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Merge pull request #13161 from Hinsbart/mono_case

Mono: Use PascalCase in core types.
Rémi Verschelde 7 years ago
parent
commit
7f022a33a3

+ 21 - 21
modules/mono/glue/cs_files/AABB.cs

@@ -38,7 +38,7 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public bool encloses(AABB with)
+        public bool Encloses(AABB with)
         {
         {
             Vector3 src_min = position;
             Vector3 src_min = position;
             Vector3 src_max = position + size;
             Vector3 src_max = position + size;
@@ -53,7 +53,7 @@ namespace Godot
                     (src_max.z > dst_max.z));
                     (src_max.z > dst_max.z));
         }
         }
 
 
-        public AABB expand(Vector3 to_point)
+        public AABB Expand(Vector3 to_point)
         {
         {
             Vector3 begin = position;
             Vector3 begin = position;
             Vector3 end = position + size;
             Vector3 end = position + size;
@@ -75,12 +75,12 @@ namespace Godot
             return new AABB(begin, end - begin);
             return new AABB(begin, end - begin);
         }
         }
 
 
-        public float get_area()
+        public float GetArea()
         {
         {
             return size.x * size.y * size.z;
             return size.x * size.y * size.z;
         }
         }
 
 
-        public Vector3 get_endpoint(int idx)
+        public Vector3 GetEndpoint(int idx)
         {
         {
             switch (idx)
             switch (idx)
             {
             {
@@ -105,7 +105,7 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public Vector3 get_longest_axis()
+        public Vector3 GetLongestAxis()
         {
         {
             Vector3 axis = new Vector3(1f, 0f, 0f);
             Vector3 axis = new Vector3(1f, 0f, 0f);
             float max_size = size.x;
             float max_size = size.x;
@@ -125,7 +125,7 @@ namespace Godot
             return axis;
             return axis;
         }
         }
 
 
-        public Vector3.Axis get_longest_axis_index()
+        public Vector3.Axis GetLongestAxisIndex()
         {
         {
             Vector3.Axis axis = Vector3.Axis.X;
             Vector3.Axis axis = Vector3.Axis.X;
             float max_size = size.x;
             float max_size = size.x;
@@ -145,7 +145,7 @@ namespace Godot
             return axis;
             return axis;
         }
         }
 
 
-        public float get_longest_axis_size()
+        public float GetLongestAxisSize()
         {
         {
             float max_size = size.x;
             float max_size = size.x;
 
 
@@ -158,7 +158,7 @@ namespace Godot
             return max_size;
             return max_size;
         }
         }
 
 
-        public Vector3 get_shortest_axis()
+        public Vector3 GetShortestAxis()
         {
         {
             Vector3 axis = new Vector3(1f, 0f, 0f);
             Vector3 axis = new Vector3(1f, 0f, 0f);
             float max_size = size.x;
             float max_size = size.x;
@@ -178,7 +178,7 @@ namespace Godot
             return axis;
             return axis;
         }
         }
 
 
-        public Vector3.Axis get_shortest_axis_index()
+        public Vector3.Axis GetShortestAxisIndex()
         {
         {
             Vector3.Axis axis = Vector3.Axis.X;
             Vector3.Axis axis = Vector3.Axis.X;
             float max_size = size.x;
             float max_size = size.x;
@@ -198,7 +198,7 @@ namespace Godot
             return axis;
             return axis;
         }
         }
 
 
-        public float get_shortest_axis_size()
+        public float GetShortestAxisSize()
         {
         {
             float max_size = size.x;
             float max_size = size.x;
 
 
@@ -211,7 +211,7 @@ namespace Godot
             return max_size;
             return max_size;
         }
         }
 
 
-        public Vector3 get_support(Vector3 dir)
+        public Vector3 GetSupport(Vector3 dir)
         {
         {
             Vector3 half_extents = size * 0.5f;
             Vector3 half_extents = size * 0.5f;
             Vector3 ofs = position + half_extents;
             Vector3 ofs = position + half_extents;
@@ -222,7 +222,7 @@ namespace Godot
                 (dir.z > 0f) ? -half_extents.z : half_extents.z);
                 (dir.z > 0f) ? -half_extents.z : half_extents.z);
         }
         }
 
 
-        public AABB grow(float by)
+        public AABB Grow(float by)
         {
         {
             AABB res = this;
             AABB res = this;
 
 
@@ -236,17 +236,17 @@ namespace Godot
             return res;
             return res;
         }
         }
 
 
-        public bool has_no_area()
+        public bool HasNoArea()
         {
         {
             return size.x <= 0f || size.y <= 0f || size.z <= 0f;
             return size.x <= 0f || size.y <= 0f || size.z <= 0f;
         }
         }
 
 
-        public bool has_no_surface()
+        public bool HasNoSurface()
         {
         {
             return size.x <= 0f && size.y <= 0f && size.z <= 0f;
             return size.x <= 0f && size.y <= 0f && size.z <= 0f;
         }
         }
 
 
-        public bool has_point(Vector3 point)
+        public bool HasPoint(Vector3 point)
         {
         {
             if (point.x < position.x)
             if (point.x < position.x)
                 return false;
                 return false;
@@ -264,7 +264,7 @@ namespace Godot
             return true;
             return true;
         }
         }
 
 
-        public AABB intersection(AABB with)
+        public AABB Intersection(AABB with)
         {
         {
             Vector3 src_min = position;
             Vector3 src_min = position;
             Vector3 src_max = position + size;
             Vector3 src_max = position + size;
@@ -306,7 +306,7 @@ namespace Godot
             return new AABB(min, max - min);
             return new AABB(min, max - min);
         }
         }
 
 
-        public bool intersects(AABB with)
+        public bool Intersects(AABB with)
         {
         {
             if (position.x >= (with.position.x + with.size.x))
             if (position.x >= (with.position.x + with.size.x))
                 return false;
                 return false;
@@ -324,7 +324,7 @@ namespace Godot
             return true;
             return true;
         }
         }
 
 
-        public bool intersects_plane(Plane plane)
+        public bool IntersectsPlane(Plane plane)
         {
         {
             Vector3[] points =
             Vector3[] points =
             {
             {
@@ -343,7 +343,7 @@ namespace Godot
 
 
             for (int i = 0; i < 8; i++)
             for (int i = 0; i < 8; i++)
             {
             {
-                if (plane.distance_to(points[i]) > 0)
+                if (plane.DistanceTo(points[i]) > 0)
                     over = true;
                     over = true;
                 else
                 else
                     under = true;
                     under = true;
@@ -352,7 +352,7 @@ namespace Godot
             return under && over;
             return under && over;
         }
         }
 
 
-        public bool intersects_segment(Vector3 from, Vector3 to)
+        public bool IntersectsSegment(Vector3 from, Vector3 to)
         {
         {
             float min = 0f;
             float min = 0f;
             float max = 1f;
             float max = 1f;
@@ -398,7 +398,7 @@ namespace Godot
             return true;
             return true;
         }
         }
 
 
-        public AABB merge(AABB with)
+        public AABB Merge(AABB with)
         {
         {
             Vector3 beg_1 = position;
             Vector3 beg_1 = position;
             Vector3 beg_2 = with.position;
             Vector3 beg_2 = with.position;

+ 46 - 46
modules/mono/glue/cs_files/Basis.cs

@@ -56,9 +56,9 @@ namespace Godot
             {
             {
                 return new Vector3
                 return new Vector3
                 (
                 (
-                    new Vector3(this[0, 0], this[1, 0], this[2, 0]).length(),
-                    new Vector3(this[0, 1], this[1, 1], this[2, 1]).length(),
-                    new Vector3(this[0, 2], this[1, 2], this[2, 2]).length()
+                    new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(),
+                    new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(),
+                    new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length()
                 );
                 );
             }
             }
         }
         }
@@ -133,7 +133,7 @@ namespace Godot
             }
             }
         }
         }
 
 
-        internal static Basis create_from_axes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
+        internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
         {
         {
             return new Basis
             return new Basis
             (
             (
@@ -143,21 +143,21 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public float determinant()
+        public float Determinant()
         {
         {
             return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
             return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
                     this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
                     this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
                     this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
                     this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
         }
         }
 
 
-        public Vector3 get_axis(int axis)
+        public Vector3 GetAxis(int axis)
         {
         {
             return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
             return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
         }
         }
 
 
-        public Vector3 get_euler()
+        public Vector3 GetEuler()
         {
         {
-            Basis m = this.orthonormalized();
+            Basis m = this.Orthonormalized();
 
 
             Vector3 euler;
             Vector3 euler;
             euler.z = 0.0f;
             euler.z = 0.0f;
@@ -169,26 +169,26 @@ namespace Godot
             {
             {
                 if (mxy > -1.0f)
                 if (mxy > -1.0f)
                 {
                 {
-                    euler.x = Mathf.asin(-mxy);
-                    euler.y = Mathf.atan2(m.x[2], m.z[2]);
-                    euler.z = Mathf.atan2(m.y[0], m.y[1]);
+                    euler.x = Mathf.Asin(-mxy);
+                    euler.y = Mathf.Atan2(m.x[2], m.z[2]);
+                    euler.z = Mathf.Atan2(m.y[0], m.y[1]);
                 }
                 }
                 else
                 else
                 {
                 {
                     euler.x = Mathf.PI * 0.5f;
                     euler.x = Mathf.PI * 0.5f;
-                    euler.y = -Mathf.atan2(-m.x[1], m.x[0]);
+                    euler.y = -Mathf.Atan2(-m.x[1], m.x[0]);
                 }
                 }
             }
             }
             else
             else
             {
             {
                 euler.x = -Mathf.PI * 0.5f;
                 euler.x = -Mathf.PI * 0.5f;
-                euler.y = -Mathf.atan2(m.x[1], m.x[0]);
+                euler.y = -Mathf.Atan2(m.x[1], m.x[0]);
             }
             }
 
 
             return euler;
             return euler;
         }
         }
 
 
-        public int get_orthogonal_index()
+        public int GetOrthogonalIndex()
         {
         {
             Basis orth = this;
             Basis orth = this;
 
 
@@ -218,7 +218,7 @@ namespace Godot
             return 0;
             return 0;
         }
         }
 
 
-        public Basis inverse()
+        public Basis Inverse()
         {
         {
             Basis inv = this;
             Basis inv = this;
 
 
@@ -259,27 +259,27 @@ namespace Godot
             return inv;
             return inv;
         }
         }
 
 
-        public Basis orthonormalized()
+        public Basis Orthonormalized()
         {
         {
-            Vector3 xAxis = get_axis(0);
-            Vector3 yAxis = get_axis(1);
-            Vector3 zAxis = get_axis(2);
+            Vector3 xAxis = GetAxis(0);
+            Vector3 yAxis = GetAxis(1);
+            Vector3 zAxis = GetAxis(2);
 
