C#: Add float an double overloads to Mathf

- Add `float` and `double` overloads to all methods of `Mathf`.
This allows the methods to be usable with `float`, `double` or `real_t`.
- Use `System.MathF` in the `float` overloads which may result in
better performance.
- Constants remain as `real_t` for the time being.
- Add aggresive inlining for methods that wrap `System.Math` calls.
This commit is contained in:
Raul Santos 2023-01-16 04:21:17 +01:00
parent 4fa6edc888
commit 8b07f95ba0
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2 changed files with 1051 additions and 174 deletions

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@ -1,4 +1,8 @@
using System;
using System.Runtime.CompilerServices;
// This file contains extra members for the Mathf class that aren't part of Godot's Core API.
// Math API that is also part of Core should go into Mathf.cs.
namespace Godot
{
@ -16,14 +20,18 @@ namespace Godot
/// </summary>
public const real_t Sqrt2 = (real_t)1.4142135623730950488016887242M; // 1.4142136f and 1.414213562373095
// Epsilon size should depend on the precision used.
private const float _epsilonF = 1e-06f;
private const double _epsilonD = 1e-14;
/// <summary>
/// A very small number used for float comparison with error tolerance.
/// 1e-06 with single-precision floats, but 1e-14 if <c>REAL_T_IS_DOUBLE</c>.
/// </summary>
#if REAL_T_IS_DOUBLE
public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used.
public const real_t Epsilon = _epsilonD;
#else
public const real_t Epsilon = 1e-06f;
public const real_t Epsilon = _epsilonF;
#endif
/// <summary>
@ -31,7 +39,8 @@ namespace Godot
/// </summary>
/// <param name="s">The input value.</param>
/// <returns>The amount of digits.</returns>
public static int DecimalCount(real_t s)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int DecimalCount(double s)
{
return DecimalCount((decimal)s);
}
@ -41,6 +50,7 @@ namespace Godot
/// </summary>
/// <param name="s">The input <see langword="decimal"/> value.</param>
/// <returns>The amount of digits.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int DecimalCount(decimal s)
{
return BitConverter.GetBytes(decimal.GetBits(s)[3])[2];
@ -49,11 +59,25 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> upward (towards positive infinity).
///
/// This is the same as <see cref="Ceil(real_t)"/>, but returns an <see langword="int"/>.
/// This is the same as <see cref="Ceil(float)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to ceil.</param>
/// <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
public static int CeilToInt(real_t s)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int CeilToInt(float s)
{
return (int)MathF.Ceiling(s);
}
/// <summary>
/// Rounds <paramref name="s"/> upward (towards positive infinity).
///
/// This is the same as <see cref="Ceil(double)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to ceil.</param>
/// <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int CeilToInt(double s)
{
return (int)Math.Ceiling(s);
}
@ -61,11 +85,25 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> downward (towards negative infinity).
///
/// This is the same as <see cref="Floor(real_t)"/>, but returns an <see langword="int"/>.
/// This is the same as <see cref="Floor(float)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to floor.</param>
/// <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
public static int FloorToInt(real_t s)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int FloorToInt(float s)
{
return (int)MathF.Floor(s);
}
/// <summary>
/// Rounds <paramref name="s"/> downward (towards negative infinity).
///
/// This is the same as <see cref="Floor(double)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to floor.</param>
/// <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int FloorToInt(double s)
{
return (int)Math.Floor(s);
}
@ -73,11 +111,25 @@ namespace Godot
/// <summary>
/// Rounds <paramref name="s"/> to the nearest whole number.
///
/// This is the same as <see cref="Round(real_t)"/>, but returns an <see langword="int"/>.
/// This is the same as <see cref="Round(float)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to round.</param>
/// <returns>The rounded number.</returns>
public static int RoundToInt(real_t s)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int RoundToInt(float s)
{
return (int)MathF.Round(s);
}
/// <summary>
/// Rounds <paramref name="s"/> to the nearest whole number.
///
/// This is the same as <see cref="Round(double)"/>, but returns an <see langword="int"/>.
/// </summary>
/// <param name="s">The number to round.</param>
/// <returns>The rounded number.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int RoundToInt(double s)
{
return (int)Math.Round(s);
}
@ -87,23 +139,32 @@ namespace Godot
/// </summary>
/// <param name="s">The angle in radians.</param>
/// <returns>The sine and cosine of that angle.</returns>
public static (real_t Sin, real_t Cos) SinCos(real_t s)
public static (float Sin, float Cos) SinCos(float s)
{
(double sin, double cos) = Math.SinCos(s);
return ((real_t)sin, (real_t)cos);
return MathF.SinCos(s);
}
/// <summary>
/// Returns the sine and cosine of angle <paramref name="s"/> in radians.
/// </summary>
/// <param name="s">The angle in radians.</param>
/// <returns>The sine and cosine of that angle.</returns>
public static (double Sin, double Cos) SinCos(double s)
{
return Math.SinCos(s);
}
/// <summary>
/// Returns <see langword="true"/> if <paramref name="a"/> and <paramref name="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)"/>.
/// If you want the tolerance to be calculated for you, use <see cref="IsEqualApprox(float, float)"/>.
/// </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 <see langword="bool"/> for whether or not the two values are equal.</returns>
public static bool IsEqualApprox(real_t a, real_t b, real_t tolerance)
public static bool IsEqualApprox(float a, float b, float tolerance)
{
// Check for exact equality first, required to handle "infinity" values.
if (a == b)
@ -111,7 +172,28 @@ namespace Godot
return true;
}
// Then check for approximate equality.
return Abs(a - b) < tolerance;
return Math.Abs(a - b) < tolerance;
}
/// <summary>
/// Returns <see langword="true"/> if <paramref name="a"/> and <paramref name="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(double, double)"/>.
/// </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 <see langword="bool"/> for whether or not the two values are equal.</returns>
public static bool IsEqualApprox(double a, double b, double tolerance)
{
// Check for exact equality first, required to handle "infinity" values.
if (a == b)
{
return true;
}
// Then check for approximate equality.
return Math.Abs(a - b) < tolerance;
}
}
}