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`
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80 changed files with 396 additions and 368 deletions
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@ -181,9 +181,9 @@ namespace Godot
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if (variantType == Variant.Type.Nil)
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return false;
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static byte[] Var2Bytes(in godot_variant var)
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static byte[] VarToBytes(in godot_variant var)
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{
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NativeFuncs.godotsharp_var2bytes(var, false.ToGodotBool(), out var varBytes);
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NativeFuncs.godotsharp_var_to_bytes(var, false.ToGodotBool(), out var varBytes);
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using (varBytes)
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return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
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}
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@ -192,7 +192,7 @@ namespace Godot
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var fieldValue = field.GetValue(target);
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using var fieldValueVariant = Marshaling.ConvertManagedObjectToVariant(fieldValue);
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byte[] valueBuffer = Var2Bytes(fieldValueVariant);
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byte[] valueBuffer = VarToBytes(fieldValueVariant);
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writer.Write(valueBuffer.Length);
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writer.Write(valueBuffer);
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}
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@ -448,7 +448,7 @@ namespace Godot
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FieldInfo? fieldInfo = targetType.GetField(name,
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BindingFlags.Instance | BindingFlags.Public);
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fieldInfo?.SetValue(recreatedTarget, GD.Bytes2Var(valueBuffer));
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fieldInfo?.SetValue(recreatedTarget, GD.BytesToVar(valueBuffer));
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}
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@delegate = Delegate.CreateDelegate(delegateType, recreatedTarget, methodInfo,
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@ -21,10 +21,10 @@ namespace Godot
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/// <param name="bytes">Byte array that will be decoded to a <c>Variant</c>.</param>
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/// <param name="allowObjects">If objects should be decoded.</param>
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/// <returns>The decoded <c>Variant</c>.</returns>
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public static Variant Bytes2Var(Span<byte> bytes, bool allowObjects = false)
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public static Variant BytesToVar(Span<byte> bytes, bool allowObjects = false)
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{
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using var varBytes = Marshaling.ConvertSystemArrayToNativePackedByteArray(bytes);
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NativeFuncs.godotsharp_bytes2var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
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NativeFuncs.godotsharp_bytes_to_var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
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return Variant.CreateTakingOwnershipOfDisposableValue(ret);
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}
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@ -52,10 +52,10 @@ namespace Godot
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/// <summary>
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/// Converts from decibels to linear energy (audio).
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/// </summary>
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/// <seealso cref="Linear2Db(real_t)"/>
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/// <seealso cref="LinearToDb(real_t)"/>
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/// <param name="db">Decibels to convert.</param>
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/// <returns>Audio volume as linear energy.</returns>
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public static real_t Db2Linear(real_t db)
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public static real_t DbToLinear(real_t db)
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{
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return (real_t)Math.Exp(db * 0.11512925464970228420089957273422);
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}
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@ -115,18 +115,18 @@ namespace Godot
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/// Converts from linear energy to decibels (audio).
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/// This can be used to implement volume sliders that behave as expected (since volume isn't linear).
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/// </summary>
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/// <seealso cref="Db2Linear(real_t)"/>
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/// <seealso cref="DbToLinear(real_t)"/>
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/// <example>
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/// <code>
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/// // "slider" refers to a node that inherits Range such as HSlider or VSlider.
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/// // Its range must be configured to go from 0 to 1.
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/// // Change the bus name if you'd like to change the volume of a specific bus only.
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/// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.Linear2Db(slider.value));
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/// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.LinearToDb(slider.value));
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/// </code>
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/// </example>
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/// <param name="linear">The linear energy to convert.</param>
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/// <returns>Audio as decibels.</returns>
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public static real_t Linear2Db(real_t linear)
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public static real_t LinearToDb(real_t linear)
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{
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return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
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}
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@ -518,21 +518,21 @@ namespace Godot
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}
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/// <summary>
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/// Converts a formatted string that was returned by <see cref="Var2Str(Variant)"/> to the original value.
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/// Converts a formatted string that was returned by <see cref="VarToStr(Variant)"/> to the original value.
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/// </summary>
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/// <example>
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/// <code>
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/// string a = "{\"a\": 1, \"b\": 2 }";
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/// var b = (Godot.Collections.Dictionary)GD.Str2Var(a);
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/// var b = (Godot.Collections.Dictionary)GD.StrToVar(a);
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/// GD.Print(b["a"]); // Prints 1
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/// </code>
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/// </example>
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/// <param name="str">String that will be converted to Variant.</param>
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/// <returns>The decoded <c>Variant</c>.</returns>
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public static Variant Str2Var(string str)
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public static Variant StrToVar(string str)
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{
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using var godotStr = Marshaling.ConvertStringToNative(str);
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NativeFuncs.godotsharp_str2var(godotStr, out godot_variant ret);
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NativeFuncs.godotsharp_str_to_var(godotStr, out godot_variant ret);
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return Variant.CreateTakingOwnershipOfDisposableValue(ret);
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}
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@ -540,26 +540,26 @@ namespace Godot
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/// Encodes a <c>Variant</c> value to a byte array.
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/// If <paramref name="fullObjects"/> is <see langword="true"/> encoding objects is allowed
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/// (and can potentially include code).
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/// Deserialization can be done with <see cref="Bytes2Var(Span{byte}, bool)"/>.
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/// Deserialization can be done with <see cref="BytesToVar(Span{byte}, bool)"/>.