 
-            xAxis.normalize();
-            yAxis = (yAxis - xAxis * (xAxis.dot(yAxis)));
-            yAxis.normalize();
-            zAxis = (zAxis - xAxis * (xAxis.dot(zAxis)) - yAxis * (yAxis.dot(zAxis)));
-            zAxis.normalize();
+            xAxis.Normalize();
+            yAxis = (yAxis - xAxis * (xAxis.Dot(yAxis)));
+            yAxis.Normalize();
+            zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
+            zAxis.Normalize();
 
 
-            return Basis.create_from_axes(xAxis, yAxis, zAxis);
+            return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
         }
         }
 
 
-        public Basis rotated(Vector3 axis, float phi)
+        public Basis Rotated(Vector3 axis, float phi)
         {
         {
             return new Basis(axis, phi) * this;
             return new Basis(axis, phi) * this;
         }
         }
 
 
-        public Basis scaled(Vector3 scale)
+        public Basis Scaled(Vector3 scale)
         {
         {
             Basis m = this;
             Basis m = this;
 
 
@@ -296,22 +296,22 @@ namespace Godot
             return m;
             return m;
         }
         }
 
 
-        public float tdotx(Vector3 with)
+        public float Tdotx(Vector3 with)
         {
         {
             return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
             return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
         }
         }
 
 
-        public float tdoty(Vector3 with)
+        public float Tdoty(Vector3 with)
         {
         {
             return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
             return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
         }
         }
 
 
-        public float tdotz(Vector3 with)
+        public float Tdotz(Vector3 with)
         {
         {
             return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
             return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
         }
         }
 
 
-        public Basis transposed()
+        public Basis Transposed()
         {
         {
             Basis tr = this;
             Basis tr = this;
 
 
@@ -330,17 +330,17 @@ namespace Godot
             return tr;
             return tr;
         }
         }
 
 
-        public Vector3 xform(Vector3 v)
+        public Vector3 Xform(Vector3 v)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
-                this[0].dot(v),
-                this[1].dot(v),
-                this[2].dot(v)
+                this[0].Dot(v),
+                this[1].Dot(v),
+                this[2].Dot(v)
             );
             );
         }
         }
 
 
-        public Vector3 xform_inv(Vector3 v)
+        public Vector3 XformInv(Vector3 v)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
@@ -354,7 +354,7 @@ namespace Godot
 			float trace = x[0] + y[1] + z[2];
 			float trace = x[0] + y[1] + z[2];
 
 
 			if (trace > 0.0f) {
 			if (trace > 0.0f) {
-				float s = Mathf.sqrt(trace + 1.0f) * 2f;
+				float s = Mathf.Sqrt(trace + 1.0f) * 2f;
 				float inv_s = 1f / s;
 				float inv_s = 1f / s;
 				return new Quat(
 				return new Quat(
 					(z[1] - y[2]) * inv_s,
 					(z[1] - y[2]) * inv_s,
@@ -363,7 +363,7 @@ namespace Godot
 					s * 0.25f
 					s * 0.25f
 				);
 				);
 			} else if (x[0] > y[1] && x[0] > z[2]) {
 			} else if (x[0] > y[1] && x[0] > z[2]) {
-				float s = Mathf.sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
+				float s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
 				float inv_s = 1f / s;
 				float inv_s = 1f / s;
 				return new Quat(
 				return new Quat(
 					s * 0.25f,
 					s * 0.25f,
@@ -372,7 +372,7 @@ namespace Godot
 					(z[1] - y[2]) * inv_s
 					(z[1] - y[2]) * inv_s
 				);
 				);
 			} else if (y[1] > z[2]) {
 			} else if (y[1] > z[2]) {
-				float s = Mathf.sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
+				float s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
 				float inv_s = 1f / s;
 				float inv_s = 1f / s;
 				return new Quat(
 				return new Quat(
 					(x[1] + y[0]) * inv_s,
 					(x[1] + y[0]) * inv_s,
@@ -381,7 +381,7 @@ namespace Godot
 					(x[2] - z[0]) * inv_s
 					(x[2] - z[0]) * inv_s
 				);
 				);
 			} else {
 			} else {
-				float s = Mathf.sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
+				float s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
 				float inv_s = 1f / s;
 				float inv_s = 1f / s;
 				return new Quat(
 				return new Quat(
 					(x[2] + z[0]) * inv_s,
 					(x[2] + z[0]) * inv_s,
@@ -394,7 +394,7 @@ namespace Godot
 
 
         public Basis(Quat quat)
         public Basis(Quat quat)
         {
         {
-            float s = 2.0f / quat.length_squared();
+            float s = 2.0f / quat.LengthSquared();
 
 
             float xs = quat.x * s;
             float xs = quat.x * s;
             float ys = quat.y * s;
             float ys = quat.y * s;
@@ -418,8 +418,8 @@ namespace Godot
         {
         {
             Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
             Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
 
 
-            float cosine = Mathf.cos(phi);
-            float sine = Mathf.sin(phi);
+            float cosine = Mathf.Cos(phi);
+            float sine = Mathf.Sin(phi);
 
 
             this.x = new Vector3
             this.x = new Vector3
             (
             (
@@ -461,9 +461,9 @@ namespace Godot
         {
         {
             return new Basis
             return new Basis
             (
             (
-                right.tdotx(left[0]), right.tdoty(left[0]), right.tdotz(left[0]),
-                right.tdotx(left[1]), right.tdoty(left[1]), right.tdotz(left[1]),
-                right.tdotx(left[2]), right.tdoty(left[2]), right.tdotz(left[2])
+                right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]),
+                right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]),
+                right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2])
             );
             );
         }
         }
 
 

+ 22 - 22
modules/mono/glue/cs_files/Color.cs

@@ -45,8 +45,8 @@ namespace Godot
         {
         {
             get
             get
             {
             {
-                float max = Mathf.max(r, Mathf.max(g, b));
-                float min = Mathf.min(r, Mathf.min(g, b));
+                float max = Mathf.Max(r, Mathf.Max(g, b));
+                float min = Mathf.Min(r, Mathf.Min(g, b));
 
 
                 float delta = max - min;
                 float delta = max - min;
 
 
@@ -71,7 +71,7 @@ namespace Godot
             }
             }
             set
             set
             {
             {
-                this = from_hsv(value, s, v);
+                this = FromHsv(value, s, v);
             }
             }
         }
         }
 
 
@@ -79,8 +79,8 @@ namespace Godot
         {
         {
             get
             get
             {
             {
-                float max = Mathf.max(r, Mathf.max(g, b));
-                float min = Mathf.min(r, Mathf.min(g, b));
+                float max = Mathf.Max(r, Mathf.Max(g, b));
+                float min = Mathf.Min(r, Mathf.Min(g, b));
 
 
                 float delta = max - min;
                 float delta = max - min;
 
 
@@ -88,7 +88,7 @@ namespace Godot
             }
             }
             set
             set
             {
             {
-                this = from_hsv(h, value, v);
+                this = FromHsv(h, value, v);
             }
             }
         }
         }
 
 
@@ -96,11 +96,11 @@ namespace Godot
         {
         {
             get
             get
             {
             {
-                return Mathf.max(r, Mathf.max(g, b));
+                return Mathf.Max(r, Mathf.Max(g, b));
             }
             }
             set
             set
             {
             {
-                this = from_hsv(h, s, value);
+                this = FromHsv(h, s, value);
             }
             }
         }
         }
 
 
@@ -154,10 +154,10 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public static void to_hsv(Color color, out float hue, out float saturation, out float value)
+        public static void ToHsv(Color color, out float hue, out float saturation, out float value)
         {
         {
-            int max = Mathf.max(color.r8, Mathf.max(color.g8, color.b8));
-            int min = Mathf.min(color.r8, Mathf.min(color.g8, color.b8));
+            int max = Mathf.Max(color.r8, Mathf.Max(color.g8, color.b8));
+            int min = Mathf.Min(color.r8, Mathf.Min(color.g8, color.b8));
 
 
             float delta = max - min;
             float delta = max - min;
 
 
@@ -184,7 +184,7 @@ namespace Godot
             value = max / 255f;
             value = max / 255f;
         }
         }
 
 
-        public static Color from_hsv(float hue, float saturation, float value, float alpha = 1.0f)
+        public static Color FromHsv(float hue, float saturation, float value, float alpha = 1.0f)
         {
         {
             if (saturation == 0)
             if (saturation == 0)
             {
             {
@@ -221,7 +221,7 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public Color blend(Color over)
+        public Color Blend(Color over)
         {
         {
             Color res;
             Color res;
 
 
@@ -242,7 +242,7 @@ namespace Godot
             return res;
             return res;
         }
         }
 
 
-        public Color contrasted()
+        public Color Contrasted()
         {
         {
             return new Color(
             return new Color(
                 (r + 0.5f) % 1.0f,
                 (r + 0.5f) % 1.0f,
@@ -251,12 +251,12 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public float gray()
+        public float Gray()
         {
         {
             return (r + g + b) / 3.0f;
             return (r + g + b) / 3.0f;
         }
         }
 
 
-        public Color inverted()
+        public Color Inverted()
         {
         {
             return new Color(
             return new Color(
                 1.0f - r,
                 1.0f - r,
@@ -265,7 +265,7 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Color linear_interpolate(Color b, float t)
+        public Color LinearInterpolate(Color b, float t)
         {
         {
             Color res = this;
             Color res = this;
 
 
@@ -277,7 +277,7 @@ namespace Godot
             return res;
             return res;
         }
         }
 
 
-        public int to_32()
+        public int To32()
         {
         {
             int c = (byte)(a * 255);
             int c = (byte)(a * 255);
             c <<= 8;
             c <<= 8;
@@ -290,7 +290,7 @@ namespace Godot
             return c;
             return c;
         }
         }
 
 
-        public int to_ARGB32()
+        public int ToArgb32()
         {
         {
             int c = (byte)(a * 255);
             int c = (byte)(a * 255);
             c <<= 8;
             c <<= 8;
@@ -303,7 +303,7 @@ namespace Godot
             return c;
             return c;
         }
         }
 
 
-        public string to_html(bool include_alpha = true)
+        public string ToHtml(bool include_alpha = true)
         {
         {
             String txt = string.Empty;
             String txt = string.Empty;
 
 
@@ -375,7 +375,7 @@ namespace Godot
 
 
         private String _to_hex(float val)
         private String _to_hex(float val)
         {
         {
-            int v = (int)Mathf.clamp(val * 255.0f, 0, 255);
+            int v = (int)Mathf.Clamp(val * 255.0f, 0, 255);
 
 
             string ret = string.Empty;
             string ret = string.Empty;
 
