Merge pull request #66816 from raulsntos/dotnet/readonly

Add `readonly` to C# methods and types that don't mutate
This commit is contained in:
Rémi Verschelde 2022-11-18 16:20:29 +01:00
commit c3132b42cb
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GPG Key ID: C3336907360768E1
26 changed files with 445 additions and 450 deletions

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@ -3,7 +3,7 @@ using Microsoft.CodeAnalysis;
namespace Godot.SourceGenerators
{
public struct GodotMethodData
public readonly struct GodotMethodData
{
public GodotMethodData(IMethodSymbol method, ImmutableArray<MarshalType> paramTypes,
ImmutableArray<ITypeSymbol> paramTypeSymbols, MarshalType? retType, ITypeSymbol? retSymbol)
@ -22,7 +22,7 @@ namespace Godot.SourceGenerators
public ITypeSymbol? RetSymbol { get; }
}
public struct GodotSignalDelegateData
public readonly struct GodotSignalDelegateData
{
public GodotSignalDelegateData(string name, INamedTypeSymbol delegateSymbol, GodotMethodData invokeMethodData)
{
@ -36,7 +36,7 @@ namespace Godot.SourceGenerators
public GodotMethodData InvokeMethodData { get; }
}
public struct GodotPropertyData
public readonly struct GodotPropertyData
{
public GodotPropertyData(IPropertySymbol propertySymbol, MarshalType type)
{
@ -48,7 +48,7 @@ namespace Godot.SourceGenerators
public MarshalType Type { get; }
}
public struct GodotFieldData
public readonly struct GodotFieldData
{
public GodotFieldData(IFieldSymbol fieldSymbol, MarshalType type)
{

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@ -2,7 +2,7 @@ using System.Collections.Generic;
namespace Godot.SourceGenerators
{
internal struct MethodInfo
internal readonly struct MethodInfo
{
public MethodInfo(string name, PropertyInfo returnVal, MethodFlags flags,
List<PropertyInfo>? arguments,

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@ -1,6 +1,6 @@
namespace Godot.SourceGenerators
{
internal struct PropertyInfo
internal readonly struct PropertyInfo
{
public PropertyInfo(VariantType type, string name, PropertyHint hint,
string? hintString, PropertyUsageFlags usage, bool exported)

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@ -13,7 +13,7 @@ namespace GodotTools.IdeMessaging.Utils
return waitAsyncTask.ContinueWith<IDisposable>(t => wrapper, cancellationToken).ConfigureAwait(false);
}
private struct SemaphoreSlimWaitReleaseWrapper : IDisposable
private readonly struct SemaphoreSlimWaitReleaseWrapper : IDisposable
{
private readonly SemaphoreSlim semaphoreSlim;

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@ -22,7 +22,7 @@ namespace GodotTools.Export
public bool FullAot;
private bool _useInterpreter;
public bool UseInterpreter { get => _useInterpreter && !LLVMOnly; set => _useInterpreter = value; }
public bool UseInterpreter { readonly get => _useInterpreter && !LLVMOnly; set => _useInterpreter = value; }
public string[] ExtraAotOptions;
public string[] ExtraOptimizerOptions;

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@ -1,6 +1,6 @@
namespace GodotTools
{
public struct PlaySettings
public readonly struct PlaySettings
{
public bool HasDebugger { get; }
public string DebuggerHost { get; }

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@ -4,7 +4,7 @@ using Microsoft.CodeAnalysis;
namespace Godot.SourceGenerators.Internal;
internal struct CallbacksData
internal readonly struct CallbacksData
{
public CallbacksData(INamedTypeSymbol nativeTypeSymbol, INamedTypeSymbol funcStructSymbol)
{

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@ -20,7 +20,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector3 Position
{
get { return _position; }
readonly get { return _position; }
set { _position = value; }
}
@ -31,7 +31,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector3 Size
{
get { return _size; }
readonly get { return _size; }
set { _size = value; }
}
@ -45,7 +45,7 @@ namespace Godot
/// </value>
public Vector3 End
{
get { return _position + _size; }
readonly get { return _position + _size; }
set { _size = value - _position; }
}
@ -54,7 +54,7 @@ namespace Godot
/// the most-negative corner is the origin and the size is positive.
/// </summary>
/// <returns>The modified <see cref="AABB"/>.</returns>
public AABB Abs()
public readonly AABB Abs()
{
Vector3 end = End;
Vector3 topLeft = new Vector3(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y), Mathf.Min(_position.z, end.z));
@ -66,7 +66,7 @@ namespace Godot
/// to <see cref="Position"/> + (<see cref="Size"/> / 2).
/// </summary>
/// <returns>The center.</returns>
public Vector3 GetCenter()
public readonly Vector3 GetCenter()
{
return _position + (_size * 0.5f);
}
@ -78,7 +78,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not this <see cref="AABB"/> encloses <paramref name="with"/>.
/// </returns>
public bool Encloses(AABB with)
public readonly bool Encloses(AABB with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
@ -98,7 +98,7 @@ namespace Godot
/// </summary>
/// <param name="point">The point to include.</param>
/// <returns>The expanded <see cref="AABB"/>.</returns>
public AABB Expand(Vector3 point)
public readonly AABB Expand(Vector3 point)
{
Vector3 begin = _position;
Vector3 end = _position + _size;
@ -140,7 +140,7 @@ namespace Godot
/// <paramref name="idx"/> is less than 0 or greater than 7.
/// </exception>
/// <returns>An endpoint of the <see cref="AABB"/>.</returns>
public Vector3 GetEndpoint(int idx)
public readonly Vector3 GetEndpoint(int idx)
{
switch (idx)
{
@ -172,7 +172,7 @@ namespace Godot
/// Returns the normalized longest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>A vector representing the normalized longest axis of the <see cref="AABB"/>.</returns>
public Vector3 GetLongestAxis()
public readonly Vector3 GetLongestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
real_t maxSize = _size.x;
@ -195,7 +195,7 @@ namespace Godot
/// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is longest.</returns>
public Vector3.Axis GetLongestAxisIndex()
public readonly Vector3.Axis GetLongestAxisIndex()
{
var axis = Vector3.Axis.X;
real_t maxSize = _size.x;
@ -218,7 +218,7 @@ namespace Godot
/// Returns the scalar length of the longest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>The scalar length of the longest axis of the <see cref="AABB"/>.</returns>
public real_t GetLongestAxisSize()
public readonly real_t GetLongestAxisSize()
{
real_t maxSize = _size.x;
@ -235,7 +235,7 @@ namespace Godot
/// Returns the normalized shortest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>A vector representing the normalized shortest axis of the <see cref="AABB"/>.</returns>
public Vector3 GetShortestAxis()
public readonly Vector3 GetShortestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
real_t maxSize = _size.x;
@ -258,7 +258,7 @@ namespace Godot
/// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is shortest.</returns>
public Vector3.Axis GetShortestAxisIndex()
public readonly Vector3.Axis GetShortestAxisIndex()
{
var axis = Vector3.Axis.X;
real_t maxSize = _size.x;
@ -281,7 +281,7 @@ namespace Godot
/// Returns the scalar length of the shortest axis of the <see cref="AABB"/>.
/// </summary>
/// <returns>The scalar length of the shortest axis of the <see cref="AABB"/>.</returns>
public real_t GetShortestAxisSize()
public readonly real_t GetShortestAxisSize()
{
real_t maxSize = _size.x;
@ -300,7 +300,7 @@ namespace Godot
/// </summary>
/// <param name="dir">The direction to find support for.</param>
/// <returns>A vector representing the support.</returns>
public Vector3 GetSupport(Vector3 dir)
public readonly Vector3 GetSupport(Vector3 dir)
{
Vector3 halfExtents = _size * 0.5f;
Vector3 ofs = _position + halfExtents;
@ -315,7 +315,7 @@ namespace Godot
/// Returns the volume of the <see cref="AABB"/>.
/// </summary>
/// <returns>The volume.</returns>
public real_t GetVolume()
public readonly real_t GetVolume()
{
return _size.x * _size.y * _size.z;
}
@ -325,7 +325,7 @@ namespace Godot
/// </summary>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="AABB"/>.</returns>
public AABB Grow(real_t by)
public readonly AABB Grow(real_t by)
{
AABB res = this;
@ -347,7 +347,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="AABB"/> contains <paramref name="point"/>.
/// </returns>
public bool HasPoint(Vector3 point)
public readonly bool HasPoint(Vector3 point)
{
if (point.x < _position.x)
return false;
@ -374,7 +374,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has surface.
/// </returns>
public bool HasSurface()
public readonly bool HasSurface()
{
return _size.x > 0.0f || _size.y > 0.0f || _size.z > 0.0f;
}
@ -388,7 +388,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has volume.
/// </returns>
public bool HasVolume()
public readonly bool HasVolume()
{
return _size.x > 0.0f && _size.y > 0.0f && _size.z > 0.0f;
}
@ -398,7 +398,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other <see cref="AABB"/>.</param>
/// <returns>The clipped <see cref="AABB"/>.</returns>
public AABB Intersection(AABB with)
public readonly AABB Intersection(AABB with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
@ -447,7 +447,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not they are intersecting.
/// </returns>
public bool Intersects(AABB with, bool includeBorders = false)
public readonly bool Intersects(AABB with, bool includeBorders = false)
{
if (includeBorders)
{
@ -490,7 +490,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the <see cref="Plane"/>.
/// </returns>
public bool IntersectsPlane(Plane plane)
public readonly bool IntersectsPlane(Plane plane)
{
Vector3[] points =
{
@ -531,7 +531,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the line segment.
/// </returns>
public bool IntersectsSegment(Vector3 from, Vector3 to)
public readonly bool IntersectsSegment(Vector3 from, Vector3 to)
{
real_t min = 0f;
real_t max = 1f;
@ -590,7 +590,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other <see cref="AABB"/>.</param>
/// <returns>The merged <see cref="AABB"/>.</returns>
public AABB Merge(AABB with)
public readonly AABB Merge(AABB with)
{
Vector3 beg1 = _position;
Vector3 beg2 = with._position;
@ -702,7 +702,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the AABB and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is AABB other && Equals(other);
}
@ -714,7 +714,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other AABB.</param>
/// <returns>Whether or not the AABBs are exactly equal.</returns>
public bool Equals(AABB other)
public readonly bool Equals(AABB other)
{
return _position == other._position && _size == other._size;
}
@ -725,7 +725,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other AABB to compare.</param>
/// <returns>Whether or not the AABBs structures are approximately equal.</returns>
public bool IsEqualApprox(AABB other)
public readonly bool IsEqualApprox(AABB other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size);
}
@ -734,7 +734,7 @@ namespace Godot
/// Serves as the hash function for <see cref="AABB"/>.
/// </summary>
/// <returns>A hash code for this AABB.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
@ -743,7 +743,7 @@ namespace Godot
/// Converts this <see cref="AABB"/> to a string.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"{_position}, {_size}";
}
@ -752,7 +752,7 @@ namespace Godot
/// Converts this <see cref="AABB"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"{_position.ToString(format)}, {_size.ToString(format)}";
}