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/// </summary>
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/// <param name="var">Variant that will be encoded.</param>
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/// <param name="fullObjects">If objects should be serialized.</param>
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/// <returns>The <c>Variant</c> encoded as an array of bytes.</returns>
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public static byte[] Var2Bytes(Variant var, bool fullObjects = false)
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public static byte[] VarToBytes(Variant var, bool fullObjects = false)
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{
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NativeFuncs.godotsharp_var2bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
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NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
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using (varBytes)
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return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
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}
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/// <summary>
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/// Converts a <c>Variant</c> <paramref name="var"/> to a formatted string that
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/// can later be parsed using <see cref="Str2Var(string)"/>.
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/// can later be parsed using <see cref="StrToVar(string)"/>.
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/// </summary>
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/// <example>
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/// <code>
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/// var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
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/// GD.Print(GD.Var2Str(a));
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/// GD.Print(GD.VarToStr(a));
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/// // Prints
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/// // {
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/// // "a": 1,
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@ -569,9 +569,9 @@ namespace Godot
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/// </example>
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/// <param name="var">Variant that will be converted to string.</param>
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/// <returns>The <c>Variant</c> encoded as a string.</returns>
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public static string Var2Str(Variant var)
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public static string VarToStr(Variant var)
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{
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NativeFuncs.godotsharp_var2str((godot_variant)var.NativeVar, out godot_string ret);
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NativeFuncs.godotsharp_var_to_str((godot_variant)var.NativeVar, out godot_string ret);
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using (ret)
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return Marshaling.ConvertStringToManaged(ret);
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}
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@ -35,9 +35,9 @@ namespace Godot
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public const real_t NaN = real_t.NaN;
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// 0.0174532924f and 0.0174532925199433
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private const real_t _deg2RadConst = (real_t)0.0174532925199432957692369077M;
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private const real_t _degToRadConst = (real_t)0.0174532925199432957692369077M;
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// 57.29578f and 57.2957795130823
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private const real_t _rad2DegConst = (real_t)57.295779513082320876798154814M;
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private const real_t _radToDegConst = (real_t)57.295779513082320876798154814M;
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/// <summary>
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/// Returns the absolute value of <paramref name="s"/> (i.e. positive value).
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@ -219,9 +219,9 @@ namespace Godot
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/// </summary>
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/// <param name="deg">An angle expressed in degrees.</param>
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/// <returns>The same angle expressed in radians.</returns>
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public static real_t Deg2Rad(real_t deg)
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public static real_t DegToRad(real_t deg)
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{
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return deg * _deg2RadConst;
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return deg * _degToRadConst;
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}
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/// <summary>
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@ -531,9 +531,9 @@ namespace Godot
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/// </summary>
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/// <param name="rad">An angle expressed in radians.</param>
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/// <returns>The same angle expressed in degrees.</returns>
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public static real_t Rad2Deg(real_t rad)
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public static real_t RadToDeg(real_t rad)
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{
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return rad * _rad2DegConst;
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return rad * _radToDegConst;
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}
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/// <summary>
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@ -461,7 +461,7 @@ namespace Godot.NativeInterop
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// GD, etc
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internal static partial void godotsharp_bytes2var(in godot_packed_byte_array p_bytes,
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internal static partial void godotsharp_bytes_to_var(in godot_packed_byte_array p_bytes,
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godot_bool p_allow_objects,
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out godot_variant r_ret);
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@ -504,12 +504,12 @@ namespace Godot.NativeInterop
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internal static partial void godotsharp_str(in godot_array p_what, out godot_string r_ret);
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internal static partial void godotsharp_str2var(in godot_string p_str, out godot_variant r_ret);
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internal static partial void godotsharp_str_to_var(in godot_string p_str, out godot_variant r_ret);
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internal static partial void godotsharp_var2bytes(in godot_variant p_what, godot_bool p_full_objects,
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internal static partial void godotsharp_var_to_bytes(in godot_variant p_what, godot_bool p_full_objects,
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out godot_packed_byte_array r_bytes);
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internal static partial void godotsharp_var2str(in godot_variant p_var, out godot_string r_ret);
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internal static partial void godotsharp_var_to_str(in godot_variant p_var, out godot_string r_ret);
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internal static partial void godotsharp_pusherror(in godot_string p_str);
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@ -226,7 +226,7 @@ namespace Godot
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{
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fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
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}
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real_t radians = Mathf.Deg2Rad(fovyDegrees / (real_t)2.0);
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real_t radians = Mathf.DegToRad(fovyDegrees / (real_t)2.0);
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real_t deltaZ = zFar - zNear;
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real_t sine = Mathf.Sin(radians);
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@ -256,7 +256,7 @@ namespace Godot
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fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
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}
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real_t ymax = zNear * Mathf.Tan(Mathf.Deg2Rad(fovyDegrees / (real_t)2.0));
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real_t ymax = zNear * Mathf.Tan(Mathf.DegToRad(fovyDegrees / (real_t)2.0));
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real_t xmax = ymax * aspect;
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real_t frustumshift = (intraocularDist / (real_t)2.0) * zNear / convergenceDist;
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real_t left;
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@ -313,18 +313,18 @@ namespace Godot
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Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
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if (z.x == 0 && z.y == 0)
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{
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return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
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return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
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}
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else
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{
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Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized();
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return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
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return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
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}
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}
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public static real_t GetFovy(real_t fovx, real_t aspect)
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{
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return Mathf.Rad2Deg(Mathf.Atan(aspect * Mathf.Tan(Mathf.Deg2Rad(fovx) * (real_t)0.5)) * (real_t)2.0);
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return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
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}
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public real_t GetLodMultiplier()
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