 
@@ -396,7 +396,7 @@ namespace Godot
             return ret;
             return ret;
         }
         }
 
 
-        internal static bool html_is_valid(string color)
+        internal static bool HtmlIsValid(string color)
         {
         {
             if (color.Length == 0)
             if (color.Length == 0)
                 return false;
                 return false;

+ 28 - 28
modules/mono/glue/cs_files/GD.cs

@@ -6,32 +6,32 @@ namespace Godot
     {
     {
         /*{GodotGlobalConstants}*/
         /*{GodotGlobalConstants}*/
 
 
-        public static object bytes2var(byte[] bytes)
+        public static object Bytes2Var(byte[] bytes)
         {
         {
             return NativeCalls.godot_icall_Godot_bytes2var(bytes);
             return NativeCalls.godot_icall_Godot_bytes2var(bytes);
         }
         }
 
 
-        public static object convert(object what, int type)
+        public static object Convert(object what, int type)
         {
         {
             return NativeCalls.godot_icall_Godot_convert(what, type);
             return NativeCalls.godot_icall_Godot_convert(what, type);
         }
         }
 
 
-        public static float db2linear(float db)
+        public static float Db2Linear(float db)
         {
         {
             return (float)Math.Exp(db * 0.11512925464970228420089957273422);
             return (float)Math.Exp(db * 0.11512925464970228420089957273422);
         }
         }
 
 
-        public static float dectime(float value, float amount, float step)
+        public static float Dectime(float value, float amount, float step)
         {
         {
             float sgn = value < 0 ? -1.0f : 1.0f;
             float sgn = value < 0 ? -1.0f : 1.0f;
-            float val = Mathf.abs(value);
+            float val = Mathf.Abs(value);
             val -= amount * step;
             val -= amount * step;
             if (val < 0.0f)
             if (val < 0.0f)
                 val = 0.0f;
                 val = 0.0f;
             return val * sgn;
             return val * sgn;
         }
         }
 
 
-        public static FuncRef funcref(Object instance, string funcname)
+        public static FuncRef Funcref(Object instance, string funcname)
         {
         {
             var ret = new FuncRef();
             var ret = new FuncRef();
             ret.SetInstance(instance);
             ret.SetInstance(instance);
@@ -39,57 +39,57 @@ namespace Godot
             return ret;
             return ret;
         }
         }
 
 
-        public static int hash(object var)
+        public static int Hash(object var)
         {
         {
             return NativeCalls.godot_icall_Godot_hash(var);
             return NativeCalls.godot_icall_Godot_hash(var);
         }
         }
 
 
-        public static Object instance_from_id(int instance_id)
+        public static Object InstanceFromId(int instanceId)
         {
         {
-            return NativeCalls.godot_icall_Godot_instance_from_id(instance_id);
+            return NativeCalls.godot_icall_Godot_instance_from_id(instanceId);
         }
         }
 
 
-        public static double linear2db(double linear)
+        public static double Linear2Db(double linear)
         {
         {
             return Math.Log(linear) * 8.6858896380650365530225783783321;
             return Math.Log(linear) * 8.6858896380650365530225783783321;
         }
         }
 
 
-        public static Resource load(string path)
+        public static Resource Load(string path)
         {
         {
             return ResourceLoader.Load(path);
             return ResourceLoader.Load(path);
         }
         }
 
 
-        public static void print(params object[] what)
+        public static void Print(params object[] what)
         {
         {
             NativeCalls.godot_icall_Godot_print(what);
             NativeCalls.godot_icall_Godot_print(what);
         }
         }
 
 
-        public static void print_stack()
+        public static void PrintStack()
         {
         {
-            print(System.Environment.StackTrace);
+            Print(System.Environment.StackTrace);
         }
         }
 
 
-        public static void printerr(params object[] what)
+        public static void Printerr(params object[] what)
         {
         {
             NativeCalls.godot_icall_Godot_printerr(what);
             NativeCalls.godot_icall_Godot_printerr(what);
         }
         }
 
 
-        public static void printraw(params object[] what)
+        public static void Printraw(params object[] what)
         {
         {
             NativeCalls.godot_icall_Godot_printraw(what);
             NativeCalls.godot_icall_Godot_printraw(what);
         }
         }
 
 
-        public static void prints(params object[] what)
+        public static void Prints(params object[] what)
         {
         {
             NativeCalls.godot_icall_Godot_prints(what);
             NativeCalls.godot_icall_Godot_prints(what);
         }
         }
 
 
-        public static void printt(params object[] what)
+        public static void Printt(params object[] what)
         {
         {
             NativeCalls.godot_icall_Godot_printt(what);
             NativeCalls.godot_icall_Godot_printt(what);
         }
         }
 
 
-        public static int[] range(int length)
+        public static int[] Range(int length)
         {
         {
             int[] ret = new int[length];
             int[] ret = new int[length];
 
 
@@ -101,7 +101,7 @@ namespace Godot
             return ret;
             return ret;
         }
         }
 
 
-        public static int[] range(int from, int to)
+        public static int[] Range(int from, int to)
         {
         {
             if (to < from)
             if (to < from)
                 return new int[0];
                 return new int[0];
@@ -116,7 +116,7 @@ namespace Godot
             return ret;
             return ret;
         }
         }
 
 
-        public static int[] range(int from, int to, int increment)
+        public static int[] Range(int from, int to, int increment)
         {
         {
             if (to < from && increment > 0)
             if (to < from && increment > 0)
                 return new int[0];
                 return new int[0];
@@ -153,37 +153,37 @@ namespace Godot
             return ret;
             return ret;
         }
         }
 
 
-        public static void seed(int seed)
+        public static void Seed(int seed)
         {
         {
             NativeCalls.godot_icall_Godot_seed(seed);
             NativeCalls.godot_icall_Godot_seed(seed);
         }
         }
 
 
-        public static string str(params object[] what)
+        public static string Str(params object[] what)
         {
         {
             return NativeCalls.godot_icall_Godot_str(what);
             return NativeCalls.godot_icall_Godot_str(what);
         }
         }
 
 
-        public static object str2var(string str)
+        public static object Str2Var(string str)
         {
         {
             return NativeCalls.godot_icall_Godot_str2var(str);
             return NativeCalls.godot_icall_Godot_str2var(str);
         }
         }
 
 
-        public static bool type_exists(string type)
+        public static bool TypeExists(string type)
         {
         {
             return NativeCalls.godot_icall_Godot_type_exists(type);
             return NativeCalls.godot_icall_Godot_type_exists(type);
         }
         }
 
 
-        public static byte[] var2bytes(object var)
+        public static byte[] Var2Bytes(object var)
         {
         {
             return NativeCalls.godot_icall_Godot_var2bytes(var);
             return NativeCalls.godot_icall_Godot_var2bytes(var);
         }
         }
 
 
-        public static string var2str(object var)
+        public static string Var2Str(object var)
         {
         {
             return NativeCalls.godot_icall_Godot_var2str(var);
             return NativeCalls.godot_icall_Godot_var2str(var);
         }
         }
 
 
-        public static WeakRef weakref(Object obj)
+        public static WeakRef Weakref(Object obj)
         {
         {
             return NativeCalls.godot_icall_Godot_weakref(Object.GetPtr(obj));
             return NativeCalls.godot_icall_Godot_weakref(Object.GetPtr(obj));
         }
         }

+ 44 - 44
modules/mono/glue/cs_files/Mathf.cs

@@ -10,42 +10,42 @@ namespace Godot
         private const float Deg2RadConst = 0.0174532924f;
         private const float Deg2RadConst = 0.0174532924f;
         private const float Rad2DegConst = 57.29578f;
         private const float Rad2DegConst = 57.29578f;
 
 
-        public static float abs(float s)
+        public static float Abs(float s)
         {
         {
             return Math.Abs(s);
             return Math.Abs(s);
         }
         }
 
 
-        public static float acos(float s)
+        public static float Acos(float s)
         {
         {
             return (float)Math.Acos(s);
             return (float)Math.Acos(s);
         }
         }
 
 
-        public static float asin(float s)
+        public static float Asin(float s)
         {
         {
             return (float)Math.Asin(s);
             return (float)Math.Asin(s);
         }
         }
 
 
-        public static float atan(float s)
+        public static float Atan(float s)
         {
         {
             return (float)Math.Atan(s);
             return (float)Math.Atan(s);
         }
         }
 
 
-        public static float atan2(float x, float y)
+        public static float Atan2(float x, float y)
         {
         {
             return (float)Math.Atan2(x, y);
             return (float)Math.Atan2(x, y);
         }
         }
 
 
-		public static Vector2 cartesian2polar(float x, float y)
+		public static Vector2 Cartesian2Polar(float x, float y)
 		{
 		{
-			return new Vector2(sqrt(x * x + y * y), atan2(y, x));
+			return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
 		}
 		}
 
 
-        public static float ceil(float s)
+        public static float Ceil(float s)
         {
         {
             return (float)Math.Ceiling(s);
             return (float)Math.Ceiling(s);
         }
         }
 
 
-        public static float clamp(float val, float min, float max)
+        public static float Clamp(float val, float min, float max)
         {
         {
             if (val < min)
             if (val < min)
             {
             {
@@ -59,32 +59,32 @@ namespace Godot
             return val;
             return val;
         }
         }
 
 
-        public static float cos(float s)
+        public static float Cos(float s)
         {
         {
             return (float)Math.Cos(s);
             return (float)Math.Cos(s);
         }
         }
 
 
-        public static float cosh(float s)
+        public static float Cosh(float s)
         {
         {
             return (float)Math.Cosh(s);
             return (float)Math.Cosh(s);
         }
         }
 
 
-        public static int decimals(float step)
+        public static int Decimals(float step)
         {
         {
-            return decimals(step);
+            return Decimals(step);
         }
         }
 
 
-        public static int decimals(decimal step)
+        public static int Decimals(decimal step)
         {
         {
             return BitConverter.GetBytes(decimal.GetBits(step)[3])[2];
             return BitConverter.GetBytes(decimal.GetBits(step)[3])[2];
         }
         }
 
 
-        public static float deg2rad(float deg)
+        public static float Deg2Rad(float deg)
         {
         {
             return deg * Deg2RadConst;
             return deg * Deg2RadConst;
         }
         }
 
 
-        public static float ease(float s, float curve)
+        public static float Ease(float s, float curve)
         {
         {
             if (s < 0f)
             if (s < 0f)
             {
             {
@@ -99,35 +99,35 @@ namespace Godot
             {
             {
                 if (curve < 1.0f)
                 if (curve < 1.0f)
                 {
                 {
-                    return 1.0f - pow(1.0f - s, 1.0f / curve);
+                    return 1.0f - Pow(1.0f - s, 1.0f / curve);
                 }
                 }
 