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@ -29,7 +29,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Column0"/> and array index <c>[0]</c>.</value>
public Vector3 x
{
get => Column0;
readonly get => Column0;
set => Column0 = value;
}
@ -39,7 +39,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Column1"/> and array index <c>[1]</c>.</value>
public Vector3 y
{
get => Column1;
readonly get => Column1;
set => Column1 = value;
}
@ -49,7 +49,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Column2"/> and array index <c>[2]</c>.</value>
public Vector3 z
{
get => Column2;
readonly get => Column2;
set => Column2 = value;
}
@ -80,7 +80,7 @@ namespace Godot
/// <value>Equivalent to <see cref="x"/> and array index <c>[0]</c>.</value>
public Vector3 Column0
{
get => new Vector3(Row0.x, Row1.x, Row2.x);
readonly get => new Vector3(Row0.x, Row1.x, Row2.x);
set
{
Row0.x = value.x;
@ -95,7 +95,7 @@ namespace Godot
/// <value>Equivalent to <see cref="y"/> and array index <c>[1]</c>.</value>
public Vector3 Column1
{
get => new Vector3(Row0.y, Row1.y, Row2.y);
readonly get => new Vector3(Row0.y, Row1.y, Row2.y);
set
{
Row0.y = value.x;
@ -110,7 +110,7 @@ namespace Godot
/// <value>Equivalent to <see cref="z"/> and array index <c>[2]</c>.</value>
public Vector3 Column2
{
get => new Vector3(Row0.z, Row1.z, Row2.z);
readonly get => new Vector3(Row0.z, Row1.z, Row2.z);
set
{
Row0.z = value.x;
@ -125,7 +125,7 @@ namespace Godot
/// <value>Equivalent to the lengths of each column vector, but negative if the determinant is negative.</value>
public Vector3 Scale
{
get
readonly get
{
real_t detSign = Mathf.Sign(Determinant());
return detSign * new Vector3
@ -154,7 +154,7 @@ namespace Godot
/// <value>The basis column.</value>
public Vector3 this[int column]
{
get
readonly get
{
switch (column)
{
@ -195,7 +195,7 @@ namespace Godot
/// <value>The matrix element.</value>
public real_t this[int column, int row]
{
get
readonly get
{
return this[column][row];
}
@ -234,7 +234,7 @@ namespace Godot
/// and is usually considered invalid.
/// </summary>
/// <returns>The determinant of the basis matrix.</returns>
public real_t Determinant()
public readonly real_t Determinant()
{
real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
@ -255,7 +255,7 @@ namespace Godot
/// </summary>
/// <param name="order">The Euler order to use. By default, use YXZ order (most common).</param>
/// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns>
public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
public readonly Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
{
switch (order)
{
@ -499,7 +499,7 @@ namespace Godot
/// mind that quaternions should generally be preferred to Euler angles.
/// </summary>
/// <returns>A <see cref="Quaternion"/> representing the basis's rotation.</returns>
internal Quaternion GetQuaternion()
internal readonly Quaternion GetQuaternion()
{
real_t trace = Row0[0] + Row1[1] + Row2[2];
@ -558,7 +558,7 @@ namespace Godot
/// be preferred to Euler angles.
/// </summary>
/// <returns>The basis rotation.</returns>
public Quaternion GetRotationQuaternion()
public readonly Quaternion GetRotationQuaternion()
{
Basis orthonormalizedBasis = Orthonormalized();
real_t det = orthonormalizedBasis.Determinant();
@ -581,7 +581,7 @@ namespace Godot
/// <paramref name="index"/> is not 0, 1 or 2.
/// </exception>
/// <returns>One of <c>Row0</c>, <c>Row1</c>, or <c>Row2</c>.</returns>
public Vector3 GetRow(int index)
public readonly Vector3 GetRow(int index)
{
switch (index)
{
@ -633,7 +633,7 @@ namespace Godot
/// For further details, refer to the Godot source code.
/// </summary>
/// <returns>The orthogonal index.</returns>
public int GetOrthogonalIndex()
public readonly int GetOrthogonalIndex()
{
var orth = this;
@ -679,7 +679,7 @@ namespace Godot
/// Returns the inverse of the matrix.
/// </summary>
/// <returns>The inverse matrix.</returns>
public Basis Inverse()
public readonly Basis Inverse()
{
real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
@ -709,7 +709,7 @@ namespace Godot
);
}
internal Basis Lerp(Basis to, real_t weight)
internal readonly Basis Lerp(Basis to, real_t weight)
{
Basis b = this;
b.Row0 = Row0.Lerp(to.Row0, weight);
@ -724,7 +724,7 @@ namespace Godot
/// This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
/// </summary>
/// <returns>An orthonormalized basis matrix.</returns>
public Basis Orthonormalized()
public readonly Basis Orthonormalized()
{
Vector3 column0 = this[0];
Vector3 column1 = this[1];
@ -746,7 +746,7 @@ namespace Godot
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated basis matrix.</returns>
public Basis Rotated(Vector3 axis, real_t angle)
public readonly Basis Rotated(Vector3 axis, real_t angle)
{
return new Basis(axis, angle) * this;
}
@ -756,7 +756,7 @@ namespace Godot
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled basis matrix.</returns>
public Basis Scaled(Vector3 scale)
public readonly Basis Scaled(Vector3 scale)
{
Basis b = this;
b.Row0 *= scale.x;
@ -772,7 +772,7 @@ namespace Godot
/// <param name="target">The destination basis for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting basis matrix of the interpolation.</returns>
public Basis Slerp(Basis target, real_t weight)
public readonly Basis Slerp(Basis target, real_t weight)
{
Quaternion from = new Quaternion(this);
Quaternion to = new Quaternion(target);
@ -790,7 +790,7 @@ namespace Godot
/// </summary>
/// <param name="with">A vector to calculate the dot product with.</param>
/// <returns>The resulting dot product.</returns>
public real_t Tdotx(Vector3 with)
public readonly real_t Tdotx(Vector3 with)
{
return Row0[0] * with[0] + Row1[0] * with[1] + Row2[0] * with[2];
}
@ -800,7 +800,7 @@ namespace Godot
/// </summary>
/// <param name="with">A vector to calculate the dot product with.</param>
/// <returns>The resulting dot product.</returns>
public real_t Tdoty(Vector3 with)
public readonly real_t Tdoty(Vector3 with)
{
return Row0[1] * with[0] + Row1[1] * with[1] + Row2[1] * with[2];
}
@ -810,7 +810,7 @@ namespace Godot
/// </summary>
/// <param name="with">A vector to calculate the dot product with.</param>
/// <returns>The resulting dot product.</returns>
public real_t Tdotz(Vector3 with)
public readonly real_t Tdotz(Vector3 with)
{
return Row0[2] * with[0] + Row1[2] * with[1] + Row2[2] * with[2];
}
@ -819,21 +819,18 @@ namespace Godot
/// Returns the transposed version of the basis matrix.
/// </summary>
/// <returns>The transposed basis matrix.</returns>
public Basis Transposed()
public readonly Basis Transposed()
{
Basis tr = this;
real_t temp = tr.Row0[1];
tr.Row0[1] = tr.Row1[0];
tr.Row1[0] = temp;
tr.Row0[1] = Row1[0];
tr.Row1[0] = Row0[1];
temp = tr.Row0[2];
tr.Row0[2] = tr.Row2[0];
tr.Row2[0] = temp;
tr.Row0[2] = Row2[0];
tr.Row2[0] = Row0[2];
temp = tr.Row1[2];
tr.Row1[2] = tr.Row2[1];
tr.Row2[1] = temp;
tr.Row1[2] = Row2[1];
tr.Row2[1] = Row1[2];
return tr;
}
@ -1121,7 +1118,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the basis matrix and the object are exactly equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Basis other && Equals(other);
}
@ -1133,7 +1130,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other basis.</param>
/// <returns>Whether or not the basis matrices are exactly equal.</returns>
public bool Equals(Basis other)
public readonly bool Equals(Basis other)
{
return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2);
}
@ -1144,7 +1141,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other basis to compare.</param>
/// <returns>Whether or not the bases are approximately equal.</returns>
public bool IsEqualApprox(Basis other)
public readonly bool IsEqualApprox(Basis other)
{
return Row0.IsEqualApprox(other.Row0) && Row1.IsEqualApprox(other.Row1) && Row2.IsEqualApprox(other.Row2);
}
@ -1153,7 +1150,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Basis"/>.
/// </summary>
/// <returns>A hash code for this basis.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
}
@ -1162,7 +1159,7 @@ namespace Godot
/// Converts this <see cref="Basis"/> to a string.
/// </summary>
/// <returns>A string representation of this basis.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"[X: {x}, Y: {y}, Z: {z}]";
}
@ -1171,7 +1168,7 @@ namespace Godot
/// Converts this <see cref="Basis"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this basis.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, Z: {z.ToString(format)}]";
}

View File

@ -4,7 +4,7 @@ namespace Godot.Bridge;
#nullable enable
public struct MethodInfo
public readonly struct MethodInfo
{
public StringName Name { get; init; }
public PropertyInfo ReturnVal { get; init; }

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@ -2,7 +2,7 @@ namespace Godot.Bridge;
#nullable enable
public struct PropertyInfo
public readonly struct PropertyInfo
{
public Variant.Type Type { get; init; }
public StringName Name { get; init; }

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@ -43,7 +43,7 @@ namespace Godot
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
public int r8
{
get
readonly get
{
return (int)Math.Round(r * 255.0f);
}
@ -59,7 +59,7 @@ namespace Godot
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
public int g8
{
get
readonly get
{
return (int)Math.Round(g * 255.0f);
}
@ -75,7 +75,7 @@ namespace Godot
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
public int b8
{
get
readonly get
{
return (int)Math.Round(b * 255.0f);
}
@ -91,7 +91,7 @@ namespace Godot
/// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
public int a8
{
get
readonly get
{
return (int)Math.Round(a * 255.0f);
}
@ -107,7 +107,7 @@ namespace Godot
/// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHSV"/>.</value>
public float h
{
get
readonly get
{
float max = Math.Max(r, Math.Max(g, b));
float min = Math.Min(r, Math.Min(g, b));
@ -155,7 +155,7 @@ namespace Godot
/// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHSV"/>.</value>
public float s
{
get
readonly get
{
float max = Math.Max(r, Math.Max(g, b));
float min = Math.Min(r, Math.Min(g, b));
@ -176,7 +176,7 @@ namespace Godot
/// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHSV"/>.</value>
public float v
{
get
readonly get
{
return Math.Max(r, Math.Max(g, b));
}
@ -197,7 +197,7 @@ namespace Godot
/// </value>
public float this[int index]
{
get
readonly get
{
switch (index)
{
@ -242,7 +242,7 @@ namespace Godot
/// </summary>
/// <param name="over">The color to blend over.</param>
/// <returns>This color blended over <paramref name="over"/>.</returns>
public Color Blend(Color over)
public readonly Color Blend(Color over)
{
Color res;
@ -269,7 +269,7 @@ namespace Godot
/// <param name="min">The color with minimum allowed values.</param>
/// <param name="max">The color with maximum allowed values.</param>
/// <returns>The color with all components clamped.</returns>
public Color Clamp(Color? min = null, Color? max = null)
public readonly Color Clamp(Color? min = null, Color? max = null)
{
Color minimum = min ?? new Color(0, 0, 0, 0);
Color maximum = max ?? new Color(1, 1, 1, 1);
@ -288,7 +288,7 @@ namespace Godot
/// </summary>
/// <param name="amount">The ratio to darken by.</param>
/// <returns>The darkened color.</returns>
public Color Darkened(float amount)
public readonly Color Darkened(float amount)
{
Color res = this;
res.r *= 1.0f - amount;
@ -301,7 +301,7 @@ namespace Godot
/// Returns the inverted color: <c>(1 - r, 1 - g, 1 - b, a)</c>.
/// </summary>
/// <returns>The inverted color.</returns>
public Color Inverted()
public readonly Color Inverted()
{
return new Color(
1.0f - r,
@ -317,7 +317,7 @@ namespace Godot
/// </summary>
/// <param name="amount">The ratio to lighten by.</param>
/// <returns>The darkened color.</returns>
public Color Lightened(float amount)
public readonly Color Lightened(float amount)
{
Color res = this;
res.r += (1.0f - res.r) * amount;
@ -333,7 +333,7 @@ namespace Godot
/// <param name="to">The destination color for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting color of the interpolation.</returns>
public Color Lerp(Color to, real_t weight)
public readonly Color Lerp(Color to, real_t weight)
{
return new Color
(
@ -351,7 +351,7 @@ namespace Godot
/// <param name="to">The destination color for interpolation.</param>
/// <param name="weight">A color with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting color of the interpolation.</returns>
public Color Lerp(Color to, Color weight)
public readonly Color Lerp(Color to, Color weight)
{
return new Color
(
@ -368,7 +368,7 @@ namespace Godot
/// ABGR is the reversed version of the default format.
/// </summary>
/// <returns>A <see langword="uint"/> representing this color in ABGR32 format.</returns>
public uint ToAbgr32()
public readonly uint ToAbgr32()
{
uint c = (byte)Math.Round(a * 255);
c <<= 8;
@ -387,7 +387,7 @@ namespace Godot
/// ABGR is the reversed version of the default format.
/// </summary>
/// <returns>A <see langword="ulong"/> representing this color in ABGR64 format.</returns>
public ulong ToAbgr64()
public readonly ulong ToAbgr64()
{
ulong c = (ushort)Math.Round(a * 65535);
c <<= 16;
@ -406,7 +406,7 @@ namespace Godot
/// ARGB is more compatible with DirectX, but not used much in Godot.
/// </summary>
/// <returns>A <see langword="uint"/> representing this color in ARGB32 format.</returns>
public uint ToArgb32()
public readonly uint ToArgb32()
{
uint c = (byte)Math.Round(a * 255);
c <<= 8;
@ -425,7 +425,7 @@ namespace Godot
/// ARGB is more compatible with DirectX, but not used much in Godot.
/// </summary>
/// <returns>A <see langword="ulong"/> representing this color in ARGB64 format.</returns>
public ulong ToArgb64()
public readonly ulong ToArgb64()
{
ulong c = (ushort)Math.Round(a * 65535);
c <<= 16;
@ -444,7 +444,7 @@ namespace Godot
/// RGBA is Godot's default and recommended format.
/// </summary>
/// <returns>A <see langword="uint"/> representing this color in RGBA32 format.</returns>
public uint ToRgba32()
public readonly uint ToRgba32()
{
uint c = (byte)Math.Round(r * 255);
c <<= 8;
@ -463,7 +463,7 @@ namespace Godot
/// RGBA is Godot's default and recommended format.
/// </summary>
/// <returns>A <see langword="ulong"/> representing this color in RGBA64 format.</returns>
public ulong ToRgba64()
public readonly ulong ToRgba64()
{
ulong c = (ushort)Math.Round(r * 65535);
c <<= 16;
@ -483,7 +483,7 @@ namespace Godot
/// Whether or not to include alpha. If <see langword="false"/>, the color is RGB instead of RGBA.
/// </param>
/// <returns>A string for the HTML hexadecimal representation of this color.</returns>
public string ToHTML(bool includeAlpha = true)
public readonly string ToHTML(bool includeAlpha = true)
{
string txt = string.Empty;
@ -777,7 +777,7 @@ namespace Godot
/// <param name="hue">Output parameter for the HSV hue.</param>
/// <param name="saturation">Output parameter for the HSV saturation.</param>
/// <param name="value">Output parameter for the HSV value.</param>
public void ToHSV(out float hue, out float saturation, out float value)
public readonly void ToHSV(out float hue, out float saturation, out float value)
{
float max = (float)Mathf.Max(r, Mathf.Max(g, b));
float min = (float)Mathf.Min(r, Mathf.Min(g, b));
@ -1149,7 +1149,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The other object to compare.</param>
/// <returns>Whether or not the color and the other object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Color other && Equals(other);
}
@ -1161,7 +1161,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other color.</param>
/// <returns>Whether or not the colors are equal.</returns>
public bool Equals(Color other)
public readonly bool Equals(Color other)
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
@ -1172,7 +1172,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other color to compare.</param>
/// <returns>Whether or not the colors are approximately equal.</returns>
public bool IsEqualApprox(Color other)
public readonly bool IsEqualApprox(Color other)
{
return Mathf.IsEqualApprox(r, other.r) && Mathf.IsEqualApprox(g, other.g) && Mathf.IsEqualApprox(b, other.b) && Mathf.IsEqualApprox(a, other.a);
}
@ -1181,7 +1181,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Color"/>.
/// </summary>
/// <returns>A hash code for this color.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return r.GetHashCode() ^ g.GetHashCode() ^ b.GetHashCode() ^ a.GetHashCode();
}
@ -1190,7 +1190,7 @@ namespace Godot
/// Converts this <see cref="Color"/> to a string.
/// </summary>
/// <returns>A string representation of this color.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({r}, {g}, {b}, {a})";
}
@ -1199,7 +1199,7 @@ namespace Godot
/// Converts this <see cref="Color"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this color.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({r.ToString(format)}, {g.ToString(format)}, {b.ToString(format)}, {a.ToString(format)})";
}

