Rename str2var to str_to_var and similar

Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
This commit is contained in:
Micky 2022-08-13 17:45:42 +02:00
parent 85ed9eac6f
commit 59e11934d8
80 changed files with 396 additions and 368 deletions

View file

@ -181,9 +181,9 @@ namespace Godot
if (variantType == Variant.Type.Nil)
return false;
static byte[] Var2Bytes(in godot_variant var)
static byte[] VarToBytes(in godot_variant var)
{
NativeFuncs.godotsharp_var2bytes(var, false.ToGodotBool(), out var varBytes);
NativeFuncs.godotsharp_var_to_bytes(var, false.ToGodotBool(), out var varBytes);
using (varBytes)
return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
}
@ -192,7 +192,7 @@ namespace Godot
var fieldValue = field.GetValue(target);
using var fieldValueVariant = Marshaling.ConvertManagedObjectToVariant(fieldValue);
byte[] valueBuffer = Var2Bytes(fieldValueVariant);
byte[] valueBuffer = VarToBytes(fieldValueVariant);
writer.Write(valueBuffer.Length);
writer.Write(valueBuffer);
}
@ -448,7 +448,7 @@ namespace Godot
FieldInfo? fieldInfo = targetType.GetField(name,
BindingFlags.Instance | BindingFlags.Public);
fieldInfo?.SetValue(recreatedTarget, GD.Bytes2Var(valueBuffer));
fieldInfo?.SetValue(recreatedTarget, GD.BytesToVar(valueBuffer));
}
@delegate = Delegate.CreateDelegate(delegateType, recreatedTarget, methodInfo,

View file

@ -21,10 +21,10 @@ namespace Godot
/// <param name="bytes">Byte array that will be decoded to a <c>Variant</c>.</param>
/// <param name="allowObjects">If objects should be decoded.</param>
/// <returns>The decoded <c>Variant</c>.</returns>
public static Variant Bytes2Var(Span<byte> bytes, bool allowObjects = false)
public static Variant BytesToVar(Span<byte> bytes, bool allowObjects = false)
{
using var varBytes = Marshaling.ConvertSystemArrayToNativePackedByteArray(bytes);
NativeFuncs.godotsharp_bytes2var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
NativeFuncs.godotsharp_bytes_to_var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
return Variant.CreateTakingOwnershipOfDisposableValue(ret);
}
@ -52,10 +52,10 @@ namespace Godot
/// <summary>
/// Converts from decibels to linear energy (audio).
/// </summary>
/// <seealso cref="Linear2Db(real_t)"/>
/// <seealso cref="LinearToDb(real_t)"/>
/// <param name="db">Decibels to convert.</param>
/// <returns>Audio volume as linear energy.</returns>
public static real_t Db2Linear(real_t db)
public static real_t DbToLinear(real_t db)
{
return (real_t)Math.Exp(db * 0.11512925464970228420089957273422);
}
@ -115,18 +115,18 @@ namespace Godot
/// Converts from linear energy to decibels (audio).
/// This can be used to implement volume sliders that behave as expected (since volume isn't linear).
/// </summary>
/// <seealso cref="Db2Linear(real_t)"/>
/// <seealso cref="DbToLinear(real_t)"/>
/// <example>
/// <code>
/// // "slider" refers to a node that inherits Range such as HSlider or VSlider.
/// // Its range must be configured to go from 0 to 1.
/// // Change the bus name if you'd like to change the volume of a specific bus only.
/// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.Linear2Db(slider.value));
/// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.LinearToDb(slider.value));
/// </code>
/// </example>
/// <param name="linear">The linear energy to convert.</param>
/// <returns>Audio as decibels.</returns>
public static real_t Linear2Db(real_t linear)
public static real_t LinearToDb(real_t linear)
{
return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
}
@ -518,21 +518,21 @@ namespace Godot
}
/// <summary>
/// Converts a formatted string that was returned by <see cref="Var2Str(Variant)"/> to the original value.
/// Converts a formatted string that was returned by <see cref="VarToStr(Variant)"/> to the original value.
/// </summary>
/// <example>
/// <code>
/// string a = "{\"a\": 1, \"b\": 2 }";
/// var b = (Godot.Collections.Dictionary)GD.Str2Var(a);
/// var b = (Godot.Collections.Dictionary)GD.StrToVar(a);
/// GD.Print(b["a"]); // Prints 1
/// </code>
/// </example>
/// <param name="str">String that will be converted to Variant.</param>
/// <returns>The decoded <c>Variant</c>.</returns>
public static Variant Str2Var(string str)
public static Variant StrToVar(string str)
{
using var godotStr = Marshaling.ConvertStringToNative(str);
NativeFuncs.godotsharp_str2var(godotStr, out godot_variant ret);
NativeFuncs.godotsharp_str_to_var(godotStr, out godot_variant ret);
return Variant.CreateTakingOwnershipOfDisposableValue(ret);
}
@ -540,26 +540,26 @@ namespace Godot
/// Encodes a <c>Variant</c> value to a byte array.
/// If <paramref name="fullObjects"/> is <see langword="true"/> encoding objects is allowed
/// (and can potentially include code).
/// Deserialization can be done with <see cref="Bytes2Var(Span{byte}, bool)"/>.
/// Deserialization can be done with <see cref="BytesToVar(Span{byte}, bool)"/>.
/// </summary>
/// <param name="var">Variant that will be encoded.</param>
/// <param name="fullObjects">If objects should be serialized.</param>
/// <returns>The <c>Variant</c> encoded as an array of bytes.</returns>
public static byte[] Var2Bytes(Variant var, bool fullObjects = false)
public static byte[] VarToBytes(Variant var, bool fullObjects = false)
{
NativeFuncs.godotsharp_var2bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
using (varBytes)
return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
}
/// <summary>
/// Converts a <c>Variant</c> <paramref name="var"/> to a formatted string that
/// can later be parsed using <see cref="Str2Var(string)"/>.
/// can later be parsed using <see cref="StrToVar(string)"/>.
/// </summary>
/// <example>
/// <code>
/// var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
/// GD.Print(GD.Var2Str(a));
/// GD.Print(GD.VarToStr(a));
/// // Prints
/// // {
/// // "a": 1,
@ -569,9 +569,9 @@ namespace Godot
/// </example>
/// <param name="var">Variant that will be converted to string.</param>
/// <returns>The <c>Variant</c> encoded as a string.</returns>
public static string Var2Str(Variant var)
public static string VarToStr(Variant var)
{
NativeFuncs.godotsharp_var2str((godot_variant)var.NativeVar, out godot_string ret);
NativeFuncs.godotsharp_var_to_str((godot_variant)var.NativeVar, out godot_string ret);
using (ret)
return Marshaling.ConvertStringToManaged(ret);
}