 
-                return pow(s, curve);
+                return Pow(s, curve);
             }
             }
             else if (curve < 0f)
             else if (curve < 0f)
             {
             {
                 if (s < 0.5f)
                 if (s < 0.5f)
                 {
                 {
-                    return pow(s * 2.0f, -curve) * 0.5f;
+                    return Pow(s * 2.0f, -curve) * 0.5f;
                 }
                 }
 
 
-                return (1.0f - pow(1.0f - (s - 0.5f) * 2.0f, -curve)) * 0.5f + 0.5f;
+                return (1.0f - Pow(1.0f - (s - 0.5f) * 2.0f, -curve)) * 0.5f + 0.5f;
             }
             }
 
 
             return 0f;
             return 0f;
         }
         }
 
 
-        public static float exp(float s)
+        public static float Exp(float s)
         {
         {
             return (float)Math.Exp(s);
             return (float)Math.Exp(s);
         }
         }
 
 
-        public static float floor(float s)
+        public static float Floor(float s)
         {
         {
             return (float)Math.Floor(s);
             return (float)Math.Floor(s);
         }
         }
 
 
-        public static float fposmod(float x, float y)
+        public static float Fposmod(float x, float y)
         {
         {
             if (x >= 0f)
             if (x >= 0f)
             {
             {
@@ -139,37 +139,37 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public static float lerp(float from, float to, float weight)
+        public static float Lerp(float from, float to, float weight)
         {
         {
-            return from + (to - from) * clamp(weight, 0f, 1f);
+            return from + (to - from) * Clamp(weight, 0f, 1f);
         }
         }
 
 
-        public static float log(float s)
+        public static float Log(float s)
         {
         {
             return (float)Math.Log(s);
             return (float)Math.Log(s);
         }
         }
 
 
-        public static int max(int a, int b)
+        public static int Max(int a, int b)
         {
         {
             return (a > b) ? a : b;
             return (a > b) ? a : b;
         }
         }
 
 
-        public static float max(float a, float b)
+        public static float Max(float a, float b)
         {
         {
             return (a > b) ? a : b;
             return (a > b) ? a : b;
         }
         }
 
 
-        public static int min(int a, int b)
+        public static int Min(int a, int b)
         {
         {
             return (a < b) ? a : b;
             return (a < b) ? a : b;
         }
         }
 
 
-        public static float min(float a, float b)
+        public static float Min(float a, float b)
         {
         {
             return (a < b) ? a : b;
             return (a < b) ? a : b;
         }
         }
 
 
-        public static int nearest_po2(int val)
+        public static int NearestPo2(int val)
         {
         {
             val--;
             val--;
             val |= val >> 1;
             val |= val >> 1;
@@ -181,62 +181,62 @@ namespace Godot
             return val;
             return val;
         }
         }
 
 
-		public static Vector2 polar2cartesian(float r, float th)
+		public static Vector2 Polar2Cartesian(float r, float th)
 		{
 		{
-			return new Vector2(r * cos(th), r * sin(th));
+			return new Vector2(r * Cos(th), r * Sin(th));
 		}
 		}
 
 
-        public static float pow(float x, float y)
+        public static float Pow(float x, float y)
         {
         {
             return (float)Math.Pow(x, y);
             return (float)Math.Pow(x, y);
         }
         }
 
 
-        public static float rad2deg(float rad)
+        public static float Rad2Deg(float rad)
         {
         {
             return rad * Rad2DegConst;
             return rad * Rad2DegConst;
         }
         }
 
 
-        public static float round(float s)
+        public static float Round(float s)
         {
         {
             return (float)Math.Round(s);
             return (float)Math.Round(s);
         }
         }
 
 
-        public static float sign(float s)
+        public static float Sign(float s)
         {
         {
             return (s < 0f) ? -1f : 1f;
             return (s < 0f) ? -1f : 1f;
         }
         }
 
 
-        public static float sin(float s)
+        public static float Sin(float s)
         {
         {
             return (float)Math.Sin(s);
             return (float)Math.Sin(s);
         }
         }
 
 
-        public static float sinh(float s)
+        public static float Sinh(float s)
         {
         {
             return (float)Math.Sinh(s);
             return (float)Math.Sinh(s);
         }
         }
 
 
-        public static float sqrt(float s)
+        public static float Sqrt(float s)
         {
         {
             return (float)Math.Sqrt(s);
             return (float)Math.Sqrt(s);
         }
         }
 
 
-        public static float stepify(float s, float step)
+        public static float Stepify(float s, float step)
         {
         {
             if (step != 0f)
             if (step != 0f)
             {
             {
-                s = floor(s / step + 0.5f) * step;
+                s = Floor(s / step + 0.5f) * step;
             }
             }
 
 
             return s;
             return s;
         }
         }
 
 
-        public static float tan(float s)
+        public static float Tan(float s)
         {
         {
             return (float)Math.Tan(s);
             return (float)Math.Tan(s);
         }
         }
 
 
-        public static float tanh(float s)
+        public static float Tanh(float s)
         {
         {
             return (float)Math.Tanh(s);
             return (float)Math.Tanh(s);
         }
         }

+ 29 - 29
modules/mono/glue/cs_files/Plane.cs

@@ -52,44 +52,44 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public float distance_to(Vector3 point)
+        public float DistanceTo(Vector3 point)
         {
         {
-            return normal.dot(point) - d;
+            return normal.Dot(point) - d;
         }
         }
 
 
-        public Vector3 get_any_point()
+        public Vector3 GetAnyPoint()
         {
         {
             return normal * d;
             return normal * d;
         }
         }
 
 
-        public bool has_point(Vector3 point, float epsilon = Mathf.Epsilon)
+        public bool HasPoint(Vector3 point, float epsilon = Mathf.Epsilon)
         {
         {
-            float dist = normal.dot(point) - d;
-            return Mathf.abs(dist) <= epsilon;
+            float dist = normal.Dot(point) - d;
+            return Mathf.Abs(dist) <= epsilon;
         }
         }
 
 
-        public Vector3 intersect_3(Plane b, Plane c)
+        public Vector3 Intersect3(Plane b, Plane c)
         {
         {
-            float denom = normal.cross(b.normal).dot(c.normal);
+            float denom = normal.Cross(b.normal).Dot(c.normal);
 
 
-            if (Mathf.abs(denom) <= Mathf.Epsilon)
+            if (Mathf.Abs(denom) <= Mathf.Epsilon)
                 return new Vector3();
                 return new Vector3();
 
 
-            Vector3 result = (b.normal.cross(c.normal) * this.d) +
-                                (c.normal.cross(normal) * b.d) +
-                                (normal.cross(b.normal) * c.d);
+            Vector3 result = (b.normal.Cross(c.normal) * this.d) +
+                                (c.normal.Cross(normal) * b.d) +
+                                (normal.Cross(b.normal) * c.d);
 
 
             return result / denom;
             return result / denom;
         }
         }
 
 
-        public Vector3 intersect_ray(Vector3 from, Vector3 dir)
+        public Vector3 IntersectRay(Vector3 from, Vector3 dir)
         {
         {
-            float den = normal.dot(dir);
+            float den = normal.Dot(dir);
 
 
-            if (Mathf.abs(den) <= Mathf.Epsilon)
+            if (Mathf.Abs(den) <= Mathf.Epsilon)
                 return new Vector3();
                 return new Vector3();
 
 
-            float dist = (normal.dot(from) - d) / den;
+            float dist = (normal.Dot(from) - d) / den;
 
 
             // This is a ray, before the emiting pos (from) does not exist
             // This is a ray, before the emiting pos (from) does not exist
             if (dist > Mathf.Epsilon)
             if (dist > Mathf.Epsilon)
@@ -98,15 +98,15 @@ namespace Godot
             return from + dir * -dist;
             return from + dir * -dist;
         }
         }
 
 
-        public Vector3 intersect_segment(Vector3 begin, Vector3 end)
+        public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
         {
         {
             Vector3 segment = begin - end;
             Vector3 segment = begin - end;
-            float den = normal.dot(segment);
+            float den = normal.Dot(segment);
 
 
-            if (Mathf.abs(den) <= Mathf.Epsilon)
+            if (Mathf.Abs(den) <= Mathf.Epsilon)
                 return new Vector3();
                 return new Vector3();
 
 
-            float dist = (normal.dot(begin) - d) / den;
+            float dist = (normal.Dot(begin) - d) / den;
 
 
             if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
             if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
                 return new Vector3();
                 return new Vector3();
@@ -114,14 +114,14 @@ namespace Godot
             return begin + segment * -dist;
             return begin + segment * -dist;
         }
         }
 
 
-        public bool is_point_over(Vector3 point)
+        public bool IsPointOver(Vector3 point)
         {
         {
-            return normal.dot(point) > d;
+            return normal.Dot(point) > d;
         }
         }
 
 
-        public Plane normalized()
+        public Plane Normalized()
         {
         {
-            float len = normal.length();
+            float len = normal.Length();
 
 
             if (len == 0)
             if (len == 0)
                 return new Plane(0, 0, 0, 0);
                 return new Plane(0, 0, 0, 0);
@@ -129,9 +129,9 @@ namespace Godot
             return new Plane(normal / len, d / len);
             return new Plane(normal / len, d / len);
         }
         }
 
 
-        public Vector3 project(Vector3 point)
+        public Vector3 Project(Vector3 point)
         {
         {
-            return point - normal * distance_to(point);
+            return point - normal * DistanceTo(point);
         }
         }
 
 
         public Plane(float a, float b, float c, float d)
         public Plane(float a, float b, float c, float d)
@@ -148,9 +148,9 @@ namespace Godot
 
 
         public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
         public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
         {
         {
-            normal = (v1 - v3).cross(v1 - v2);
-            normal.normalize();
-            d = normal.dot(v1);
+            normal = (v1 - v3).Cross(v1 - v2);
+            normal.Normalize();
+            d = normal.Dot(v1);
         }
         }
 
 
         public static Plane operator -(Plane plane)
         public static Plane operator -(Plane plane)

+ 30 - 30
modules/mono/glue/cs_files/Quat.cs

@@ -58,40 +58,40 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public Quat cubic_slerp(Quat b, Quat preA, Quat postB, float t)
+        public Quat CubicSlerp(Quat b, Quat preA, Quat postB, float t)
         {
         {
             float t2 = (1.0f - t) * t * 2f;
             float t2 = (1.0f - t) * t * 2f;
-            Quat sp = slerp(b, t);
-            Quat sq = preA.slerpni(postB, t);
-            return sp.slerpni(sq, t2);
+            Quat sp = Slerp(b, t);
+            Quat sq = preA.Slerpni(postB, t);
+            return sp.Slerpni(sq, t2);
         }
         }
 