View File

@ -22,7 +22,7 @@ namespace Godot
/// <value>Equivalent to <see cref="x"/>, <see cref="y"/>, and <see cref="z"/>.</value>
public Vector3 Normal
{
get { return _normal; }
readonly get { return _normal; }
set { _normal = value; }
}
@ -32,7 +32,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Normal"/>'s X value.</value>
public real_t x
{
get
readonly get
{
return _normal.x;
}
@ -48,7 +48,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Normal"/>'s Y value.</value>
public real_t y
{
get
readonly get
{
return _normal.y;
}
@ -64,7 +64,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Normal"/>'s Z value.</value>
public real_t z
{
get
readonly get
{
return _normal.z;
}
@ -90,7 +90,7 @@ namespace Godot
/// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value>
public Vector3 Center
{
get
readonly get
{
return _normal * D;
}
@ -106,7 +106,7 @@ namespace Godot
/// </summary>
/// <param name="point">The position to use for the calculation.</param>
/// <returns>The shortest distance.</returns>
public real_t DistanceTo(Vector3 point)
public readonly real_t DistanceTo(Vector3 point)
{
return _normal.Dot(point) - D;
}
@ -118,7 +118,7 @@ namespace Godot
/// <param name="point">The point to check.</param>
/// <param name="tolerance">The tolerance threshold.</param>
/// <returns>A <see langword="bool"/> for whether or not the plane has the point.</returns>
public bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon)
public readonly bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon)
{
real_t dist = _normal.Dot(point) - D;
return Mathf.Abs(dist) <= tolerance;
@ -131,7 +131,7 @@ namespace Godot
/// <param name="b">One of the three planes to use in the calculation.</param>
/// <param name="c">One of the three planes to use in the calculation.</param>
/// <returns>The intersection, or <see langword="null"/> if none is found.</returns>
public Vector3? Intersect3(Plane b, Plane c)
public readonly Vector3? Intersect3(Plane b, Plane c)
{
real_t denom = _normal.Cross(b._normal).Dot(c._normal);
@ -155,7 +155,7 @@ namespace Godot
/// <param name="from">The start of the ray.</param>
/// <param name="dir">The direction of the ray, normalized.</param>
/// <returns>The intersection, or <see langword="null"/> if none is found.</returns>
public Vector3? IntersectRay(Vector3 from, Vector3 dir)
public readonly Vector3? IntersectRay(Vector3 from, Vector3 dir)
{
real_t den = _normal.Dot(dir);
@ -183,7 +183,7 @@ namespace Godot
/// <param name="begin">The start of the line segment.</param>
/// <param name="end">The end of the line segment.</param>
/// <returns>The intersection, or <see langword="null"/> if none is found.</returns>
public Vector3? IntersectSegment(Vector3 begin, Vector3 end)
public readonly Vector3? IntersectSegment(Vector3 begin, Vector3 end)
{
Vector3 segment = begin - end;
real_t den = _normal.Dot(segment);
@ -209,7 +209,7 @@ namespace Godot
/// </summary>
/// <param name="point">The point to check.</param>
/// <returns>A <see langword="bool"/> for whether or not the point is above the plane.</returns>
public bool IsPointOver(Vector3 point)
public readonly bool IsPointOver(Vector3 point)
{
return _normal.Dot(point) > D;
}
@ -218,7 +218,7 @@ namespace Godot
/// Returns the plane scaled to unit length.
/// </summary>
/// <returns>A normalized version of the plane.</returns>
public Plane Normalized()
public readonly Plane Normalized()
{
real_t len = _normal.Length();
@ -235,7 +235,7 @@ namespace Godot
/// </summary>
/// <param name="point">The point to project.</param>
/// <returns>The projected point.</returns>
public Vector3 Project(Vector3 point)
public readonly Vector3 Project(Vector3 point)
{
return point - (_normal * DistanceTo(point));
}
@ -363,7 +363,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The other object to compare.</param>
/// <returns>Whether or not the plane and the other object are exactly equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Plane other && Equals(other);
}
@ -373,7 +373,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other plane to compare.</param>
/// <returns>Whether or not the planes are exactly equal.</returns>
public bool Equals(Plane other)
public readonly bool Equals(Plane other)
{
return _normal == other._normal && D == other.D;
}
@ -384,7 +384,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other plane to compare.</param>
/// <returns>Whether or not the planes are approximately equal.</returns>
public bool IsEqualApprox(Plane other)
public readonly bool IsEqualApprox(Plane other)
{
return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(D, other.D);
}
@ -393,7 +393,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Plane"/>.
/// </summary>
/// <returns>A hash code for this plane.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return _normal.GetHashCode() ^ D.GetHashCode();
}
@ -402,7 +402,7 @@ namespace Godot
/// Converts this <see cref="Plane"/> to a string.
/// </summary>
/// <returns>A string representation of this plane.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"{_normal}, {D}";
}
@ -411,7 +411,7 @@ namespace Godot
/// Converts this <see cref="Plane"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this plane.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"{_normal.ToString(format)}, {D.ToString(format)}";
}

View File

@ -286,7 +286,7 @@ namespace Godot
return proj * cm;
}
public real_t Determinant()
public readonly real_t Determinant()
{
return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x -
x.w * y.y * z.z * w.x + x.y * y.w * z.z * w.x +
@ -302,13 +302,13 @@ namespace Godot
x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w;
}
public real_t GetAspect()
public readonly real_t GetAspect()
{
Vector2 vpHe = GetViewportHalfExtents();
return vpHe.x / vpHe.y;
}
public real_t GetFov()
public readonly real_t GetFov()
{
Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
if (z.x == 0 && z.y == 0)
@ -327,7 +327,7 @@ namespace Godot
return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
}
public real_t GetLodMultiplier()
public readonly real_t GetLodMultiplier()
{
if (IsOrthogonal())
{
@ -341,14 +341,14 @@ namespace Godot
}
}
public int GetPixelsPerMeter(int forPixelWidth)
public readonly int GetPixelsPerMeter(int forPixelWidth)
{
Vector3 result = this * new Vector3(1, 0, -1);
return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
}
public Plane GetProjectionPlane(Planes plane)
public readonly Plane GetProjectionPlane(Planes plane)
{
Plane newPlane = plane switch
{
@ -364,36 +364,36 @@ namespace Godot
return newPlane.Normalized();
}
public Vector2 GetFarPlaneHalfExtents()
public readonly Vector2 GetFarPlaneHalfExtents()
{
var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
return new Vector2(res.Value.x, res.Value.y);
}
public Vector2 GetViewportHalfExtents()
public readonly Vector2 GetViewportHalfExtents()
{
var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
return new Vector2(res.Value.x, res.Value.y);
}
public real_t GetZFar()
public readonly real_t GetZFar()
{
return GetProjectionPlane(Planes.Far).D;
}
public real_t GetZNear()
public readonly real_t GetZNear()
{
return -GetProjectionPlane(Planes.Near).D;
}
public Projection FlippedY()
public readonly Projection FlippedY()
{
Projection proj = this;
proj.y = -proj.y;
return proj;
}
public Projection PerspectiveZNearAdjusted(real_t newZNear)
public readonly Projection PerspectiveZNearAdjusted(real_t newZNear)
{
Projection proj = this;
real_t zFar = GetZFar();
@ -404,7 +404,7 @@ namespace Godot
return proj;
}
public Projection JitterOffseted(Vector2 offset)
public readonly Projection JitterOffseted(Vector2 offset)
{
Projection proj = this;
proj.w.x += offset.x;
@ -412,7 +412,7 @@ namespace Godot
return proj;
}
public Projection Inverse()
public readonly Projection Inverse()
{
Projection proj = this;
int i, j, k;
@ -535,7 +535,7 @@ namespace Godot
return proj;
}
public bool IsOrthogonal()
public readonly bool IsOrthogonal()
{
return w.w == (real_t)1.0;
}
@ -654,7 +654,7 @@ namespace Godot
/// </exception>
public Vector4 this[int column]
{
get
readonly get
{
switch (column)
{
@ -702,7 +702,7 @@ namespace Godot
/// </exception>
public real_t this[int column, int row]
{
get
readonly get
{
switch (column)
{
@ -772,7 +772,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Projection"/>.
/// </summary>
/// <returns>A hash code for this projection.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
@ -781,7 +781,7 @@ namespace Godot
/// Converts this <see cref="Projection"/> to a string.
/// </summary>
/// <returns>A string representation of this projection.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"{x.x}, {x.y}, {x.z}, {x.w}\n{y.x}, {y.y}, {y.z}, {y.w}\n{z.x}, {z.y}, {z.z}, {z.w}\n{w.x}, {w.y}, {w.z}, {w.w}\n";
}
@ -790,7 +790,7 @@ namespace Godot
/// Converts this <see cref="Projection"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this projection.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"{x.x.ToString(format)}, {x.y.ToString(format)}, {x.z.ToString(format)}, {x.w.ToString(format)}\n" +
$"{y.x.ToString(format)}, {y.y.ToString(format)}, {y.z.ToString(format)}, {y.w.ToString(format)}\n" +
@ -804,7 +804,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Projection other && Equals(other);
}
@ -814,7 +814,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other projection.</param>
/// <returns>Whether or not the projections are exactly equal.</returns>
public bool Equals(Projection other)
public readonly bool Equals(Projection other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}

