *class_Rect2i;
GDMonoClass *class_Transform2D;
GDMonoClass *class_Vector3;
GDMonoClass *class_Vector3i;
GDMonoClass *class_Basis;
GDMonoClass *class_Quat;
GDMonoClass *class_Transform;

View file

@ -132,11 +132,21 @@ void GDMonoField::set_value_from_variant(MonoObject *p_object, const Variant &p_
break;
}
if (tclass == CACHED_CLASS(Vector2i)) {
SET_FROM_STRUCT(Vector2i);
break;
}
if (tclass == CACHED_CLASS(Rect2)) {
SET_FROM_STRUCT(Rect2);
break;
}
if (tclass == CACHED_CLASS(Rect2i)) {
SET_FROM_STRUCT(Rect2i);
break;
}
if (tclass == CACHED_CLASS(Transform2D)) {
SET_FROM_STRUCT(Transform2D);
break;
@ -147,6 +157,11 @@ void GDMonoField::set_value_from_variant(MonoObject *p_object, const Variant &p_
break;
}
if (tclass == CACHED_CLASS(Vector3i)) {
SET_FROM_STRUCT(Vector3i);
break;
}
if (tclass == CACHED_CLASS(Basis)) {
SET_FROM_STRUCT(Basis);
break;
@ -418,12 +433,21 @@ void GDMonoField::set_value_from_variant(MonoObject *p_object, const Variant &p_
case Variant::VECTOR2: {
SET_FROM_STRUCT(Vector2);
} break;
case Variant::VECTOR2I: {
SET_FROM_STRUCT(Vector2i);
} break;
case Variant::RECT2: {
SET_FROM_STRUCT(Rect2);
} break;
case Variant::RECT2I: {
SET_FROM_STRUCT(Rect2i);
} break;
case Variant::VECTOR3: {
SET_FROM_STRUCT(Vector3);
} break;
case Variant::VECTOR3I: {
SET_FROM_STRUCT(Vector3i);
} break;
case Variant::TRANSFORM2D: {
SET_FROM_STRUCT(Transform2D);
} break;