 
-        public float dot(Quat b)
+        public float Dot(Quat b)
         {
         {
             return x * b.x + y * b.y + z * b.z + w * b.w;
             return x * b.x + y * b.y + z * b.z + w * b.w;
         }
         }
 
 
-        public Quat inverse()
+        public Quat Inverse()
         {
         {
             return new Quat(-x, -y, -z, w);
             return new Quat(-x, -y, -z, w);
         }
         }
 
 
-        public float length()
+        public float Length()
         {
         {
-            return Mathf.sqrt(length_squared());
+            return Mathf.Sqrt(LengthSquared());
         }
         }
 
 
-        public float length_squared()
+        public float LengthSquared()
         {
         {
-            return dot(this);
+            return Dot(this);
         }
         }
 
 
-        public Quat normalized()
+        public Quat Normalized()
         {
         {
-            return this / length();
+            return this / Length();
         }
         }
 
 
-        public void set(float x, float y, float z, float w)
+        public void Set(float x, float y, float z, float w)
         {
         {
             this.x = x;
             this.x = x;
             this.y = y;
             this.y = y;
@@ -99,7 +99,7 @@ namespace Godot
             this.w = w;
             this.w = w;
         }
         }
 
 
-        public Quat slerp(Quat b, float t)
+        public Quat Slerp(Quat b, float t)
         {
         {
             // Calculate cosine
             // Calculate cosine
             float cosom = x * b.x + y * b.y + z * b.z + w * b.w;
             float cosom = x * b.x + y * b.y + z * b.z + w * b.w;
@@ -128,10 +128,10 @@ namespace Godot
             if ((1.0 - cosom) > Mathf.Epsilon)
             if ((1.0 - cosom) > Mathf.Epsilon)
             {
             {
                 // Standard case (Slerp)
                 // Standard case (Slerp)
-                float omega = Mathf.acos(cosom);
-                sinom = Mathf.sin(omega);
-                scale0 = Mathf.sin((1.0f - t) * omega) / sinom;
-                scale1 = Mathf.sin(t * omega) / sinom;
+                float omega = Mathf.Acos(cosom);
+                sinom = Mathf.Sin(omega);
+                scale0 = Mathf.Sin((1.0f - t) * omega) / sinom;
+                scale1 = Mathf.Sin(t * omega) / sinom;
             }
             }
             else
             else
             {
             {
@@ -150,19 +150,19 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Quat slerpni(Quat b, float t)
+        public Quat Slerpni(Quat b, float t)
         {
         {
-            float dot = this.dot(b);
+            float dot = this.Dot(b);
 
 
-            if (Mathf.abs(dot) > 0.9999f)
+            if (Mathf.Abs(dot) > 0.9999f)
             {
             {
                 return this;
                 return this;
             }
             }
 
 
-            float theta = Mathf.acos(dot);
-            float sinT = 1.0f / Mathf.sin(theta);
-            float newFactor = Mathf.sin(t * theta) * sinT;
-            float invFactor = Mathf.sin((1.0f - t) * theta) * sinT;
+            float theta = Mathf.Acos(dot);
+            float sinT = 1.0f / Mathf.Sin(theta);
+            float newFactor = Mathf.Sin(t * theta) * sinT;
+            float invFactor = Mathf.Sin((1.0f - t) * theta) * sinT;
 
 
             return new Quat
             return new Quat
             (
             (
@@ -173,10 +173,10 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Vector3 xform(Vector3 v)
+        public Vector3 Xform(Vector3 v)
         {
         {
             Quat q = this * v;
             Quat q = this * v;
-            q *= this.inverse();
+            q *= this.Inverse();
             return new Vector3(q.x, q.y, q.z);
             return new Vector3(q.x, q.y, q.z);
         }
         }
 
 
@@ -190,7 +190,7 @@ namespace Godot
 
 
         public Quat(Vector3 axis, float angle)
         public Quat(Vector3 axis, float angle)
         {
         {
-            float d = axis.length();
+            float d = axis.Length();
 
 
             if (d == 0f)
             if (d == 0f)
             {
             {
@@ -201,12 +201,12 @@ namespace Godot
             }
             }
             else
             else
             {
             {
-                float s = Mathf.sin(angle * 0.5f) / d;
+                float s = Mathf.Sin(angle * 0.5f) / d;
 
 
                 x = axis.x * s;
                 x = axis.x * s;
                 y = axis.y * s;
                 y = axis.y * s;
                 z = axis.z * s;
                 z = axis.z * s;
-                w = Mathf.cos(angle * 0.5f);
+                w = Mathf.Cos(angle * 0.5f);
             }
             }
         }
         }
 
 

+ 22 - 22
modules/mono/glue/cs_files/Rect2.cs

@@ -28,36 +28,36 @@ namespace Godot
 
 
         public float Area
         public float Area
         {
         {
-            get { return get_area(); }
+            get { return GetArea(); }
         }
         }
 
 
-        public Rect2 clip(Rect2 b)
+        public Rect2 Clip(Rect2 b)
         {
         {
             Rect2 newRect = b;
             Rect2 newRect = b;
 
 
-            if (!intersects(newRect))
+            if (!Intersects(newRect))
                 return new Rect2();
                 return new Rect2();
 
 
-            newRect.position.x = Mathf.max(b.position.x, position.x);
-            newRect.position.y = Mathf.max(b.position.y, position.y);
+            newRect.position.x = Mathf.Max(b.position.x, position.x);
+            newRect.position.y = Mathf.Max(b.position.y, position.y);
 
 
             Vector2 bEnd = b.position + b.size;
             Vector2 bEnd = b.position + b.size;
             Vector2 end = position + size;
             Vector2 end = position + size;
 
 
-            newRect.size.x = Mathf.min(bEnd.x, end.x) - newRect.position.x;
-            newRect.size.y = Mathf.min(bEnd.y, end.y) - newRect.position.y;
+            newRect.size.x = Mathf.Min(bEnd.x, end.x) - newRect.position.x;
+            newRect.size.y = Mathf.Min(bEnd.y, end.y) - newRect.position.y;
 
 
             return newRect;
             return newRect;
         }
         }
 
 
-        public bool encloses(Rect2 b)
+        public bool Encloses(Rect2 b)
         {
         {
             return (b.position.x >= position.x) && (b.position.y >= position.y) &&
             return (b.position.x >= position.x) && (b.position.y >= position.y) &&
                ((b.position.x + b.size.x) < (position.x + size.x)) &&
                ((b.position.x + b.size.x) < (position.x + size.x)) &&
                ((b.position.y + b.size.y) < (position.y + size.y));
                ((b.position.y + b.size.y) < (position.y + size.y));
         }
         }
 
 
-        public Rect2 expand(Vector2 to)
+        public Rect2 Expand(Vector2 to)
         {
         {
             Rect2 expanded = this;
             Rect2 expanded = this;
 
 
@@ -80,12 +80,12 @@ namespace Godot
             return expanded;
             return expanded;
         }
         }
 
 
-        public float get_area()
+        public float GetArea()
         {
         {
             return size.x * size.y;
             return size.x * size.y;
         }
         }
 
 
-        public Rect2 grow(float by)
+        public Rect2 Grow(float by)
         {
         {
             Rect2 g = this;
             Rect2 g = this;
 
 
@@ -97,7 +97,7 @@ namespace Godot
             return g;
             return g;
         }
         }
 
 
-        public Rect2 grow_individual(float left, float top, float right, float bottom)
+        public Rect2 GrowIndividual(float left, float top, float right, float bottom)
         {
         {
             Rect2 g = this;
             Rect2 g = this;
 
 
@@ -109,11 +109,11 @@ namespace Godot
             return g;
             return g;
         }
         }
 
 
-        public Rect2 grow_margin(int margin, float by)
+        public Rect2 GrowMargin(int margin, float by)
         {
         {
             Rect2 g = this;
             Rect2 g = this;
 
 
-            g.grow_individual((GD.MARGIN_LEFT == margin) ? by : 0,
+            g.GrowIndividual((GD.MARGIN_LEFT == margin) ? by : 0,
                     (GD.MARGIN_TOP == margin) ? by : 0,
                     (GD.MARGIN_TOP == margin) ? by : 0,
                     (GD.MARGIN_RIGHT == margin) ? by : 0,
                     (GD.MARGIN_RIGHT == margin) ? by : 0,
                     (GD.MARGIN_BOTTOM == margin) ? by : 0);
                     (GD.MARGIN_BOTTOM == margin) ? by : 0);
@@ -121,12 +121,12 @@ namespace Godot
             return g;
             return g;
         }
         }
 
 
-        public bool has_no_area()
+        public bool HasNoArea()
         {
         {
             return size.x <= 0 || size.y <= 0;
             return size.x <= 0 || size.y <= 0;
         }
         }
 
 
-        public bool has_point(Vector2 point)
+        public bool HasPoint(Vector2 point)
         {
         {
             if (point.x < position.x)
             if (point.x < position.x)
                 return false;
                 return false;
@@ -141,7 +141,7 @@ namespace Godot
             return true;
             return true;
         }
         }
 
 
-        public bool intersects(Rect2 b)
+        public bool Intersects(Rect2 b)
         {
         {
             if (position.x > (b.position.x + b.size.x))
             if (position.x > (b.position.x + b.size.x))
                 return false;
                 return false;
@@ -155,15 +155,15 @@ namespace Godot
             return true;
             return true;
         }
         }
 
 
-        public Rect2 merge(Rect2 b)
+        public Rect2 Merge(Rect2 b)
         {
         {
             Rect2 newRect;
             Rect2 newRect;
 
 
-            newRect.position.x = Mathf.min(b.position.x, position.x);
-            newRect.position.y = Mathf.min(b.position.y, position.y);
+            newRect.position.x = Mathf.Min(b.position.x, position.x);
+            newRect.position.y = Mathf.Min(b.position.y, position.y);
 
 
-            newRect.size.x = Mathf.max(b.position.x + b.size.x, position.x + size.x);
-            newRect.size.y = Mathf.max(b.position.y + b.size.y, position.y + size.y);
+            newRect.size.x = Mathf.Max(b.position.x + b.size.x, position.x + size.x);
+            newRect.size.y = Mathf.Max(b.position.y + b.size.y, position.y + size.y);
 
 
             newRect.size = newRect.size - newRect.position; // Make relative again
             newRect.size = newRect.size - newRect.position; // Make relative again
 
 

+ 87 - 87
modules/mono/glue/cs_files/StringExtensions.cs

@@ -10,15 +10,15 @@ namespace Godot
 {
 {
     public static class StringExtensions
     public static class StringExtensions
     {
     {
-        private static int get_slice_count(this string instance, string splitter)
+        private static int GetSliceCount(this string instance, string splitter)
         {
         {
-            if (instance.empty() || splitter.empty())
+            if (instance.Empty() || splitter.Empty())
                 return 0;
                 return 0;
 
 
             int pos = 0;
             int pos = 0;
             int slices = 1;
             int slices = 1;
 