View File

@ -58,7 +58,7 @@ namespace Godot
/// </value>
public real_t this[int index]
{
get
readonly get
{
switch (index)
{
@ -101,7 +101,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <value>Equivalent to <c>Mathf.Sqrt(LengthSquared)</c>.</value>
public real_t Length
public readonly real_t Length
{
get { return Mathf.Sqrt(LengthSquared); }
}
@ -112,7 +112,7 @@ namespace Godot
/// you need to compare quaternions or need the squared length for some formula.
/// </summary>
/// <value>Equivalent to <c>Dot(this)</c>.</value>
public real_t LengthSquared
public readonly real_t LengthSquared
{
get { return Dot(this); }
}
@ -128,7 +128,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other quaternion.</param>
/// <returns>The angle between the quaternions.</returns>
public real_t AngleTo(Quaternion to)
public readonly real_t AngleTo(Quaternion to)
{
real_t dot = Dot(to);
return Mathf.Acos(Mathf.Clamp(dot * dot * 2 - 1, -1, 1));
@ -143,7 +143,7 @@ namespace Godot
/// <param name="postB">A quaternion after <paramref name="b"/>.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated quaternion.</returns>
public Quaternion SphericalCubicInterpolate(Quaternion b, Quaternion preA, Quaternion postB, real_t weight)
public readonly Quaternion SphericalCubicInterpolate(Quaternion b, Quaternion preA, Quaternion postB, real_t weight)
{
#if DEBUG
if (!IsNormalized())
@ -212,7 +212,7 @@ namespace Godot
/// <param name="preAT"></param>
/// <param name="postBT"></param>
/// <returns>The interpolated quaternion.</returns>
public Quaternion SphericalCubicInterpolateInTime(Quaternion b, Quaternion preA, Quaternion postB, real_t weight, real_t bT, real_t preAT, real_t postBT)
public readonly Quaternion SphericalCubicInterpolateInTime(Quaternion b, Quaternion preA, Quaternion postB, real_t weight, real_t bT, real_t preAT, real_t postBT)
{
#if DEBUG
if (!IsNormalized())
@ -272,12 +272,12 @@ namespace Godot
/// </summary>
/// <param name="b">The other quaternion.</param>
/// <returns>The dot product.</returns>
public real_t Dot(Quaternion b)
public readonly real_t Dot(Quaternion b)
{
return (x * b.x) + (y * b.y) + (z * b.z) + (w * b.w);
}
public Quaternion Exp()
public readonly Quaternion Exp()
{
Vector3 v = new Vector3(x, y, z);
real_t theta = v.Length();
@ -289,12 +289,12 @@ namespace Godot
return new Quaternion(v, theta);
}
public real_t GetAngle()
public readonly real_t GetAngle()
{
return 2 * Mathf.Acos(w);
}
public Vector3 GetAxis()
public readonly Vector3 GetAxis()
{
if (Mathf.Abs(w) > 1 - Mathf.Epsilon)
{
@ -312,7 +312,7 @@ namespace Godot
/// the rotation angles in the format (X angle, Y angle, Z angle).
/// </summary>
/// <returns>The Euler angle representation of this quaternion.</returns>
public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
public readonly Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
{
#if DEBUG
if (!IsNormalized())
@ -328,7 +328,7 @@ namespace Godot
/// Returns the inverse of the quaternion.
/// </summary>
/// <returns>The inverse quaternion.</returns>
public Quaternion Inverse()
public readonly Quaternion Inverse()
{
#if DEBUG
if (!IsNormalized())
@ -343,12 +343,12 @@ namespace Godot
/// Returns whether the quaternion is normalized or not.
/// </summary>
/// <returns>A <see langword="bool"/> for whether the quaternion is normalized or not.</returns>
public bool IsNormalized()
public readonly bool IsNormalized()
{
return Mathf.Abs(LengthSquared - 1) <= Mathf.Epsilon;
}
public Quaternion Log()
public readonly Quaternion Log()
{
Vector3 v = GetAxis() * GetAngle();
return new Quaternion(v.x, v.y, v.z, 0);
@ -358,7 +358,7 @@ namespace Godot
/// Returns a copy of the quaternion, normalized to unit length.
/// </summary>
/// <returns>The normalized quaternion.</returns>
public Quaternion Normalized()
public readonly Quaternion Normalized()
{
return this / Length;
}
@ -372,7 +372,7 @@ namespace Godot
/// <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting quaternion of the interpolation.</returns>
public Quaternion Slerp(Quaternion to, real_t weight)
public readonly Quaternion Slerp(Quaternion to, real_t weight)
{
#if DEBUG
if (!IsNormalized())
@ -437,7 +437,7 @@ namespace Godot
/// <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting quaternion of the interpolation.</returns>
public Quaternion Slerpni(Quaternion to, real_t weight)
public readonly Quaternion Slerpni(Quaternion to, real_t weight)
{
#if DEBUG
if (!IsNormalized())
@ -762,7 +762,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The other object to compare.</param>
/// <returns>Whether or not the quaternion and the other object are exactly equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Quaternion other && Equals(other);
}
@ -772,7 +772,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other quaternion to compare.</param>
/// <returns>Whether or not the quaternions are exactly equal.</returns>
public bool Equals(Quaternion other)
public readonly bool Equals(Quaternion other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
@ -783,7 +783,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other quaternion to compare.</param>
/// <returns>Whether or not the quaternions are approximately equal.</returns>
public bool IsEqualApprox(Quaternion other)
public readonly bool IsEqualApprox(Quaternion other)
{
return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
}
@ -792,7 +792,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Quaternion"/>.
/// </summary>
/// <returns>A hash code for this quaternion.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
@ -801,7 +801,7 @@ namespace Godot
/// Converts this <see cref="Quaternion"/> to a string.
/// </summary>
/// <returns>A string representation of this quaternion.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y}, {z}, {w})";
}
@ -810,7 +810,7 @@ namespace Godot
/// Converts this <see cref="Quaternion"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this quaternion.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
}

View File

@ -12,9 +12,9 @@ namespace Godot
/// classes such as <see cref="RenderingServer"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct RID
public readonly struct RID
{
private ulong _id; // Default is 0
private readonly ulong _id; // Default is 0
internal RID(ulong id)
{

View File

@ -20,7 +20,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector2 Position
{
get { return _position; }
readonly get { return _position; }
set { _position = value; }
}
@ -31,7 +31,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector2 Size
{
get { return _size; }
readonly get { return _size; }
set { _size = value; }
}
@ -45,7 +45,7 @@ namespace Godot
/// </value>
public Vector2 End
{
get { return _position + _size; }
readonly get { return _position + _size; }
set { _size = value - _position; }
}
@ -53,7 +53,7 @@ namespace Godot
/// The area of this <see cref="Rect2"/>.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public real_t Area
public readonly real_t Area
{
get { return GetArea(); }
}
@ -63,7 +63,7 @@ namespace Godot
/// the top-left corner is the origin and width and height are positive.
/// </summary>
/// <returns>The modified <see cref="Rect2"/>.</returns>
public Rect2 Abs()
public readonly Rect2 Abs()
{
Vector2 end = End;
Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
@ -79,7 +79,7 @@ namespace Godot
/// The intersection of this <see cref="Rect2"/> and <paramref name="b"/>,
/// or an empty <see cref="Rect2"/> if they do not intersect.
/// </returns>
public Rect2 Intersection(Rect2 b)
public readonly Rect2 Intersection(Rect2 b)
{
Rect2 newRect = b;
@ -107,7 +107,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not this <see cref="Rect2"/> encloses <paramref name="b"/>.
/// </returns>
public bool Encloses(Rect2 b)
public readonly bool Encloses(Rect2 b)
{
return b._position.x >= _position.x && b._position.y >= _position.y &&
b._position.x + b._size.x < _position.x + _size.x &&
@ -119,7 +119,7 @@ namespace Godot
/// </summary>
/// <param name="to">The point to include.</param>
/// <returns>The expanded <see cref="Rect2"/>.</returns>
public Rect2 Expand(Vector2 to)
public readonly Rect2 Expand(Vector2 to)
{
Rect2 expanded = this;
@ -154,7 +154,7 @@ namespace Godot
/// Returns the area of the <see cref="Rect2"/>.
/// </summary>
/// <returns>The area.</returns>
public real_t GetArea()
public readonly real_t GetArea()
{
return _size.x * _size.y;
}
@ -164,7 +164,7 @@ namespace Godot
/// to <see cref="Position"/> + (<see cref="Size"/> / 2).
/// </summary>
/// <returns>The center.</returns>
public Vector2 GetCenter()
public readonly Vector2 GetCenter()
{
return _position + (_size * 0.5f);
}
@ -177,7 +177,7 @@ namespace Godot
/// <seealso cref="GrowSide(Side, real_t)"/>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="Rect2"/>.</returns>
public Rect2 Grow(real_t by)
public readonly Rect2 Grow(real_t by)
{
Rect2 g = this;
@ -200,7 +200,7 @@ namespace Godot
/// <param name="right">The amount to grow by on the right side.</param>
/// <param name="bottom">The amount to grow by on the bottom side.</param>
/// <returns>The grown <see cref="Rect2"/>.</returns>
public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
public readonly Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
{
Rect2 g = this;
@ -221,7 +221,7 @@ namespace Godot
/// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="Rect2"/>.</returns>
public Rect2 GrowSide(Side side, real_t by)
public readonly Rect2 GrowSide(Side side, real_t by)
{
Rect2 g = this;
@ -242,7 +242,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Rect2"/> has area.
/// </returns>
public bool HasArea()
public readonly bool HasArea()
{
return _size.x > 0.0f && _size.y > 0.0f;
}
@ -255,7 +255,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Rect2"/> contains <paramref name="point"/>.
/// </returns>
public bool HasPoint(Vector2 point)
public readonly bool HasPoint(Vector2 point)
{
if (point.x < _position.x)
return false;
@ -281,7 +281,7 @@ namespace Godot
/// <param name="b">The other <see cref="Rect2"/> to check for intersections with.</param>
/// <param name="includeBorders">Whether or not to consider borders.</param>
/// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
public bool Intersects(Rect2 b, bool includeBorders = false)
public readonly bool Intersects(Rect2 b, bool includeBorders = false)
{
if (includeBorders)
{
@ -330,7 +330,7 @@ namespace Godot
/// </summary>
/// <param name="b">The other <see cref="Rect2"/>.</param>
/// <returns>The merged <see cref="Rect2"/>.</returns>
public Rect2 Merge(Rect2 b)
public readonly Rect2 Merge(Rect2 b)
{
Rect2 newRect;
@ -426,7 +426,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The other object to compare.</param>
/// <returns>Whether or not the rect and the other object are exactly equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Rect2 other && Equals(other);
}
@ -436,7 +436,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other rect to compare.</param>
/// <returns>Whether or not the rects are exactly equal.</returns>
public bool Equals(Rect2 other)
public readonly bool Equals(Rect2 other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
}
@ -447,7 +447,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other rect to compare.</param>
/// <returns>Whether or not the rects are approximately equal.</returns>
public bool IsEqualApprox(Rect2 other)
public readonly bool IsEqualApprox(Rect2 other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size);
}
@ -456,7 +456,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Rect2"/>.
/// </summary>
/// <returns>A hash code for this rect.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
@ -465,7 +465,7 @@ namespace Godot
/// Converts this <see cref="Rect2"/> to a string.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"{_position}, {_size}";
}
@ -474,7 +474,7 @@ namespace Godot
/// Converts this <see cref="Rect2"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"{_position.ToString(format)}, {_size.ToString(format)}";
}