View file

@ -35,9 +35,9 @@ namespace Godot
public const real_t NaN = real_t.NaN;
// 0.0174532924f and 0.0174532925199433
private const real_t _deg2RadConst = (real_t)0.0174532925199432957692369077M;
private const real_t _degToRadConst = (real_t)0.0174532925199432957692369077M;
// 57.29578f and 57.2957795130823
private const real_t _rad2DegConst = (real_t)57.295779513082320876798154814M;
private const real_t _radToDegConst = (real_t)57.295779513082320876798154814M;
/// <summary>
/// Returns the absolute value of <paramref name="s"/> (i.e. positive value).
@ -219,9 +219,9 @@ namespace Godot
/// </summary>
/// <param name="deg">An angle expressed in degrees.</param>
/// <returns>The same angle expressed in radians.</returns>
public static real_t Deg2Rad(real_t deg)
public static real_t DegToRad(real_t deg)
{
return deg * _deg2RadConst;
return deg * _degToRadConst;
}
/// <summary>
@ -531,9 +531,9 @@ namespace Godot
/// </summary>
/// <param name="rad">An angle expressed in radians.</param>
/// <returns>The same angle expressed in degrees.</returns>
public static real_t Rad2Deg(real_t rad)
public static real_t RadToDeg(real_t rad)
{
return rad * _rad2DegConst;
return rad * _radToDegConst;
}
/// <summary>

View file

@ -461,7 +461,7 @@ namespace Godot.NativeInterop
// GD, etc
internal static partial void godotsharp_bytes2var(in godot_packed_byte_array p_bytes,
internal static partial void godotsharp_bytes_to_var(in godot_packed_byte_array p_bytes,
godot_bool p_allow_objects,
out godot_variant r_ret);
@ -504,12 +504,12 @@ namespace Godot.NativeInterop
internal static partial void godotsharp_str(in godot_array p_what, out godot_string r_ret);
internal static partial void godotsharp_str2var(in godot_string p_str, out godot_variant r_ret);
internal static partial void godotsharp_str_to_var(in godot_string p_str, out godot_variant r_ret);
internal static partial void godotsharp_var2bytes(in godot_variant p_what, godot_bool p_full_objects,
internal static partial void godotsharp_var_to_bytes(in godot_variant p_what, godot_bool p_full_objects,
out godot_packed_byte_array r_bytes);
internal static partial void godotsharp_var2str(in godot_variant p_var, out godot_string r_ret);
internal static partial void godotsharp_var_to_str(in godot_variant p_var, out godot_string r_ret);
internal static partial void godotsharp_pusherror(in godot_string p_str);

View file

@ -226,7 +226,7 @@ namespace Godot
{
fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
}
real_t radians = Mathf.Deg2Rad(fovyDegrees / (real_t)2.0);
real_t radians = Mathf.DegToRad(fovyDegrees / (real_t)2.0);
real_t deltaZ = zFar - zNear;
real_t sine = Mathf.Sin(radians);
@ -256,7 +256,7 @@ namespace Godot
fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
}
real_t ymax = zNear * Mathf.Tan(Mathf.Deg2Rad(fovyDegrees / (real_t)2.0));
real_t ymax = zNear * Mathf.Tan(Mathf.DegToRad(fovyDegrees / (real_t)2.0));
real_t xmax = ymax * aspect;
real_t frustumshift = (intraocularDist / (real_t)2.0) * zNear / convergenceDist;
real_t left;
@ -313,18 +313,18 @@ namespace Godot
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)
{
return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
}
else
{
Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized();
return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
}
}
public static real_t GetFovy(real_t fovx, real_t aspect)
{
return Mathf.Rad2Deg(Mathf.Atan(aspect * Mathf.Tan(Mathf.Deg2Rad(fovx) * (real_t)0.5)) * (real_t)2.0);
return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
}
public real_t GetLodMultiplier()