 
-            while ((pos = instance.find(splitter, pos)) >= 0)
+            while ((pos = instance.Find(splitter, pos)) >= 0)
             {
             {
                 slices++;
                 slices++;
                 pos += splitter.Length;
                 pos += splitter.Length;
@@ -27,9 +27,9 @@ namespace Godot
             return slices;
             return slices;
         }
         }
 
 
-        private static string get_slicec(this string instance, char splitter, int slice)
+        private static string GetSlicec(this string instance, char splitter, int slice)
         {
         {
-            if (!instance.empty() && slice >= 0)
+            if (!instance.Empty() && slice >= 0)
             {
             {
                 int i = 0;
                 int i = 0;
                 int prev = 0;
                 int prev = 0;
@@ -60,7 +60,7 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file, return the path to the file without the extension.
         // If the string is a path to a file, return the path to the file without the extension.
         // </summary>
         // </summary>
-        public static string basename(this string instance)
+        public static string Basename(this string instance)
         {
         {
             int index = instance.LastIndexOf('.');
             int index = instance.LastIndexOf('.');
 
 
@@ -73,7 +73,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return true if the strings begins with the given string.
         // Return true if the strings begins with the given string.
         // </summary>
         // </summary>
-        public static bool begins_with(this string instance, string text)
+        public static bool BeginsWith(this string instance, string text)
         {
         {
             return instance.StartsWith(text);
             return instance.StartsWith(text);
         }
         }
@@ -81,7 +81,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the bigrams (pairs of consecutive letters) of this string.
         // Return the bigrams (pairs of consecutive letters) of this string.
         // </summary>
         // </summary>
-        public static string[] bigrams(this string instance)
+        public static string[] Bigrams(this string instance)
         {
         {
             string[] b = new string[instance.Length - 1];
             string[] b = new string[instance.Length - 1];
 
 
@@ -96,7 +96,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return a copy of the string with special characters escaped using the C language standard.
         // Return a copy of the string with special characters escaped using the C language standard.
         // </summary>
         // </summary>
-        public static string c_escape(this string instance)
+        public static string CEscape(this string instance)
         {
         {
             StringBuilder sb = new StringBuilder(string.Copy(instance));
             StringBuilder sb = new StringBuilder(string.Copy(instance));
 
 
@@ -118,7 +118,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return a copy of the string with escaped characters replaced by their meanings according to the C language standard.
         // Return a copy of the string with escaped characters replaced by their meanings according to the C language standard.
         // </summary>
         // </summary>
-        public static string c_unescape(this string instance)
+        public static string CUnescape(this string instance)
         {
         {
             StringBuilder sb = new StringBuilder(string.Copy(instance));
             StringBuilder sb = new StringBuilder(string.Copy(instance));
 
 
@@ -140,14 +140,14 @@ namespace Godot
         // <summary>
         // <summary>
         // Change the case of some letters. Replace underscores with spaces, convert all letters to lowercase then capitalize first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code] it will return [code]Capitalize Camelcase Mixed With Underscores[/code].
         // Change the case of some letters. Replace underscores with spaces, convert all letters to lowercase then capitalize first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code] it will return [code]Capitalize Camelcase Mixed With Underscores[/code].
         // </summary>
         // </summary>
-        public static string capitalize(this string instance)
+        public static string Capitalize(this string instance)
         {
         {
             string aux = instance.Replace("_", " ").ToLower();
             string aux = instance.Replace("_", " ").ToLower();
             string cap = string.Empty;
             string cap = string.Empty;
 
 
-            for (int i = 0; i < aux.get_slice_count(" "); i++)
+            for (int i = 0; i < aux.GetSliceCount(" "); i++)
             {
             {
-                string slice = aux.get_slicec(' ', i);
+                string slice = aux.GetSlicec(' ', i);
                 if (slice.Length > 0)
                 if (slice.Length > 0)
                 {
                 {
                     slice = char.ToUpper(slice[0]) + slice.Substring(1);
                     slice = char.ToUpper(slice[0]) + slice.Substring(1);
@@ -163,12 +163,12 @@ namespace Godot
         // <summary>
         // <summary>
         // Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
         // Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
         // </summary>
         // </summary>
-        public static int casecmp_to(this string instance, string to)
+        public static int CasecmpTo(this string instance, string to)
         {
         {
-            if (instance.empty())
-                return to.empty() ? 0 : -1;
+            if (instance.Empty())
+                return to.Empty() ? 0 : -1;
 
 
-            if (to.empty())
+            if (to.Empty())
                 return 1;
                 return 1;
 
 
             int instance_idx = 0;
             int instance_idx = 0;
@@ -195,7 +195,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return true if the string is empty.
         // Return true if the string is empty.
         // </summary>
         // </summary>
-        public static bool empty(this string instance)
+        public static bool Empty(this string instance)
         {
         {
             return string.IsNullOrEmpty(instance);
             return string.IsNullOrEmpty(instance);
         }
         }
@@ -203,7 +203,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return true if the strings ends with the given string.
         // Return true if the strings ends with the given string.
         // </summary>
         // </summary>
-        public static bool ends_with(this string instance, string text)
+        public static bool EndsWith(this string instance, string text)
         {
         {
             return instance.EndsWith(text);
             return instance.EndsWith(text);
         }
         }
@@ -211,7 +211,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Erase [code]chars[/code] characters from the string starting from [code]pos[/code].
         // Erase [code]chars[/code] characters from the string starting from [code]pos[/code].
         // </summary>
         // </summary>
-        public static void erase(this StringBuilder instance, int pos, int chars)
+        public static void Erase(this StringBuilder instance, int pos, int chars)
         {
         {
             instance.Remove(pos, chars);
             instance.Remove(pos, chars);
         }
         }
@@ -219,9 +219,9 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file, return the extension.
         // If the string is a path to a file, return the extension.
         // </summary>
         // </summary>
-        public static string extension(this string instance)
+        public static string Extension(this string instance)
         {
         {
-            int pos = instance.find_last(".");
+            int pos = instance.FindLast(".");
 
 
             if (pos < 0)
             if (pos < 0)
                 return instance;
                 return instance;
@@ -232,7 +232,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Find the first occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // Find the first occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // </summary>
         // </summary>
-        public static int find(this string instance, string what, int from = 0)
+        public static int Find(this string instance, string what, int from = 0)
         {
         {
             return instance.IndexOf(what, StringComparison.OrdinalIgnoreCase);
             return instance.IndexOf(what, StringComparison.OrdinalIgnoreCase);
         }
         }
@@ -240,7 +240,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Find the last occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // Find the last occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // </summary>
         // </summary>
-        public static int find_last(this string instance, string what)
+        public static int FindLast(this string instance, string what)
         {
         {
             return instance.LastIndexOf(what, StringComparison.OrdinalIgnoreCase);
             return instance.LastIndexOf(what, StringComparison.OrdinalIgnoreCase);
         }
         }
@@ -248,7 +248,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Find the first occurrence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // Find the first occurrence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
         // </summary>
         // </summary>
-        public static int findn(this string instance, string what, int from = 0)
+        public static int FindN(this string instance, string what, int from = 0)
         {
         {
             return instance.IndexOf(what, StringComparison.Ordinal);
             return instance.IndexOf(what, StringComparison.Ordinal);
         }
         }
@@ -256,9 +256,9 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file, return the base directory.
         // If the string is a path to a file, return the base directory.
         // </summary>
         // </summary>
-        public static string get_base_dir(this string instance)
+        public static string GetBaseDir(this string instance)
         {
         {
-            int basepos = instance.find("://");
+            int basepos = instance.Find("://");
 
 
             string rs = string.Empty;
             string rs = string.Empty;
             string @base = string.Empty;
             string @base = string.Empty;
@@ -271,7 +271,7 @@ namespace Godot
             }
             }
             else
             else
             {
             {
-                if (instance.begins_with("/"))
+                if (instance.BeginsWith("/"))
                 {
                 {
                     rs = instance.Substring(1, instance.Length);
                     rs = instance.Substring(1, instance.Length);
                     @base = "/";
                     @base = "/";
@@ -282,7 +282,7 @@ namespace Godot
                 }
                 }
             }
             }
 
 
-            int sep = Mathf.max(rs.find_last("/"), rs.find_last("\\"));
+            int sep = Mathf.Max(rs.FindLast("/"), rs.FindLast("\\"));
 
 
             if (sep == -1)
             if (sep == -1)
                 return @base;
                 return @base;
@@ -293,9 +293,9 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file, return the file and ignore the base directory.
         // If the string is a path to a file, return the file and ignore the base directory.
         // </summary>
         // </summary>
-        public static string get_file(this string instance)
+        public static string GetFile(this string instance)
         {
         {
-            int sep = Mathf.max(instance.find_last("/"), instance.find_last("\\"));
+            int sep = Mathf.Max(instance.FindLast("/"), instance.FindLast("\\"));
 
 
             if (sep == -1)
             if (sep == -1)
                 return instance;
                 return instance;
@@ -306,7 +306,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Hash the string and return a 32 bits integer.
         // Hash the string and return a 32 bits integer.
         // </summary>
         // </summary>
-        public static int hash(this string instance)
+        public static int Hash(this string instance)
         {
         {
             int index = 0;
             int index = 0;
             int hashv = 5381;
             int hashv = 5381;
@@ -321,7 +321,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Convert a string containing an hexadecimal number into an int.
         // Convert a string containing an hexadecimal number into an int.
         // </summary>
         // </summary>
-        public static int hex_to_int(this string instance)
+        public static int HexToInt(this string instance)
         {
         {
             int sign = 1;
             int sign = 1;
 
 
@@ -340,7 +340,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Insert a substring at a given position.
         // Insert a substring at a given position.
         // </summary>
         // </summary>
-        public static string insert(this string instance, int pos, string what)
+        public static string Insert(this string instance, int pos, string what)
         {
         {
             return instance.Insert(pos, what);
             return instance.Insert(pos, what);
         }
         }
@@ -348,7 +348,7 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file or directory, return true if the path is absolute.
         // If the string is a path to a file or directory, return true if the path is absolute.
         // </summary>
         // </summary>
-        public static bool is_abs_path(this string instance)
+        public static bool IsAbsPath(this string instance)
         {
         {
             return System.IO.Path.IsPathRooted(instance);
             return System.IO.Path.IsPathRooted(instance);
         }
         }
@@ -356,7 +356,7 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path to a file or directory, return true if the path is relative.
         // If the string is a path to a file or directory, return true if the path is relative.
         // </summary>
         // </summary>
-        public static bool is_rel_path(this string instance)
+        public static bool IsRelPath(this string instance)
         {
         {
             return !System.IO.Path.IsPathRooted(instance);
             return !System.IO.Path.IsPathRooted(instance);
         }
         }
@@ -364,7 +364,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Check whether this string is a subsequence of the given string.
         // Check whether this string is a subsequence of the given string.
         // </summary>
         // </summary>
-        public static bool is_subsequence_of(this string instance, string text, bool case_insensitive)
+        public static bool IsSubsequenceOf(this string instance, string text, bool case_insensitive)
         {
         {
             int len = instance.Length;
             int len = instance.Length;
 