View File

@ -20,7 +20,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector2i Position
{
get { return _position; }
readonly get { return _position; }
set { _position = value; }
}
@ -31,7 +31,7 @@ namespace Godot
/// <value>Directly uses a private field.</value>
public Vector2i Size
{
get { return _size; }
readonly get { return _size; }
set { _size = value; }
}
@ -45,7 +45,7 @@ namespace Godot
/// </value>
public Vector2i End
{
get { return _position + _size; }
readonly get { return _position + _size; }
set { _size = value - _position; }
}
@ -53,7 +53,7 @@ namespace Godot
/// The area of this <see cref="Rect2i"/>.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public int Area
public readonly int Area
{
get { return GetArea(); }
}
@ -63,7 +63,7 @@ namespace Godot
/// the top-left corner is the origin and width and height are positive.
/// </summary>
/// <returns>The modified <see cref="Rect2i"/>.</returns>
public Rect2i Abs()
public readonly Rect2i Abs()
{
Vector2i end = End;
Vector2i topLeft = new Vector2i(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
@ -79,7 +79,7 @@ namespace Godot
/// The intersection of this <see cref="Rect2i"/> and <paramref name="b"/>,
/// or an empty <see cref="Rect2i"/> if they do not intersect.
/// </returns>
public Rect2i Intersection(Rect2i b)
public readonly Rect2i Intersection(Rect2i b)
{
Rect2i newRect = b;
@ -107,7 +107,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not this <see cref="Rect2i"/> encloses <paramref name="b"/>.
/// </returns>
public bool Encloses(Rect2i b)
public readonly 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 &&
@ -119,7 +119,7 @@ namespace Godot
/// </summary>
/// <param name="to">The point to include.</param>
/// <returns>The expanded <see cref="Rect2i"/>.</returns>
public Rect2i Expand(Vector2i to)
public readonly Rect2i Expand(Vector2i to)
{
Rect2i expanded = this;
@ -154,7 +154,7 @@ namespace Godot
/// Returns the area of the <see cref="Rect2i"/>.
/// </summary>
/// <returns>The area.</returns>
public int GetArea()
public readonly int GetArea()
{
return _size.x * _size.y;
}
@ -166,7 +166,7 @@ namespace Godot
/// value will be rounded towards <see cref="Position"/>.
/// </summary>
/// <returns>The center.</returns>
public Vector2i GetCenter()
public readonly Vector2i GetCenter()
{
return _position + (_size / 2);
}
@ -179,7 +179,7 @@ namespace Godot
/// <seealso cref="GrowSide(Side, int)"/>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="Rect2i"/>.</returns>
public Rect2i Grow(int by)
public readonly Rect2i Grow(int by)
{
Rect2i g = this;
@ -202,7 +202,7 @@ namespace Godot
/// <param name="right">The amount to grow by on the right side.</param>
/// <param name="bottom">The amount to grow by on the bottom side.</param>
/// <returns>The grown <see cref="Rect2i"/>.</returns>
public Rect2i GrowIndividual(int left, int top, int right, int bottom)
public readonly Rect2i GrowIndividual(int left, int top, int right, int bottom)
{
Rect2i g = this;
@ -223,7 +223,7 @@ namespace Godot
/// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="Rect2i"/>.</returns>
public Rect2i GrowSide(Side side, int by)
public readonly Rect2i GrowSide(Side side, int by)
{
Rect2i g = this;
@ -244,7 +244,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> has area.
/// </returns>
public bool HasArea()
public readonly bool HasArea()
{
return _size.x > 0 && _size.y > 0;
}
@ -257,7 +257,7 @@ namespace Godot
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> contains <paramref name="point"/>.
/// </returns>
public bool HasPoint(Vector2i point)
public readonly bool HasPoint(Vector2i point)
{
if (point.x < _position.x)
return false;
@ -283,7 +283,7 @@ namespace Godot
/// <param name="b">The other <see cref="Rect2i"/> to check for intersections with.</param>
/// <param name="includeBorders">Whether or not to consider borders.</param>
/// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
public bool Intersects(Rect2i b, bool includeBorders = false)
public readonly bool Intersects(Rect2i b, bool includeBorders = false)
{
if (includeBorders)
{
@ -316,7 +316,7 @@ namespace Godot
/// </summary>
/// <param name="b">The other <see cref="Rect2i"/>.</param>
/// <returns>The merged <see cref="Rect2i"/>.</returns>
public Rect2i Merge(Rect2i b)
public readonly Rect2i Merge(Rect2i b)
{
Rect2i newRect;
@ -426,7 +426,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The other object to compare.</param>
/// <returns>Whether or not the rect and the other object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Rect2i other && Equals(other);
}
@ -436,7 +436,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other rect to compare.</param>
/// <returns>Whether or not the rects are equal.</returns>
public bool Equals(Rect2i other)
public readonly bool Equals(Rect2i other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
}
@ -445,7 +445,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Rect2i"/>.
/// </summary>
/// <returns>A hash code for this rect.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
@ -454,7 +454,7 @@ namespace Godot
/// Converts this <see cref="Rect2i"/> to a string.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"{_position}, {_size}";
}
@ -463,7 +463,7 @@ namespace Godot
/// Converts this <see cref="Rect2i"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this rect.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"{_position.ToString(format)}, {_size.ToString(format)}";
}

View File

@ -37,7 +37,7 @@ namespace Godot
/// <value>Getting is equivalent to calling <see cref="Mathf.Atan2(real_t, real_t)"/> with the values of <see cref="x"/>.</value>
public real_t Rotation
{
get
readonly get
{
return Mathf.Atan2(x.y, x.x);
}
@ -57,7 +57,7 @@ namespace Godot
/// <value>Equivalent to the lengths of each column vector, but Y is negative if the determinant is negative.</value>
public Vector2 Scale
{
get
readonly get
{
real_t detSign = Mathf.Sign(BasisDeterminant());
return new Vector2(x.Length(), detSign * y.Length());
@ -80,7 +80,7 @@ namespace Godot
/// </exception>
public Vector2 this[int column]
{
get
readonly get
{
switch (column)
{
@ -121,7 +121,7 @@ namespace Godot
/// <param name="row">Which row, the matrix vertical position.</param>
public real_t this[int column, int row]
{
get
readonly get
{
return this[column][row];
}
@ -139,7 +139,7 @@ namespace Godot
/// </summary>
/// <seealso cref="Inverse"/>
/// <returns>The inverse transformation matrix.</returns>
public Transform2D AffineInverse()
public readonly Transform2D AffineInverse()
{
real_t det = BasisDeterminant();
@ -148,9 +148,8 @@ namespace Godot
Transform2D inv = this;
real_t temp = inv[0, 0];
inv[0, 0] = inv[1, 1];
inv[1, 1] = temp;
inv[0, 0] = this[1, 1];
inv[1, 1] = this[0, 0];
real_t detInv = 1.0f / det;
@ -171,7 +170,7 @@ namespace Godot
/// and is usually considered invalid.
/// </summary>
/// <returns>The determinant of the basis matrix.</returns>
private real_t BasisDeterminant()
private readonly real_t BasisDeterminant()
{
return (x.x * y.y) - (x.y * y.x);
}
@ -183,7 +182,7 @@ namespace Godot
/// <seealso cref="BasisXformInv(Vector2)"/>
/// <param name="v">A vector to transform.</param>
/// <returns>The transformed vector.</returns>
public Vector2 BasisXform(Vector2 v)
public readonly Vector2 BasisXform(Vector2 v)
{
return new Vector2(Tdotx(v), Tdoty(v));
}
@ -198,7 +197,7 @@ namespace Godot
/// <seealso cref="BasisXform(Vector2)"/>
/// <param name="v">A vector to inversely transform.</param>
/// <returns>The inversely transformed vector.</returns>
public Vector2 BasisXformInv(Vector2 v)
public readonly Vector2 BasisXformInv(Vector2 v)
{
return new Vector2(x.Dot(v), y.Dot(v));
}
@ -209,7 +208,7 @@ namespace Godot
/// <param name="transform">The other transform.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated transform.</returns>
public Transform2D InterpolateWith(Transform2D transform, real_t weight)
public readonly Transform2D InterpolateWith(Transform2D transform, real_t weight)
{
real_t r1 = Rotation;
real_t r2 = transform.Rotation;
@ -258,14 +257,13 @@ namespace Godot
/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
/// </summary>
/// <returns>The inverse matrix.</returns>
public Transform2D Inverse()
public readonly Transform2D Inverse()
{
Transform2D inv = this;
// Swap
real_t temp = inv.x.y;
inv.x.y = inv.y.x;
inv.y.x = temp;
inv.x.y = y.x;
inv.y.x = x.y;
inv.origin = inv.BasisXform(-inv.origin);
@ -277,7 +275,7 @@ namespace Godot
/// and normalized axis vectors (scale of 1 or -1).
/// </summary>
/// <returns>The orthonormalized transform.</returns>
public Transform2D Orthonormalized()
public readonly Transform2D Orthonormalized()
{
Transform2D on = this;
@ -301,7 +299,7 @@ namespace Godot
/// </summary>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform2D Rotated(real_t angle)
public readonly Transform2D Rotated(real_t angle)
{
return this * new Transform2D(angle, new Vector2());
}
@ -313,7 +311,7 @@ namespace Godot
/// </summary>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform2D RotatedLocal(real_t angle)
public readonly Transform2D RotatedLocal(real_t angle)
{
return new Transform2D(angle, new Vector2()) * this;
}
@ -325,7 +323,7 @@ namespace Godot
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
public Transform2D Scaled(Vector2 scale)
public readonly Transform2D Scaled(Vector2 scale)
{
Transform2D copy = this;
copy.x *= scale;
@ -341,7 +339,7 @@ namespace Godot
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
public Transform2D ScaledLocal(Vector2 scale)
public readonly Transform2D ScaledLocal(Vector2 scale)
{
Transform2D copy = this;
copy.x *= scale;
@ -349,12 +347,12 @@ namespace Godot
return copy;
}
private real_t Tdotx(Vector2 with)
private readonly real_t Tdotx(Vector2 with)
{
return (this[0, 0] * with[0]) + (this[1, 0] * with[1]);
}
private real_t Tdoty(Vector2 with)
private readonly real_t Tdoty(Vector2 with)
{
return (this[0, 1] * with[0]) + (this[1, 1] * with[1]);
}
@ -366,7 +364,7 @@ namespace Godot
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>
public Transform2D Translated(Vector2 offset)
public readonly Transform2D Translated(Vector2 offset)
{
Transform2D copy = this;
copy.origin += offset;
@ -380,7 +378,7 @@ namespace Godot
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>
public Transform2D TranslatedLocal(Vector2 offset)
public readonly Transform2D TranslatedLocal(Vector2 offset)
{
Transform2D copy = this;
copy.origin += copy.BasisXform(offset);
@ -603,7 +601,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the transform and the object are exactly equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Transform2D other && Equals(other);
}
@ -615,7 +613,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other transform to compare.</param>
/// <returns>Whether or not the matrices are exactly equal.</returns>
public bool Equals(Transform2D other)
public readonly bool Equals(Transform2D other)
{
return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin);
}
@ -626,7 +624,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other transform to compare.</param>
/// <returns>Whether or not the matrices are approximately equal.</returns>
public bool IsEqualApprox(Transform2D other)
public readonly bool IsEqualApprox(Transform2D other)
{
return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && origin.IsEqualApprox(other.origin);
}
@ -635,7 +633,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Transform2D"/>.
/// </summary>
/// <returns>A hash code for this transform.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return x.GetHashCode() ^ y.GetHashCode() ^ origin.GetHashCode();
}
@ -644,7 +642,7 @@ namespace Godot
/// Converts this <see cref="Transform2D"/> to a string.
/// </summary>
/// <returns>A string representation of this transform.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"[X: {x}, Y: {y}, O: {origin}]";
}
@ -653,7 +651,7 @@ namespace Godot
/// Converts this <see cref="Transform2D"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this transform.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, O: {origin.ToString(format)}]";
}

