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mono: add constants to transform and vector structs
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@ -102,7 +102,18 @@ namespace Godot
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basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
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);
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}
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// Constants
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private static readonly Transform _identity = new Transform(Basis.Identity, Vector3.Zero);
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private static readonly Transform _flipX = new Transform(new Basis(new Vector3(-1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)), Vector3.Zero);
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private static readonly Transform _flipY = new Transform(new Basis(new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)), Vector3.Zero);
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private static readonly Transform _flipZ = new Transform(new Basis(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, -1)), Vector3.Zero);
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public static Transform Identity { get { return _identity; } }
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public static Transform FlipX { get { return _flipX; } }
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public static Transform FlipY { get { return _flipY; } }
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public static Transform FlipZ { get { return _flipZ; } }
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// Constructors
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public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
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{
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@ -11,22 +11,10 @@ namespace Godot
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[StructLayout(LayoutKind.Sequential)]
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public struct Transform2D : IEquatable<Transform2D>
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{
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private static readonly Transform2D identity = new Transform2D
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(
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new Vector2(1f, 0f),
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new Vector2(0f, 1f),
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new Vector2(0f, 0f)
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);
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public Vector2 x;
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public Vector2 y;
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public Vector2 o;
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public static Transform2D Identity
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{
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get { return identity; }
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}
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public Vector2 Origin
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{
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get { return o; }
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@ -264,6 +252,15 @@ namespace Godot
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Vector2 vInv = v - o;
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return new Vector2(x.Dot(vInv), y.Dot(vInv));
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}
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// Constants
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private static readonly Transform2D _identity = new Transform2D(new Vector2(1f, 0f), new Vector2(0f, 1f), Vector2.Zero);
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private static readonly Transform2D _flipX = new Transform2D(new Vector2(-1f, 0f), new Vector2(0f, 1f), Vector2.Zero);
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private static readonly Transform2D _flipY = new Transform2D(new Vector2(1f, 0f), new Vector2(0f, -1f), Vector2.Zero);
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public static Transform2D Identity { get { return _identity; } }
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public static Transform2D FlipX { get { return _flipX; } }
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public static Transform2D FlipY { get { return _flipY; } }
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// Constructors
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public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin)
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@ -1 +1 @@
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8
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9
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@ -231,24 +231,27 @@ namespace Godot
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{
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return new Vector2(y, -x);
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}
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private static readonly Vector2 zero = new Vector2 (0, 0);
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private static readonly Vector2 one = new Vector2 (1, 1);
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private static readonly Vector2 negOne = new Vector2 (-1, -1);
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private static readonly Vector2 up = new Vector2 (0, 1);
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private static readonly Vector2 down = new Vector2 (0, -1);
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private static readonly Vector2 right = new Vector2 (1, 0);
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private static readonly Vector2 left = new Vector2 (-1, 0);
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public static Vector2 Zero { get { return zero; } }
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public static Vector2 One { get { return one; } }
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public static Vector2 NegOne { get { return negOne; } }
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public static Vector2 Up { get { return up; } }
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public static Vector2 Down { get { return down; } }
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public static Vector2 Right { get { return right; } }
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public static Vector2 Left { get { return left; } }
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// Constants
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private static readonly Vector2 _zero = new Vector2(0, 0);
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private static readonly Vector2 _one = new Vector2(1, 1);
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private static readonly Vector2 _negOne = new Vector2(-1, -1);
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private static readonly Vector2 _inf = new Vector2(Mathf.Inf, Mathf.Inf);
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private static readonly Vector2 _up = new Vector2(0, -1);
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private static readonly Vector2 _down = new Vector2(0, 1);
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private static readonly Vector2 _right = new Vector2(1, 0);
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private static readonly Vector2 _left = new Vector2(-1, 0);
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public static Vector2 Zero { get { return _zero; } }
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public static Vector2 NegOne { get { return _negOne; } }
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public static Vector2 One { get { return _one; } }
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public static Vector2 Inf { get { return _inf; } }
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public static Vector2 Up { get { return _up; } }
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public static Vector2 Down { get { return _down; } }
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public static Vector2 Right { get { return _right; } }
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public static Vector2 Left { get { return _left; } }
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// Constructors
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public Vector2(real_t x, real_t y)
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@ -272,27 +272,30 @@ namespace Godot
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);
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}
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private static readonly Vector3 zero = new Vector3 (0, 0, 0);
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private static readonly Vector3 one = new Vector3 (1, 1, 1);
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private static readonly Vector3 negOne = new Vector3 (-1, -1, -1);
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// Constants
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private static readonly Vector3 _zero = new Vector3(0, 0, 0);
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private static readonly Vector3 _one = new Vector3(1, 1, 1);
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private static readonly Vector3 _negOne = new Vector3(-1, -1, -1);
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private static readonly Vector3 _inf = new Vector3(Mathf.Inf, Mathf.Inf, Mathf.Inf);
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private static readonly Vector3 up = new Vector3 (0, 1, 0);
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private static readonly Vector3 down = new Vector3 (0, -1, 0);
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private static readonly Vector3 right = new Vector3 (1, 0, 0);
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private static readonly Vector3 left = new Vector3 (-1, 0, 0);
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private static readonly Vector3 forward = new Vector3 (0, 0, -1);
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private static readonly Vector3 back = new Vector3 (0, 0, 1);
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private static readonly Vector3 _up = new Vector3(0, 1, 0);
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private static readonly Vector3 _down = new Vector3(0, -1, 0);
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private static readonly Vector3 _right = new Vector3(1, 0, 0);
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private static readonly Vector3 _left = new Vector3(-1, 0, 0);
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private static readonly Vector3 _forward = new Vector3(0, 0, -1);
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private static readonly Vector3 _back = new Vector3(0, 0, 1);
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public static Vector3 Zero { get { return zero; } }
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public static Vector3 One { get { return one; } }
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public static Vector3 NegOne { get { return negOne; } }
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public static Vector3 Zero { get { return _zero; } }
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public static Vector3 One { get { return _one; } }
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public static Vector3 NegOne { get { return _negOne; } }
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public static Vector3 Inf { get { return _inf; } }
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public static Vector3 Up { get { return up; } }
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public static Vector3 Down { get { return down; } }
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public static Vector3 Right { get { return right; } }
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public static Vector3 Left { get { return left; } }
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public static Vector3 Forward { get { return forward; } }
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public static Vector3 Back { get { return back; } }
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public static Vector3 Up { get { return _up; } }
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public static Vector3 Down { get { return _down; } }
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public static Vector3 Right { get { return _right; } }
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public static Vector3 Left { get { return _left; } }
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public static Vector3 Forward { get { return _forward; } }
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public static Vector3 Back { get { return _back; } }
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// Constructors
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public Vector3(real_t x, real_t y, real_t z)
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