 
@@ -407,23 +407,23 @@ namespace Godot
         // <summary>
         // <summary>
         // Check whether this string is a subsequence of the given string, considering case.
         // Check whether this string is a subsequence of the given string, considering case.
         // </summary>
         // </summary>
-        public static bool is_subsequence_of(this string instance, string text)
+        public static bool IsSubsequenceOf(this string instance, string text)
         {
         {
-            return instance.is_subsequence_of(text, false);
+            return instance.IsSubsequenceOf(text, false);
         }
         }
 
 
         // <summary>
         // <summary>
         // Check whether this string is a subsequence of the given string, without considering case.
         // Check whether this string is a subsequence of the given string, without considering case.
         // </summary>
         // </summary>
-        public static bool is_subsequence_ofi(this string instance, string text)
+        public static bool IsSubsequenceOfI(this string instance, string text)
         {
         {
-            return instance.is_subsequence_of(text, true);
+            return instance.IsSubsequenceOf(text, true);
         }
         }
 
 
         // <summary>
         // <summary>
         // Check whether the string contains a valid float.
         // Check whether the string contains a valid float.
         // </summary>
         // </summary>
-        public static bool is_valid_float(this string instance)
+        public static bool IsValidFloat(this string instance)
         {
         {
             float f;
             float f;
             return float.TryParse(instance, out f);
             return float.TryParse(instance, out f);
@@ -432,15 +432,15 @@ namespace Godot
         // <summary>
         // <summary>
         // Check whether the string contains a valid color in HTML notation.
         // Check whether the string contains a valid color in HTML notation.
         // </summary>
         // </summary>
-        public static bool is_valid_html_color(this string instance)
+        public static bool IsValidHtmlColor(this string instance)
         {
         {
-            return Color.html_is_valid(instance);
+            return Color.HtmlIsValid(instance);
         }
         }
 
 
         // <summary>
         // <summary>
         // Check whether the string is a valid identifier. As is common in programming languages, a valid identifier may contain only letters, digits and underscores (_) and the first character may not be a digit.
         // Check whether the string is a valid identifier. As is common in programming languages, a valid identifier may contain only letters, digits and underscores (_) and the first character may not be a digit.
         // </summary>
         // </summary>
-        public static bool is_valid_identifier(this string instance)
+        public static bool IsValidIdentifier(this string instance)
         {
         {
             int len = instance.Length;
             int len = instance.Length;
 
 
@@ -467,7 +467,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Check whether the string contains a valid integer.
         // Check whether the string contains a valid integer.
         // </summary>
         // </summary>
-        public static bool is_valid_integer(this string instance)
+        public static bool IsValidInteger(this string instance)
         {
         {
             int f;
             int f;
             return int.TryParse(instance, out f);
             return int.TryParse(instance, out f);
@@ -476,7 +476,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Check whether the string contains a valid IP address.
         // Check whether the string contains a valid IP address.
         // </summary>
         // </summary>
-        public static bool is_valid_ip_address(this string instance)
+        public static bool IsValidIpAddress(this string instance)
         {
         {
             string[] ip = instance.split(".");
             string[] ip = instance.split(".");
 
 
@@ -486,7 +486,7 @@ namespace Godot
             for (int i = 0; i < ip.Length; i++)
             for (int i = 0; i < ip.Length; i++)
             {
             {
                 string n = ip[i];
                 string n = ip[i];
-                if (!n.is_valid_integer())
+                if (!n.IsValidInteger())
                     return false;
                     return false;
 
 
                 int val = n.to_int();
                 int val = n.to_int();
@@ -500,7 +500,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return a copy of the string with special characters escaped using the JSON standard.
         // Return a copy of the string with special characters escaped using the JSON standard.
         // </summary>
         // </summary>
-        public static string json_escape(this string instance)
+        public static string JsonEscape(this string instance)
         {
         {
             StringBuilder sb = new StringBuilder(string.Copy(instance));
             StringBuilder sb = new StringBuilder(string.Copy(instance));
 
 
@@ -519,7 +519,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return an amount of characters from the left of the string.
         // Return an amount of characters from the left of the string.
         // </summary>
         // </summary>
-        public static string left(this string instance, int pos)
+        public static string Left(this string instance, int pos)
         {
         {
             if (pos <= 0)
             if (pos <= 0)
                 return string.Empty;
                 return string.Empty;
@@ -533,7 +533,7 @@ namespace Godot
         /// <summary>
         /// <summary>
         /// Return the length of the string in characters.
         /// Return the length of the string in characters.
         /// </summary>
         /// </summary>
-        public static int length(this string instance)
+        public static int Length(this string instance)
         {
         {
             return instance.Length;
             return instance.Length;
         }
         }
@@ -541,7 +541,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Do a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'.
         // Do a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'.
         // </summary>
         // </summary>
-        public static bool expr_match(this string instance, string expr, bool case_sensitive)
+        public static bool ExprMatch(this string instance, string expr, bool caseSensitive)
         {
         {
             if (expr.Length == 0 || instance.Length == 0)
             if (expr.Length == 0 || instance.Length == 0)
                 return false;
                 return false;
@@ -551,21 +551,21 @@ namespace Godot
                 case '\0':
                 case '\0':
                     return instance[0] == 0;
                     return instance[0] == 0;
                 case '*':
                 case '*':
-                    return expr_match(expr + 1, instance, case_sensitive) || (instance[0] != 0 && expr_match(expr, instance + 1, case_sensitive));
+                    return ExprMatch(expr + 1, instance, caseSensitive) || (instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive));
                 case '?':
                 case '?':
-                    return instance[0] != 0 && instance[0] != '.' && expr_match(expr + 1, instance + 1, case_sensitive);
+                    return instance[0] != 0 && instance[0] != '.' && ExprMatch(expr + 1, instance + 1, caseSensitive);
                 default:
                 default:
-                    return (case_sensitive ? instance[0] == expr[0] : char.ToUpper(instance[0]) == char.ToUpper(expr[0])) &&
-                                expr_match(expr + 1, instance + 1, case_sensitive);
+                    return (caseSensitive ? instance[0] == expr[0] : char.ToUpper(instance[0]) == char.ToUpper(expr[0])) &&
+                                ExprMatch(expr + 1, instance + 1, caseSensitive);
             }
             }
         }
         }
 
 
         // <summary>
         // <summary>
         // Do a simple case sensitive expression match, using ? and * wildcards (see [method expr_match]).
         // Do a simple case sensitive expression match, using ? and * wildcards (see [method expr_match]).
         // </summary>
         // </summary>
-        public static bool match(this string instance, string expr)
+        public static bool Match(this string instance, string expr)
         {
         {
-            return instance.expr_match(expr, true);
+            return instance.ExprMatch(expr, true);
         }
         }
 
 
         // <summary>
         // <summary>
@@ -573,13 +573,13 @@ namespace Godot
         // </summary>
         // </summary>
         public static bool matchn(this string instance, string expr)
         public static bool matchn(this string instance, string expr)
         {
         {
-            return instance.expr_match(expr, false);
+            return instance.ExprMatch(expr, false);
         }
         }
 
 
         // <summary>
         // <summary>
         // Return the MD5 hash of the string as an array of bytes.
         // Return the MD5 hash of the string as an array of bytes.
         // </summary>
         // </summary>
-        public static byte[] md5_buffer(this string instance)
+        public static byte[] Md5Buffer(this string instance)
         {
         {
 			return NativeCalls.godot_icall_String_md5_buffer(instance);
 			return NativeCalls.godot_icall_String_md5_buffer(instance);
         }
         }
@@ -587,7 +587,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the MD5 hash of the string as a string.
         // Return the MD5 hash of the string as a string.
         // </summary>
         // </summary>
-        public static string md5_text(this string instance)
+        public static string Md5Text(this string instance)
         {
         {
 			return NativeCalls.godot_icall_String_md5_text(instance);
 			return NativeCalls.godot_icall_String_md5_text(instance);
         }
         }
@@ -595,12 +595,12 @@ namespace Godot
         // <summary>
         // <summary>
         // Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
         // Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
         // </summary>
         // </summary>
-        public static int nocasecmp_to(this string instance, string to)
+        public static int NocasecmpTo(this string instance, string to)
         {
         {
-            if (instance.empty())
-                return to.empty() ? 0 : -1;
+            if (instance.Empty())
+                return to.Empty() ? 0 : -1;
 
 
-            if (to.empty())
+            if (to.Empty())
                 return 1;
                 return 1;
 
 
             int instance_idx = 0;
             int instance_idx = 0;
@@ -627,7 +627,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the character code at position [code]at[/code].
         // Return the character code at position [code]at[/code].
         // </summary>
         // </summary>
-        public static int ord_at(this string instance, int at)
+        public static int OrdAt(this string instance, int at)
         {
         {
             return instance[at];
             return instance[at];
         }
         }
@@ -635,9 +635,9 @@ namespace Godot
         // <summary>
         // <summary>
         // Format a number to have an exact number of [code]digits[/code] after the decimal point.
         // Format a number to have an exact number of [code]digits[/code] after the decimal point.
         // </summary>
         // </summary>
-        public static string pad_decimals(this string instance, int digits)
+        public static string PadDecimals(this string instance, int digits)
         {
         {
-            int c = instance.find(".");
+            int c = instance.Find(".");
 
 
             if (c == -1)
             if (c == -1)
             {
             {
@@ -671,10 +671,10 @@ namespace Godot
         // <summary>
         // <summary>
         // Format a number to have an exact number of [code]digits[/code] before the decimal point.
         // Format a number to have an exact number of [code]digits[/code] before the decimal point.
         // </summary>
         // </summary>
-        public static string pad_zeros(this string instance, int digits)
+        public static string PadZeros(this string instance, int digits)
         {
         {
             string s = instance;
             string s = instance;
-            int end = s.find(".");
+            int end = s.Find(".");
 