View File

@ -37,7 +37,7 @@ namespace Godot
/// </exception>
public Vector3 this[int column]
{
get
readonly get
{
switch (column)
{
@ -83,7 +83,7 @@ namespace Godot
/// <param name="row">Which row, the matrix vertical position.</param>
public real_t this[int column, int row]
{
get
readonly get
{
if (column == 3)
{
@ -108,7 +108,7 @@ namespace Godot
/// </summary>
/// <seealso cref="Inverse"/>
/// <returns>The inverse transformation matrix.</returns>
public Transform3D AffineInverse()
public readonly Transform3D AffineInverse()
{
Basis basisInv = basis.Inverse();
return new Transform3D(basisInv, basisInv * -origin);
@ -120,7 +120,7 @@ namespace Godot
/// <param name="transform">The other transform.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated transform.</returns>
public Transform3D InterpolateWith(Transform3D transform, real_t weight)
public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
{
Basis retBasis = basis.Lerp(transform.basis, weight);
Vector3 retOrigin = origin.Lerp(transform.origin, weight);
@ -133,7 +133,7 @@ namespace Godot
/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
/// </summary>
/// <returns>The inverse matrix.</returns>
public Transform3D Inverse()
public readonly Transform3D Inverse()
{
Basis basisTr = basis.Transposed();
return new Transform3D(basisTr, basisTr * -origin);
@ -164,7 +164,7 @@ namespace Godot
/// and normalized axis vectors (scale of 1 or -1).
/// </summary>
/// <returns>The orthonormalized transform.</returns>
public Transform3D Orthonormalized()
public readonly Transform3D Orthonormalized()
{
return new Transform3D(basis.Orthonormalized(), origin);
}
@ -192,7 +192,7 @@ namespace Godot
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform3D RotatedLocal(Vector3 axis, real_t angle)
public readonly Transform3D RotatedLocal(Vector3 axis, real_t angle)
{
Basis tmpBasis = new Basis(axis, angle);
return new Transform3D(basis * tmpBasis, origin);
@ -205,7 +205,7 @@ namespace Godot
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
public Transform3D Scaled(Vector3 scale)
public readonly Transform3D Scaled(Vector3 scale)
{
return new Transform3D(basis.Scaled(scale), origin * scale);
}
@ -217,7 +217,7 @@ namespace Godot
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
public Transform3D ScaledLocal(Vector3 scale)
public readonly Transform3D ScaledLocal(Vector3 scale)
{
Basis tmpBasis = Basis.FromScale(scale);
return new Transform3D(basis * tmpBasis, origin);
@ -230,7 +230,7 @@ namespace Godot
/// <param name="transform">The other transform.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated transform.</returns>
public Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
public readonly Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
{
/* not sure if very "efficient" but good enough? */
@ -281,7 +281,7 @@ namespace Godot
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>
public Transform3D Translated(Vector3 offset)
public readonly Transform3D Translated(Vector3 offset)
{
return new Transform3D(basis, origin + offset);
}
@ -293,7 +293,7 @@ namespace Godot
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>
public Transform3D TranslatedLocal(Vector3 offset)
public readonly Transform3D TranslatedLocal(Vector3 offset)
{
return new Transform3D(basis, new Vector3
(
@ -617,7 +617,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other transform to compare.</param>
/// <returns>Whether or not the matrices are approximately equal.</returns>
public bool IsEqualApprox(Transform3D other)
public readonly bool IsEqualApprox(Transform3D other)
{
return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin);
}
@ -626,7 +626,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Transform3D"/>.
/// </summary>
/// <returns>A hash code for this transform.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return basis.GetHashCode() ^ origin.GetHashCode();
}
@ -635,7 +635,7 @@ namespace Godot
/// Converts this <see cref="Transform3D"/> to a string.
/// </summary>
/// <returns>A string representation of this transform.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"[X: {basis.x}, Y: {basis.y}, Z: {basis.z}, O: {origin}]";
}
@ -644,7 +644,7 @@ namespace Godot
/// Converts this <see cref="Transform3D"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this transform.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"[X: {basis.x.ToString(format)}, Y: {basis.y.ToString(format)}, Z: {basis.z.ToString(format)}, O: {origin.ToString(format)}]";
}

View File

@ -48,7 +48,7 @@ namespace Godot
/// </value>
public real_t this[int index]
{
get
readonly get
{
switch (index)
{
@ -79,7 +79,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out real_t x, out real_t y)
public readonly void Deconstruct(out real_t x, out real_t y)
{
x = this.x;
y = this.y;
@ -105,7 +105,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public Vector2 Abs()
public readonly Vector2 Abs()
{
return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
}
@ -117,7 +117,7 @@ namespace Godot
/// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>.
/// </summary>
/// <returns>The angle of this vector, in radians.</returns>
public real_t Angle()
public readonly real_t Angle()
{
return Mathf.Atan2(y, x);
}
@ -127,7 +127,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to compare this vector to.</param>
/// <returns>The angle between the two vectors, in radians.</returns>
public real_t AngleTo(Vector2 to)
public readonly real_t AngleTo(Vector2 to)
{
return Mathf.Atan2(Cross(to), Dot(to));
}
@ -137,7 +137,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to compare this vector to.</param>
/// <returns>The angle between the two vectors, in radians.</returns>
public real_t AngleToPoint(Vector2 to)
public readonly real_t AngleToPoint(Vector2 to)
{
return Mathf.Atan2(y - to.y, x - to.x);
}
@ -146,7 +146,7 @@ namespace Godot
/// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
/// </summary>
/// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
public real_t Aspect()
public readonly real_t Aspect()
{
return x / y;
}
@ -156,7 +156,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param>
/// <returns>The bounced vector.</returns>
public Vector2 Bounce(Vector2 normal)
public readonly Vector2 Bounce(Vector2 normal)
{
return -Reflect(normal);
}
@ -165,7 +165,7 @@ namespace Godot
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public Vector2 Ceil()
public readonly Vector2 Ceil()
{
return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
}
@ -178,7 +178,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector2 Clamp(Vector2 min, Vector2 max)
public readonly Vector2 Clamp(Vector2 min, Vector2 max)
{
return new Vector2
(
@ -192,7 +192,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector.</param>
/// <returns>The cross product value.</returns>
public real_t Cross(Vector2 with)
public readonly real_t Cross(Vector2 with)
{
return (x * with.y) - (y * with.x);
}
@ -206,7 +206,7 @@ namespace Godot
/// <param name="postB">A vector after <paramref name="b"/>.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t weight)
public readonly Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t weight)
{
return new Vector2
(
@ -229,7 +229,7 @@ namespace Godot
/// <param name="preAT"></param>
/// <param name="postBT"></param>
/// <returns>The interpolated vector.</returns>
public Vector2 CubicInterpolateInTime(Vector2 b, Vector2 preA, Vector2 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
public readonly Vector2 CubicInterpolateInTime(Vector2 b, Vector2 preA, Vector2 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
{
return new Vector2
(
@ -247,7 +247,7 @@ namespace Godot
/// <param name="end">The destination vector.</param>
/// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector2 BezierInterpolate(Vector2 control1, Vector2 control2, Vector2 end, real_t t)
public readonly Vector2 BezierInterpolate(Vector2 control1, Vector2 control2, Vector2 end, real_t t)
{
// Formula from Wikipedia article on Bezier curves
real_t omt = 1 - t;
@ -264,7 +264,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to point towards.</param>
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public Vector2 DirectionTo(Vector2 to)
public readonly Vector2 DirectionTo(Vector2 to)
{
return new Vector2(to.x - x, to.y - y).Normalized();
}
@ -276,7 +276,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public real_t DistanceSquaredTo(Vector2 to)
public readonly real_t DistanceSquaredTo(Vector2 to)
{
return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
}
@ -286,7 +286,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector2 to)
public readonly real_t DistanceTo(Vector2 to)
{
return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
}
@ -296,7 +296,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
public real_t Dot(Vector2 with)
public readonly real_t Dot(Vector2 with)
{
return (x * with.x) + (y * with.y);
}
@ -305,7 +305,7 @@ namespace Godot
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public Vector2 Floor()
public readonly Vector2 Floor()
{
return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
}
@ -314,7 +314,7 @@ namespace Godot
/// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.x, 1 / v.y)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public Vector2 Inverse()
public readonly Vector2 Inverse()
{
return new Vector2(1 / x, 1 / y);
}
@ -323,7 +323,7 @@ namespace Godot
/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
/// </summary>
/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
public bool IsNormalized()
public readonly bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
@ -333,7 +333,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
return Mathf.Sqrt((x * x) + (y * y));
}
@ -344,7 +344,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public real_t LengthSquared()
public readonly real_t LengthSquared()
{
return (x * x) + (y * y);
}
@ -356,7 +356,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector2 Lerp(Vector2 to, real_t weight)
public readonly Vector2 Lerp(Vector2 to, real_t weight)
{
return new Vector2
(
@ -374,7 +374,7 @@ namespace Godot
/// A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.
/// </param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector2 Lerp(Vector2 to, Vector2 weight)
public readonly Vector2 Lerp(Vector2 to, Vector2 weight)
{
return new Vector2
(
@ -388,7 +388,7 @@ namespace Godot
/// </summary>
/// <param name="length">The length to limit to.</param>
/// <returns>The vector with its length limited.</returns>
public Vector2 LimitLength(real_t length = 1.0f)
public readonly Vector2 LimitLength(real_t length = 1.0f)
{
Vector2 v = this;
real_t l = Length();
@ -407,7 +407,7 @@ namespace Godot
/// If both components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
return x < y ? Axis.Y : Axis.X;
}
@ -417,7 +417,7 @@ namespace Godot
/// If both components are equal, this method returns <see cref="Axis.Y"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
return x < y ? Axis.X : Axis.Y;
}
@ -428,7 +428,7 @@ namespace Godot
/// <param name="to">The vector to move towards.</param>
/// <param name="delta">The amount to move towards by.</param>
/// <returns>The resulting vector.</returns>
public Vector2 MoveToward(Vector2 to, real_t delta)
public readonly Vector2 MoveToward(Vector2 to, real_t delta)
{
Vector2 v = this;
Vector2 vd = to - v;
@ -443,7 +443,7 @@ namespace Godot
/// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>.
/// </summary>
/// <returns>A normalized version of the vector.</returns>
public Vector2 Normalized()
public readonly Vector2 Normalized()
{
Vector2 v = this;
v.Normalize();
@ -458,7 +458,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>.
/// </returns>
public Vector2 PosMod(real_t mod)
public readonly Vector2 PosMod(real_t mod)
{
Vector2 v;
v.x = Mathf.PosMod(x, mod);
@ -474,7 +474,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector2 PosMod(Vector2 modv)
public readonly Vector2 PosMod(Vector2 modv)
{
Vector2 v;
v.x = Mathf.PosMod(x, modv.x);
@ -487,7 +487,7 @@ namespace Godot
/// </summary>
/// <param name="onNormal">The vector to project onto.</param>
/// <returns>The projected vector.</returns>
public Vector2 Project(Vector2 onNormal)
public readonly Vector2 Project(Vector2 onNormal)
{
return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
}
@ -497,7 +497,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param>
/// <returns>The reflected vector.</returns>
public Vector2 Reflect(Vector2 normal)
public readonly Vector2 Reflect(Vector2 normal)
{
#if DEBUG
if (!normal.IsNormalized())
@ -513,7 +513,7 @@ namespace Godot
/// </summary>
/// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector2 Rotated(real_t angle)
public readonly Vector2 Rotated(real_t angle)
{
real_t sine = Mathf.Sin(angle);
real_t cosi = Mathf.Cos(angle);
@ -527,7 +527,7 @@ namespace Godot
/// with halfway cases rounded towards the nearest multiple of two.
/// </summary>
/// <returns>The rounded vector.</returns>
public Vector2 Round()
public readonly Vector2 Round()
{
return new Vector2(Mathf.Round(x), Mathf.Round(y));
}
@ -538,7 +538,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(real_t)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector2 Sign()
public readonly Vector2 Sign()
{
Vector2 v;
v.x = Mathf.Sign(x);
@ -557,7 +557,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector2 Slerp(Vector2 to, real_t weight)
public readonly Vector2 Slerp(Vector2 to, real_t weight)
{
real_t startLengthSquared = LengthSquared();
real_t endLengthSquared = to.LengthSquared();
@ -577,7 +577,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to slide on.</param>
/// <returns>The slid vector.</returns>
public Vector2 Slide(Vector2 normal)
public readonly Vector2 Slide(Vector2 normal)
{
return this - (normal * Dot(normal));
}
@ -588,7 +588,7 @@ namespace Godot
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
/// <returns>The snapped vector.</returns>
public Vector2 Snapped(Vector2 step)
public readonly Vector2 Snapped(Vector2 step)
{
return new Vector2(Mathf.Snapped(x, step.x), Mathf.Snapped(y, step.y));
}
@ -598,7 +598,7 @@ namespace Godot
/// compared to the original, with the same length.
/// </summary>
/// <returns>The perpendicular vector.</returns>
public Vector2 Orthogonal()
public readonly Vector2 Orthogonal()
{
return new Vector2(y, -x);
}
@ -946,7 +946,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector2 other && Equals(other);
}
@ -958,7 +958,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are exactly equal.</returns>
public bool Equals(Vector2 other)
public readonly bool Equals(Vector2 other)
{
return x == other.x && y == other.y;
}
@ -969,7 +969,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector to compare.</param>
/// <returns>Whether or not the vectors are approximately equal.</returns>
public bool IsEqualApprox(Vector2 other)
public readonly bool IsEqualApprox(Vector2 other)
{
return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
}
@ -978,7 +978,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector2"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode();
}
@ -987,7 +987,7 @@ namespace Godot
/// Converts this <see cref="Vector2"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y})";
}
@ -996,7 +996,7 @@ namespace Godot
/// Converts this <see cref="Vector2"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)})";
}