View file

@ -75,15 +75,24 @@ Variant::Type managed_to_variant_type(const ManagedType &p_type, bool *r_nil_is_
if (vtclass == CACHED_CLASS(Vector2))
return Variant::VECTOR2;
if (vtclass == CACHED_CLASS(Vector2i))
return Variant::VECTOR2I;
if (vtclass == CACHED_CLASS(Rect2))
return Variant::RECT2;
if (vtclass == CACHED_CLASS(Rect2i))
return Variant::RECT2I;
if (vtclass == CACHED_CLASS(Transform2D))
return Variant::TRANSFORM2D;
if (vtclass == CACHED_CLASS(Vector3))
return Variant::VECTOR3;
if (vtclass == CACHED_CLASS(Vector3i))
return Variant::VECTOR3I;
if (vtclass == CACHED_CLASS(Basis))
return Variant::BASIS;
@ -413,11 +422,21 @@ MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_ty
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector2), &from);
}
if (vtclass == CACHED_CLASS(Vector2i)) {
GDMonoMarshal::M_Vector2i from = MARSHALLED_OUT(Vector2i, p_var->operator ::Vector2i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector2i), &from);
}
if (vtclass == CACHED_CLASS(Rect2)) {
GDMonoMarshal::M_Rect2 from = MARSHALLED_OUT(Rect2, p_var->operator ::Rect2());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Rect2), &from);
}
if (vtclass == CACHED_CLASS(Rect2i)) {
GDMonoMarshal::M_Rect2i from = MARSHALLED_OUT(Rect2i, p_var->operator ::Rect2i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Rect2i), &from);
}
if (vtclass == CACHED_CLASS(Transform2D)) {
GDMonoMarshal::M_Transform2D from = MARSHALLED_OUT(Transform2D, p_var->operator ::Transform2D());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Transform2D), &from);
@ -428,6 +447,11 @@ MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_ty
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector3), &from);
}
if (vtclass == CACHED_CLASS(Vector3i)) {
GDMonoMarshal::M_Vector3i from = MARSHALLED_OUT(Vector3i, p_var->operator ::Vector3i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector3i), &from);
}
if (vtclass == CACHED_CLASS(Basis)) {
GDMonoMarshal::M_Basis from = MARSHALLED_OUT(Basis, p_var->operator ::Basis());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Basis), &from);
@ -638,14 +662,26 @@ MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_ty
GDMonoMarshal::M_Vector2 from = MARSHALLED_OUT(Vector2, p_var->operator ::Vector2());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector2), &from);
}
case Variant::VECTOR2I: {
GDMonoMarshal::M_Vector2i from = MARSHALLED_OUT(Vector2i, p_var->operator ::Vector2i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector2i), &from);
}
case Variant::RECT2: {
GDMonoMarshal::M_Rect2 from = MARSHALLED_OUT(Rect2, p_var->operator ::Rect2());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Rect2), &from);
}
case Variant::RECT2I: {
GDMonoMarshal::M_Rect2i from = MARSHALLED_OUT(Rect2i, p_var->operator ::Rect2i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Rect2i), &from);
}
case Variant::VECTOR3: {
GDMonoMarshal::M_Vector3 from = MARSHALLED_OUT(Vector3, p_var->operator ::Vector3());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector3), &from);
}
case Variant::VECTOR3I: {
GDMonoMarshal::M_Vector3i from = MARSHALLED_OUT(Vector3i, p_var->operator ::Vector3i());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Vector3i), &from);
}
case Variant::TRANSFORM2D: {
GDMonoMarshal::M_Transform2D from = MARSHALLED_OUT(Transform2D, p_var->operator ::Transform2D());
return mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(Transform2D), &from);
@ -806,15 +842,24 @@ Variant mono_object_to_variant_impl(MonoObject *p_obj, const ManagedType &p_type
if (vtclass == CACHED_CLASS(Vector2))
return MARSHALLED_IN(Vector2, unbox_addr<GDMonoMarshal::M_Vector2>(p_obj));
if (vtclass == CACHED_CLASS(Vector2i))
return MARSHALLED_IN(Vector2i, unbox_addr<GDMonoMarshal::M_Vector2i>(p_obj));
if (vtclass == CACHED_CLASS(Rect2))
return MARSHALLED_IN(Rect2, unbox_addr<GDMonoMarshal::M_Rect2>(p_obj));
if (vtclass == CACHED_CLASS(Rect2i))
return MARSHALLED_IN(Rect2i, unbox_addr<GDMonoMarshal::M_Rect2i>(p_obj));
if (vtclass == CACHED_CLASS(Transform2D))
return MARSHALLED_IN(Transform2D, unbox_addr<GDMonoMarshal::M_Transform2D>(p_obj));
if (vtclass == CACHED_CLASS(Vector3))
return MARSHALLED_IN(Vector3, unbox_addr<GDMonoMarshal::M_Vector3>(p_obj));
if (vtclass == CACHED_CLASS(Vector3i))
return MARSHALLED_IN(Vector3i, unbox_addr<GDMonoMarshal::M_Vector3i>(p_obj));
if (vtclass == CACHED_CLASS(Basis))
return MARSHALLED_IN(Basis, unbox_addr<GDMonoMarshal::M_Basis>(p_obj));