View File

@ -48,7 +48,7 @@ namespace Godot
/// </value>
public int this[int index]
{
get
readonly get
{
switch (index)
{
@ -79,7 +79,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out int x, out int y)
public readonly void Deconstruct(out int x, out int y)
{
x = this.x;
y = this.y;
@ -89,7 +89,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
public Vector2i Abs()
public readonly Vector2i Abs()
{
return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
}
@ -101,7 +101,7 @@ namespace Godot
/// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>.
/// </summary>
/// <returns>The angle of this vector, in radians.</returns>
public real_t Angle()
public readonly real_t Angle()
{
return Mathf.Atan2(y, x);
}
@ -111,7 +111,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to compare this vector to.</param>
/// <returns>The angle between the two vectors, in radians.</returns>
public real_t AngleTo(Vector2i to)
public readonly real_t AngleTo(Vector2i to)
{
return Mathf.Atan2(Cross(to), Dot(to));
}
@ -121,7 +121,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to compare this vector to.</param>
/// <returns>The angle between the two vectors, in radians.</returns>
public real_t AngleToPoint(Vector2i to)
public readonly real_t AngleToPoint(Vector2i to)
{
return Mathf.Atan2(y - to.y, x - to.x);
}
@ -130,7 +130,7 @@ namespace Godot
/// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
/// </summary>
/// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
public real_t Aspect()
public readonly real_t Aspect()
{
return x / (real_t)y;
}
@ -143,7 +143,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector2i Clamp(Vector2i min, Vector2i max)
public readonly Vector2i Clamp(Vector2i min, Vector2i max)
{
return new Vector2i
(
@ -157,7 +157,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector.</param>
/// <returns>The cross product vector.</returns>
public int Cross(Vector2i with)
public readonly int Cross(Vector2i with)
{
return x * with.y - y * with.x;
}
@ -169,7 +169,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public int DistanceSquaredTo(Vector2i to)
public readonly int DistanceSquaredTo(Vector2i to)
{
return (to - this).LengthSquared();
}
@ -179,7 +179,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector2i to)
public readonly real_t DistanceTo(Vector2i to)
{
return (to - this).Length();
}
@ -189,7 +189,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
public int Dot(Vector2i with)
public readonly int Dot(Vector2i with)
{
return x * with.x + y * with.y;
}
@ -199,7 +199,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
int x2 = x * x;
int y2 = y * y;
@ -213,7 +213,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public int LengthSquared()
public readonly int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
@ -226,7 +226,7 @@ namespace Godot
/// If both components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
return x < y ? Axis.Y : Axis.X;
}
@ -236,7 +236,7 @@ namespace Godot
/// If both components are equal, this method returns <see cref="Axis.Y"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
return x < y ? Axis.X : Axis.Y;
}
@ -249,7 +249,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="mod"/>.
/// </returns>
public Vector2i PosMod(int mod)
public readonly Vector2i PosMod(int mod)
{
Vector2i v = this;
v.x = Mathf.PosMod(v.x, mod);
@ -265,7 +265,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector2i PosMod(Vector2i modv)
public readonly Vector2i PosMod(Vector2i modv)
{
Vector2i v = this;
v.x = Mathf.PosMod(v.x, modv.x);
@ -279,7 +279,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector2i Sign()
public readonly Vector2i Sign()
{
Vector2i v = this;
v.x = Mathf.Sign(v.x);
@ -292,7 +292,7 @@ namespace Godot
/// compared to the original, with the same length.
/// </summary>
/// <returns>The perpendicular vector.</returns>
public Vector2i Orthogonal()
public readonly Vector2i Orthogonal()
{
return new Vector2i(y, -x);
}
@ -665,7 +665,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector2i other && Equals(other);
}
@ -675,7 +675,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public bool Equals(Vector2i other)
public readonly bool Equals(Vector2i other)
{
return x == other.x && y == other.y;
}
@ -684,7 +684,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector2i"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode();
}
@ -693,7 +693,7 @@ namespace Godot
/// Converts this <see cref="Vector2i"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y})";
}
@ -702,7 +702,7 @@ namespace Godot
/// Converts this <see cref="Vector2i"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)})";
}

View File

@ -58,7 +58,7 @@ namespace Godot
/// </value>
public real_t this[int index]
{
get
readonly get
{
switch (index)
{
@ -94,7 +94,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out real_t x, out real_t y, out real_t z)
public readonly void Deconstruct(out real_t x, out real_t y, out real_t z)
{
x = this.x;
y = this.y;
@ -122,7 +122,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public Vector3 Abs()
public readonly Vector3 Abs()
{
return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
@ -132,7 +132,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to compare this vector to.</param>
/// <returns>The unsigned angle between the two vectors, in radians.</returns>
public real_t AngleTo(Vector3 to)
public readonly real_t AngleTo(Vector3 to)
{
return Mathf.Atan2(Cross(to).Length(), Dot(to));
}
@ -142,7 +142,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param>
/// <returns>The bounced vector.</returns>
public Vector3 Bounce(Vector3 normal)
public readonly Vector3 Bounce(Vector3 normal)
{
return -Reflect(normal);
}
@ -151,7 +151,7 @@ namespace Godot
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public Vector3 Ceil()
public readonly Vector3 Ceil()
{
return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
}
@ -164,7 +164,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector3 Clamp(Vector3 min, Vector3 max)
public readonly Vector3 Clamp(Vector3 min, Vector3 max)
{
return new Vector3
(
@ -179,7 +179,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector.</param>
/// <returns>The cross product vector.</returns>
public Vector3 Cross(Vector3 with)
public readonly Vector3 Cross(Vector3 with)
{
return new Vector3
(
@ -198,7 +198,7 @@ namespace Godot
/// <param name="postB">A vector after <paramref name="b"/>.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t weight)
public readonly Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t weight)
{
return new Vector3
(
@ -222,7 +222,7 @@ namespace Godot
/// <param name="preAT"></param>
/// <param name="postBT"></param>
/// <returns>The interpolated vector.</returns>
public Vector3 CubicInterpolateInTime(Vector3 b, Vector3 preA, Vector3 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
public readonly Vector3 CubicInterpolateInTime(Vector3 b, Vector3 preA, Vector3 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
{
return new Vector3
(
@ -241,7 +241,7 @@ namespace Godot
/// <param name="end">The destination vector.</param>
/// <param name="t">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector3 BezierInterpolate(Vector3 control1, Vector3 control2, Vector3 end, real_t t)
public readonly Vector3 BezierInterpolate(Vector3 control1, Vector3 control2, Vector3 end, real_t t)
{
// Formula from Wikipedia article on Bezier curves
real_t omt = 1 - t;
@ -258,7 +258,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to point towards.</param>
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public Vector3 DirectionTo(Vector3 to)
public readonly Vector3 DirectionTo(Vector3 to)
{
return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
}
@ -270,7 +270,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public real_t DistanceSquaredTo(Vector3 to)
public readonly real_t DistanceSquaredTo(Vector3 to)
{
return (to - this).LengthSquared();
}
@ -281,7 +281,7 @@ namespace Godot
/// <seealso cref="DistanceSquaredTo(Vector3)"/>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector3 to)
public readonly real_t DistanceTo(Vector3 to)
{
return (to - this).Length();
}
@ -291,7 +291,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
public real_t Dot(Vector3 with)
public readonly real_t Dot(Vector3 with)
{
return (x * with.x) + (y * with.y) + (z * with.z);
}
@ -300,7 +300,7 @@ namespace Godot
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public Vector3 Floor()
public readonly Vector3 Floor()
{
return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
}
@ -309,7 +309,7 @@ namespace Godot
/// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.x, 1 / v.y, 1 / v.z)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public Vector3 Inverse()
public readonly Vector3 Inverse()
{
return new Vector3(1 / x, 1 / y, 1 / z);
}
@ -318,7 +318,7 @@ namespace Godot
/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
/// </summary>
/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
public bool IsNormalized()
public readonly bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
@ -328,7 +328,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
real_t x2 = x * x;
real_t y2 = y * y;
@ -343,7 +343,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public real_t LengthSquared()
public readonly real_t LengthSquared()
{
real_t x2 = x * x;
real_t y2 = y * y;
@ -359,7 +359,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector3 Lerp(Vector3 to, real_t weight)
public readonly Vector3 Lerp(Vector3 to, real_t weight)
{
return new Vector3
(
@ -376,7 +376,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector3 Lerp(Vector3 to, Vector3 weight)
public readonly Vector3 Lerp(Vector3 to, Vector3 weight)
{
return new Vector3
(
@ -391,7 +391,7 @@ namespace Godot
/// </summary>
/// <param name="length">The length to limit to.</param>
/// <returns>The vector with its length limited.</returns>
public Vector3 LimitLength(real_t length = 1.0f)
public readonly Vector3 LimitLength(real_t length = 1.0f)
{
Vector3 v = this;
real_t l = Length();
@ -410,7 +410,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
@ -420,7 +420,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.Z"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
@ -431,7 +431,7 @@ namespace Godot
/// <param name="to">The vector to move towards.</param>
/// <param name="delta">The amount to move towards by.</param>
/// <returns>The resulting vector.</returns>
public Vector3 MoveToward(Vector3 to, real_t delta)
public readonly Vector3 MoveToward(Vector3 to, real_t delta)
{
Vector3 v = this;
Vector3 vd = to - v;
@ -446,7 +446,7 @@ namespace Godot
/// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>.
/// </summary>
/// <returns>A normalized version of the vector.</returns>
public Vector3 Normalized()
public readonly Vector3 Normalized()
{
Vector3 v = this;
v.Normalize();
@ -458,7 +458,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector.</param>
/// <returns>A <see cref="Basis"/> representing the outer product matrix.</returns>
public Basis Outer(Vector3 with)
public readonly Basis Outer(Vector3 with)
{
return new Basis(
x * with.x, x * with.y, x * with.z,
@ -475,7 +475,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>.
/// </returns>
public Vector3 PosMod(real_t mod)
public readonly Vector3 PosMod(real_t mod)
{
Vector3 v;
v.x = Mathf.PosMod(x, mod);
@ -492,7 +492,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector3 PosMod(Vector3 modv)
public readonly Vector3 PosMod(Vector3 modv)
{
Vector3 v;
v.x = Mathf.PosMod(x, modv.x);
@ -506,7 +506,7 @@ namespace Godot
/// </summary>
/// <param name="onNormal">The vector to project onto.</param>
/// <returns>The projected vector.</returns>
public Vector3 Project(Vector3 onNormal)
public readonly Vector3 Project(Vector3 onNormal)
{
return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
}
@ -516,7 +516,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param>
/// <returns>The reflected vector.</returns>
public Vector3 Reflect(Vector3 normal)
public readonly Vector3 Reflect(Vector3 normal)
{
#if DEBUG
if (!normal.IsNormalized())
@ -534,7 +534,7 @@ namespace Godot
/// <param name="axis">The vector to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector3 Rotated(Vector3 axis, real_t angle)
public readonly Vector3 Rotated(Vector3 axis, real_t angle)
{
#if DEBUG
if (!axis.IsNormalized())
@ -550,7 +550,7 @@ namespace Godot
/// with halfway cases rounded towards the nearest multiple of two.
/// </summary>
/// <returns>The rounded vector.</returns>
public Vector3 Round()
public readonly Vector3 Round()
{
return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z));
}
@ -561,7 +561,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(real_t)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector3 Sign()
public readonly Vector3 Sign()
{
Vector3 v;
v.x = Mathf.Sign(x);
@ -579,7 +579,7 @@ namespace Godot
/// <param name="to">The other vector to compare this vector to.</param>
/// <param name="axis">The reference axis to use for the angle sign.</param>
/// <returns>The signed angle between the two vectors, in radians.</returns>
public real_t SignedAngleTo(Vector3 to, Vector3 axis)
public readonly real_t SignedAngleTo(Vector3 to, Vector3 axis)
{
Vector3 crossTo = Cross(to);
real_t unsignedAngle = Mathf.Atan2(crossTo.Length(), Dot(to));
@ -598,7 +598,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector3 Slerp(Vector3 to, real_t weight)
public readonly Vector3 Slerp(Vector3 to, real_t weight)
{
real_t startLengthSquared = LengthSquared();
real_t endLengthSquared = to.LengthSquared();
@ -618,7 +618,7 @@ namespace Godot
/// </summary>
/// <param name="normal">The normal vector defining the plane to slide on.</param>
/// <returns>The slid vector.</returns>
public Vector3 Slide(Vector3 normal)
public readonly Vector3 Slide(Vector3 normal)
{
return this - (normal * Dot(normal));
}
@ -629,7 +629,7 @@ namespace Godot
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
/// <returns>The snapped vector.</returns>
public Vector3 Snapped(Vector3 step)
public readonly Vector3 Snapped(Vector3 step)
{
return new Vector3
(
@ -1015,7 +1015,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector3 other && Equals(other);
}
@ -1027,7 +1027,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are exactly equal.</returns>
public bool Equals(Vector3 other)
public readonly bool Equals(Vector3 other)
{
return x == other.x && y == other.y && z == other.z;
}
@ -1038,7 +1038,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector to compare.</param>
/// <returns>Whether or not the vectors are approximately equal.</returns>
public bool IsEqualApprox(Vector3 other)
public readonly bool IsEqualApprox(Vector3 other)
{
return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z);
}
@ -1047,7 +1047,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector3"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
@ -1056,7 +1056,7 @@ namespace Godot
/// Converts this <see cref="Vector3"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y}, {z})";
}
@ -1065,7 +1065,7 @@ namespace Godot
/// Converts this <see cref="Vector3"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
}

View File

@ -58,7 +58,7 @@ namespace Godot
/// </value>
public int this[int index]
{
get
readonly get
{
switch (index)
{
@ -94,7 +94,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out int x, out int y, out int z)
public readonly void Deconstruct(out int x, out int y, out int z)
{
x = this.x;
y = this.y;
@ -105,7 +105,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
public Vector3i Abs()
public readonly Vector3i Abs()
{
return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
@ -118,7 +118,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector3i Clamp(Vector3i min, Vector3i max)
public readonly Vector3i Clamp(Vector3i min, Vector3i max)
{
return new Vector3i
(
@ -135,7 +135,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public int DistanceSquaredTo(Vector3i to)
public readonly int DistanceSquaredTo(Vector3i to)
{
return (to - this).LengthSquared();
}
@ -146,7 +146,7 @@ namespace Godot
/// <seealso cref="DistanceSquaredTo(Vector3i)"/>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector3i to)
public readonly real_t DistanceTo(Vector3i to)
{
return (to - this).Length();
}
@ -156,7 +156,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
public int Dot(Vector3i with)
public readonly int Dot(Vector3i with)
{
return x * with.x + y * with.y + z * with.z;
}
@ -166,7 +166,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
int x2 = x * x;
int y2 = y * y;
@ -181,7 +181,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public int LengthSquared()
public readonly int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
@ -195,7 +195,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
@ -205,7 +205,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.Z"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
@ -218,7 +218,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="mod"/>.
/// </returns>
public Vector3i PosMod(int mod)
public readonly Vector3i PosMod(int mod)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, mod);
@ -235,7 +235,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(int, int)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector3i PosMod(Vector3i modv)
public readonly Vector3i PosMod(Vector3i modv)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, modv.x);
@ -250,7 +250,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector3i Sign()
public readonly Vector3i Sign()
{
Vector3i v = this;
v.x = Mathf.Sign(v.x);
@ -674,7 +674,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector3i other && Equals(other);
}
@ -684,7 +684,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public bool Equals(Vector3i other)
public readonly bool Equals(Vector3i other)
{
return x == other.x && y == other.y && z == other.z;
}
@ -693,7 +693,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector3i"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
@ -702,7 +702,7 @@ namespace Godot
/// Converts this <see cref="Vector3i"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y}, {z})";
}
@ -711,7 +711,7 @@ namespace Godot
/// Converts this <see cref="Vector3i"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
}

View File

@ -68,7 +68,7 @@ namespace Godot
/// </value>
public real_t this[int index]
{
get
readonly get
{
switch (index)
{
@ -109,7 +109,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w)
public readonly void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w)
{
x = this.x;
y = this.y;
@ -139,7 +139,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
public Vector4 Abs()
public readonly Vector4 Abs()
{
return new Vector4(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
}
@ -148,7 +148,7 @@ namespace Godot
/// Returns a new vector with all components rounded up (towards positive infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
public Vector4 Ceil()
public readonly Vector4 Ceil()
{
return new Vector4(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z), Mathf.Ceil(w));
}
@ -161,7 +161,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector4 Clamp(Vector4 min, Vector4 max)
public readonly Vector4 Clamp(Vector4 min, Vector4 max)
{
return new Vector4
(
@ -181,7 +181,7 @@ namespace Godot
/// <param name="postB">A vector after <paramref name="b"/>.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated vector.</returns>
public Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight)
public readonly Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight)
{
return new Vector4
(
@ -206,7 +206,7 @@ namespace Godot
/// <param name="preAT"></param>
/// <param name="postBT"></param>
/// <returns>The interpolated vector.</returns>
public Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
public readonly Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
{
return new Vector4
(
@ -222,7 +222,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to point towards.</param>
/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
public Vector4 DirectionTo(Vector4 to)
public readonly Vector4 DirectionTo(Vector4 to)
{
Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w);
ret.Normalize();
@ -236,7 +236,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public real_t DistanceSquaredTo(Vector4 to)
public readonly real_t DistanceSquaredTo(Vector4 to)
{
return (to - this).LengthSquared();
}
@ -246,7 +246,7 @@ namespace Godot
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public real_t DistanceTo(Vector4 to)
public readonly real_t DistanceTo(Vector4 to)
{
return (to - this).Length();
}
@ -256,7 +256,7 @@ namespace Godot
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The dot product of the two vectors.</returns>
public real_t Dot(Vector4 with)
public readonly real_t Dot(Vector4 with)
{
return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w);
}
@ -265,7 +265,7 @@ namespace Godot
/// Returns a new vector with all components rounded down (towards negative infinity).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
public Vector4 Floor()
public readonly Vector4 Floor()
{
return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
}
@ -274,7 +274,7 @@ namespace Godot
/// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
public Vector4 Inverse()
public readonly Vector4 Inverse()
{
return new Vector4(1 / x, 1 / y, 1 / z, 1 / w);
}
@ -283,7 +283,7 @@ namespace Godot
/// Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
/// </summary>
/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
public bool IsNormalized()
public readonly bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
@ -293,7 +293,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
real_t x2 = x * x;
real_t y2 = y * y;
@ -309,7 +309,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public real_t LengthSquared()
public readonly real_t LengthSquared()
{
real_t x2 = x * x;
real_t y2 = y * y;
@ -326,7 +326,7 @@ namespace Godot
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector4 Lerp(Vector4 to, real_t weight)
public readonly Vector4 Lerp(Vector4 to, real_t weight)
{
return new Vector4
(
@ -342,7 +342,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
int max_index = 0;
real_t max_value = x;
@ -362,7 +362,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.W"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
int min_index = 0;
real_t min_value = x;
@ -381,7 +381,7 @@ namespace Godot
/// Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>.
/// </summary>
/// <returns>A normalized version of the vector.</returns>
public Vector4 Normalized()
public readonly Vector4 Normalized()
{
Vector4 v = this;
v.Normalize();
@ -396,7 +396,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>.
/// </returns>
public Vector4 PosMod(real_t mod)
public readonly Vector4 PosMod(real_t mod)
{
return new Vector4(
Mathf.PosMod(x, mod),
@ -414,7 +414,7 @@ namespace Godot
/// <returns>
/// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components.
/// </returns>
public Vector4 PosMod(Vector4 modv)
public readonly Vector4 PosMod(Vector4 modv)
{
return new Vector4(
Mathf.PosMod(x, modv.x),
@ -429,7 +429,7 @@ namespace Godot
/// with halfway cases rounded towards the nearest multiple of two.
/// </summary>
/// <returns>The rounded vector.</returns>
public Vector4 Round()
public readonly Vector4 Round()
{
return new Vector4(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z), Mathf.Round(w));
}
@ -440,7 +440,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(real_t)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector4 Sign()
public readonly Vector4 Sign()
{
Vector4 v;
v.x = Mathf.Sign(x);
@ -456,7 +456,7 @@ namespace Godot
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
/// <returns>The snapped vector.</returns>
public Vector4 Snapped(Vector4 step)
public readonly Vector4 Snapped(Vector4 step)
{
return new Vector4(
Mathf.Snapped(x, step.x),
@ -828,7 +828,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector4 other && Equals(other);
}
@ -840,7 +840,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are exactly equal.</returns>
public bool Equals(Vector4 other)
public readonly bool Equals(Vector4 other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
@ -851,7 +851,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector to compare.</param>
/// <returns>Whether or not the vectors are approximately equal.</returns>
public bool IsEqualApprox(Vector4 other)
public readonly bool IsEqualApprox(Vector4 other)
{
return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
}
@ -860,7 +860,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector4"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
@ -878,7 +878,7 @@ namespace Godot
/// Converts this <see cref="Vector4"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
}

View File

@ -68,7 +68,7 @@ namespace Godot
/// </value>
public int this[int index]
{
get
readonly get
{
switch (index)
{
@ -109,7 +109,7 @@ namespace Godot
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public void Deconstruct(out int x, out int y, out int z, out int w)
public readonly void Deconstruct(out int x, out int y, out int z, out int w)
{
x = this.x;
y = this.y;
@ -121,7 +121,7 @@ namespace Godot
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
public Vector4i Abs()
public readonly Vector4i Abs()
{
return new Vector4i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
}
@ -134,7 +134,7 @@ namespace Godot
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector4i Clamp(Vector4i min, Vector4i max)
public readonly Vector4i Clamp(Vector4i min, Vector4i max)
{
return new Vector4i
(
@ -150,7 +150,7 @@ namespace Godot
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public real_t Length()
public readonly real_t Length()
{
int x2 = x * x;
int y2 = y * y;
@ -166,7 +166,7 @@ namespace Godot
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public int LengthSquared()
public readonly int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
@ -181,7 +181,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public Axis MaxAxisIndex()
public readonly Axis MaxAxisIndex()
{
int max_index = 0;
int max_value = x;
@ -201,7 +201,7 @@ namespace Godot
/// If all components are equal, this method returns <see cref="Axis.W"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public Axis MinAxisIndex()
public readonly Axis MinAxisIndex()
{
int min_index = 0;
int min_value = x;
@ -222,7 +222,7 @@ namespace Godot
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public Vector4i Sign()
public readonly Vector4i Sign()
{
return new Vector4i(Mathf.Sign(x), Mathf.Sign(y), Mathf.Sign(z), Mathf.Sign(w));
}
@ -627,7 +627,7 @@ namespace Godot
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override bool Equals(object obj)
public override readonly bool Equals(object obj)
{
return obj is Vector4i other && Equals(other);
}
@ -637,7 +637,7 @@ namespace Godot
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public bool Equals(Vector4i other)
public readonly bool Equals(Vector4i other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
@ -646,7 +646,7 @@ namespace Godot
/// Serves as the hash function for <see cref="Vector4i"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override int GetHashCode()
public override readonly int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
@ -655,7 +655,7 @@ namespace Godot
/// Converts this <see cref="Vector4i"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override string ToString()
public override readonly string ToString()
{
return $"({x}, {y}, {z}, {w})";
}
@ -664,7 +664,7 @@ namespace Godot
/// Converts this <see cref="Vector4i"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public string ToString(string format)
public readonly string ToString(string format)
{
return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}), {w.ToString(format)})";
}