View file

@ -201,6 +201,8 @@ M_SignalInfo signal_info_to_managed(const Signal &p_signal);
namespace InteropLayout {
enum {
MATCHES_int = (sizeof(int32_t) == sizeof(uint32_t)),
MATCHES_float = (sizeof(float) == sizeof(uint32_t)),
MATCHES_double = (sizeof(double) == sizeof(uint64_t)),
@ -215,10 +217,18 @@ enum {
offsetof(Vector2, x) == (sizeof(real_t) * 0) &&
offsetof(Vector2, y) == (sizeof(real_t) * 1)),
MATCHES_Vector2i = (MATCHES_int && (sizeof(Vector2i) == (sizeof(int32_t) * 2)) &&
offsetof(Vector2i, x) == (sizeof(int32_t) * 0) &&
offsetof(Vector2i, y) == (sizeof(int32_t) * 1)),
MATCHES_Rect2 = (MATCHES_Vector2 && (sizeof(Rect2) == (sizeof(Vector2) * 2)) &&
offsetof(Rect2, position) == (sizeof(Vector2) * 0) &&
offsetof(Rect2, size) == (sizeof(Vector2) * 1)),
MATCHES_Rect2i = (MATCHES_Vector2i && (sizeof(Rect2i) == (sizeof(Vector2i) * 2)) &&
offsetof(Rect2i, position) == (sizeof(Vector2i) * 0) &&
offsetof(Rect2i, size) == (sizeof(Vector2i) * 1)),
MATCHES_Transform2D = (MATCHES_Vector2 && (sizeof(Transform2D) == (sizeof(Vector2) * 3))), // No field offset required, it stores an array
MATCHES_Vector3 = (MATCHES_real_t && (sizeof(Vector3) == (sizeof(real_t) * 3)) &&
@ -226,6 +236,11 @@ enum {
offsetof(Vector3, y) == (sizeof(real_t) * 1) &&
offsetof(Vector3, z) == (sizeof(real_t) * 2)),
MATCHES_Vector3i = (MATCHES_int && (sizeof(Vector3i) == (sizeof(int32_t) * 3)) &&
offsetof(Vector3i, x) == (sizeof(int32_t) * 0) &&
offsetof(Vector3i, y) == (sizeof(int32_t) * 1) &&
offsetof(Vector3i, z) == (sizeof(int32_t) * 2)),
MATCHES_Basis = (MATCHES_Vector3 && (sizeof(Basis) == (sizeof(Vector3) * 3))), // No field offset required, it stores an array
MATCHES_Quat = (MATCHES_real_t && (sizeof(Quat) == (sizeof(real_t) * 4)) &&
@ -257,7 +272,8 @@ enum {
#ifdef GD_MONO_FORCE_INTEROP_STRUCT_COPY
/* clang-format off */
static_assert(MATCHES_Vector2 && MATCHES_Rect2 && MATCHES_Transform2D && MATCHES_Vector3 &&
MATCHES_Basis && MATCHES_Quat && MATCHES_Transform && MATCHES_AABB && MATCHES_Color && MATCHES_Plane);
MATCHES_Basis && MATCHES_Quat && MATCHES_Transform && MATCHES_AABB && MATCHES_Color &&
MATCHES_Plane && MATCHES_Vector2i && MATCHES_Rect2i && MATCHES_Vector3i);
/* clang-format on */
#endif
@ -278,6 +294,19 @@ struct M_Vector2 {
}
};
struct M_Vector2i {
int32_t x, y;
static _FORCE_INLINE_ Vector2i convert_to(const M_Vector2i &p_from) {
return Vector2i(p_from.x, p_from.y);
}
static _FORCE_INLINE_ M_Vector2i convert_from(const Vector2i &p_from) {
M_Vector2i ret = { p_from.x, p_from.y };
return ret;
}
};
struct M_Rect2 {
M_Vector2 position;
M_Vector2 size;
@ -293,6 +322,21 @@ struct M_Rect2 {
}
};
struct M_Rect2i {
M_Vector2i position;
M_Vector2i size;
static _FORCE_INLINE_ Rect2i convert_to(const M_Rect2i &p_from) {
return Rect2i(M_Vector2i::convert_to(p_from.position),
M_Vector2i::convert_to(p_from.size));
}
static _FORCE_INLINE_ M_Rect2i convert_from(const Rect2i &p_from) {
M_Rect2i ret = { M_Vector2i::convert_from(p_from.position), M_Vector2i::convert_from(p_from.size) };
return ret;
}
};
struct M_Transform2D {
M_Vector2 elements[3];
@ -325,6 +369,19 @@ struct M_Vector3 {
}
};
struct M_Vector3i {
int32_t x, y, z;
static _FORCE_INLINE_ Vector3i convert_to(const M_Vector3i &p_from) {
return Vector3i(p_from.x, p_from.y, p_from.z);
}
static _FORCE_INLINE_ M_Vector3i convert_from(const Vector3i &p_from) {
M_Vector3i ret = { p_from.x, p_from.y, p_from.z };
return ret;
}
};
struct M_Basis {
M_Vector3 elements[3];
@ -450,9 +507,12 @@ struct M_Plane {
}
DECL_TYPE_MARSHAL_TEMPLATES(Vector2)
DECL_TYPE_MARSHAL_TEMPLATES(Vector2i)
DECL_TYPE_MARSHAL_TEMPLATES(Rect2)
DECL_TYPE_MARSHAL_TEMPLATES(Rect2i)
DECL_TYPE_MARSHAL_TEMPLATES(Transform2D)
DECL_TYPE_MARSHAL_TEMPLATES(Vector3)
DECL_TYPE_MARSHAL_TEMPLATES(Vector3i)
DECL_TYPE_MARSHAL_TEMPLATES(Basis)
DECL_TYPE_MARSHAL_TEMPLATES(Quat)
DECL_TYPE_MARSHAL_TEMPLATES(Transform)