 
             if (end == -1)
             if (end == -1)
                 end = s.Length;
                 end = s.Length;
@@ -704,7 +704,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Decode a percent-encoded string. See [method percent_encode].
         // Decode a percent-encoded string. See [method percent_encode].
         // </summary>
         // </summary>
-        public static string percent_decode(this string instance)
+        public static string PercentDecode(this string instance)
         {
         {
             return Uri.UnescapeDataString(instance);
             return Uri.UnescapeDataString(instance);
         }
         }
@@ -712,7 +712,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Percent-encode a string. This is meant to encode parameters in a URL when sending a HTTP GET request and bodies of form-urlencoded POST request.
         // Percent-encode a string. This is meant to encode parameters in a URL when sending a HTTP GET request and bodies of form-urlencoded POST request.
         // </summary>
         // </summary>
-        public static string percent_encode(this string instance)
+        public static string PercentEncode(this string instance)
         {
         {
             return Uri.EscapeDataString(instance);
             return Uri.EscapeDataString(instance);
         }
         }
@@ -720,7 +720,7 @@ namespace Godot
         // <summary>
         // <summary>
         // If the string is a path, this concatenates [code]file[/code] at the end of the string as a subpath. E.g. [code]"this/is".plus_file("path") == "this/is/path"[/code].
         // If the string is a path, this concatenates [code]file[/code] at the end of the string as a subpath. E.g. [code]"this/is".plus_file("path") == "this/is/path"[/code].
         // </summary>
         // </summary>
-        public static string plus_file(this string instance, string file)
+        public static string PlusFile(this string instance, string file)
         {
         {
             if (instance.Length > 0 && instance[instance.Length - 1] == '/')
             if (instance.Length > 0 && instance[instance.Length - 1] == '/')
                 return instance + file;
                 return instance + file;
@@ -731,7 +731,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Replace occurrences of a substring for different ones inside the string.
         // Replace occurrences of a substring for different ones inside the string.
         // </summary>
         // </summary>
-        public static string replace(this string instance, string what, string forwhat)
+        public static string Replace(this string instance, string what, string forwhat)
         {
         {
             return instance.Replace(what, forwhat);
             return instance.Replace(what, forwhat);
         }
         }
@@ -739,7 +739,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Replace occurrences of a substring for different ones inside the string, but search case-insensitive.
         // Replace occurrences of a substring for different ones inside the string, but search case-insensitive.
         // </summary>
         // </summary>
-        public static string replacen(this string instance, string what, string forwhat)
+        public static string Replacen(this string instance, string what, string forwhat)
         {
         {
             return Regex.Replace(instance, what, forwhat, RegexOptions.IgnoreCase);
             return Regex.Replace(instance, what, forwhat, RegexOptions.IgnoreCase);
         }
         }
@@ -747,7 +747,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Perform a search for a substring, but start from the end of the string instead of the beginning.
         // Perform a search for a substring, but start from the end of the string instead of the beginning.
         // </summary>
         // </summary>
-        public static int rfind(this string instance, string what, int from = -1)
+        public static int Rfind(this string instance, string what, int from = -1)
         {
         {
 			return NativeCalls.godot_icall_String_rfind(instance, what, from);
 			return NativeCalls.godot_icall_String_rfind(instance, what, from);
         }
         }
@@ -755,7 +755,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive.
         // Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive.
         // </summary>
         // </summary>
-        public static int rfindn(this string instance, string what, int from = -1)
+        public static int Rfindn(this string instance, string what, int from = -1)
         {
         {
 			return NativeCalls.godot_icall_String_rfindn(instance, what, from);
 			return NativeCalls.godot_icall_String_rfindn(instance, what, from);
         }
         }
@@ -763,7 +763,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the right side of the string from a given position.
         // Return the right side of the string from a given position.
         // </summary>
         // </summary>
-        public static string right(this string instance, int pos)
+        public static string Right(this string instance, int pos)
         {
         {
             if (pos >= instance.Length)
             if (pos >= instance.Length)
                 return instance;
                 return instance;
@@ -774,7 +774,7 @@ namespace Godot
             return instance.Substring(pos, (instance.Length - pos));
             return instance.Substring(pos, (instance.Length - pos));
         }
         }
 
 
-        public static byte[] sha256_buffer(this string instance)
+        public static byte[] Sha256Buffer(this string instance)
         {
         {
 			return NativeCalls.godot_icall_String_sha256_buffer(instance);
 			return NativeCalls.godot_icall_String_sha256_buffer(instance);
         }
         }
@@ -782,7 +782,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the SHA-256 hash of the string as a string.
         // Return the SHA-256 hash of the string as a string.
         // </summary>
         // </summary>
-        public static string sha256_text(this string instance)
+        public static string Sha256Text(this string instance)
         {
         {
 			return NativeCalls.godot_icall_String_sha256_text(instance);
 			return NativeCalls.godot_icall_String_sha256_text(instance);
         }
         }
@@ -790,7 +790,7 @@ namespace Godot
         // <summary>
         // <summary>
         // Return the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar.
         // Return the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar.
         // </summary>
         // </summary>
-        public static float similarity(this string instance, string text)
+        public static float Similarity(this string instance, string text)
         {
         {
             if (instance == text)
             if (instance == text)
             {
             {
@@ -803,11 +803,11 @@ namespace Godot
                 return 0.0f;
                 return 0.0f;
             }
             }
 
 
-            string[] src_bigrams = instance.bigrams();
-            string[] tgt_bigrams = text.bigrams();
+            string[] srcBigrams = instance.Bigrams();
+            string[] tgtBigrams = text.Bigrams();
 
 
-            int src_size = src_bigrams.Length;
-            int tgt_size = tgt_bigrams.Length;
+            int src_size = srcBigrams.Length;
+            int tgt_size = tgtBigrams.Length;
 
 
             float sum = src_size + tgt_size;
             float sum = src_size + tgt_size;
             float inter = 0;
             float inter = 0;
@@ -816,7 +816,7 @@ namespace Godot
             {
             {
                 for (int j = 0; j < tgt_size; j++)
                 for (int j = 0; j < tgt_size; j++)
                 {
                 {
-                    if (src_bigrams[i] == tgt_bigrams[j])
+                    if (srcBigrams[i] == tgtBigrams[j])
                     {
                     {
                         inter++;
                         inter++;
                         break;
                         break;
@@ -846,7 +846,7 @@ namespace Godot
 
 
             while (true)
             while (true)
             {
             {
-                int end = instance.find(divisor, from);
+                int end = instance.Find(divisor, from);
                 if (end < 0)
                 if (end < 0)
                     end = len;
                     end = len;
                 if (allow_empty || (end > from))
                 if (allow_empty || (end > from))

+ 29 - 29
modules/mono/glue/cs_files/Transform.cs

@@ -9,38 +9,38 @@ namespace Godot
         public Basis basis;
         public Basis basis;
         public Vector3 origin;
         public Vector3 origin;
 
 
-        public Transform affine_inverse()
+        public Transform AffineInverse()
         {
         {
-            Basis basisInv = basis.inverse();
-            return new Transform(basisInv, basisInv.xform(-origin));
+            Basis basisInv = basis.Inverse();
+            return new Transform(basisInv, basisInv.Xform(-origin));
         }
         }
 
 
-        public Transform inverse()
+        public Transform Inverse()
         {
         {
-            Basis basisTr = basis.transposed();
-            return new Transform(basisTr, basisTr.xform(-origin));
+            Basis basisTr = basis.Transposed();
+            return new Transform(basisTr, basisTr.Xform(-origin));
         }
         }
 
 
-        public Transform looking_at(Vector3 target, Vector3 up)
+        public Transform LookingAt(Vector3 target, Vector3 up)
         {
         {
             Transform t = this;
             Transform t = this;
             t.set_look_at(origin, target, up);
             t.set_look_at(origin, target, up);
             return t;
             return t;
         }
         }
 
 
-        public Transform orthonormalized()
+        public Transform Orthonormalized()
         {
         {
-            return new Transform(basis.orthonormalized(), origin);
+            return new Transform(basis.Orthonormalized(), origin);
         }
         }
 
 
-        public Transform rotated(Vector3 axis, float phi)
+        public Transform Rotated(Vector3 axis, float phi)
         {
         {
             return new Transform(new Basis(axis, phi), new Vector3()) * this;
             return new Transform(new Basis(axis, phi), new Vector3()) * this;
         }
         }
 
 
-        public Transform scaled(Vector3 scale)
+        public Transform Scaled(Vector3 scale)
         {
         {
-            return new Transform(basis.scaled(scale), origin * scale);
+            return new Transform(basis.Scaled(scale), origin * scale);
         }
         }
 
 
         public void set_look_at(Vector3 eye, Vector3 target, Vector3 up)
         public void set_look_at(Vector3 eye, Vector3 target, Vector3 up)
@@ -49,44 +49,44 @@ namespace Godot
             // Z vector
             // Z vector
             Vector3 zAxis = eye - target;
             Vector3 zAxis = eye - target;
 
 
-            zAxis.normalize();
+            zAxis.Normalize();
 
 
             Vector3 yAxis = up;
             Vector3 yAxis = up;
 
 
-            Vector3 xAxis = yAxis.cross(zAxis);
+            Vector3 xAxis = yAxis.Cross(zAxis);
 
 
             // Recompute Y = Z cross X
             // Recompute Y = Z cross X
-            yAxis = zAxis.cross(xAxis);
+            yAxis = zAxis.Cross(xAxis);
 
 
-            xAxis.normalize();
-            yAxis.normalize();
+            xAxis.Normalize();
+            yAxis.Normalize();
 
 
-            basis = Basis.create_from_axes(xAxis, yAxis, zAxis);
+            basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
 
 
             origin = eye;
             origin = eye;
         }
         }
 
 
-        public Transform translated(Vector3 ofs)
+        public Transform Translated(Vector3 ofs)
         {
         {
             return new Transform(basis, new Vector3
             return new Transform(basis, new Vector3
             (
             (
-                origin[0] += basis[0].dot(ofs),
-                origin[1] += basis[1].dot(ofs),
-                origin[2] += basis[2].dot(ofs)
+                origin[0] += basis[0].Dot(ofs),
+                origin[1] += basis[1].Dot(ofs),
+                origin[2] += basis[2].Dot(ofs)
             ));
             ));
         }
         }
 
 
-        public Vector3 xform(Vector3 v)
+        public Vector3 Xform(Vector3 v)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
-                basis[0].dot(v) + origin.x,
-                basis[1].dot(v) + origin.y,
-                basis[2].dot(v) + origin.z
+                basis[0].Dot(v) + origin.x,
+                basis[1].Dot(v) + origin.y,
+                basis[2].Dot(v) + origin.z
             );
             );
         }
         }
 
 
-        public Vector3 xform_inv(Vector3 v)
+        public Vector3 XformInv(Vector3 v)
         {
         {
             Vector3 vInv = v - origin;
             Vector3 vInv = v - origin;
 
 
@@ -100,7 +100,7 @@ namespace Godot
 
 
         public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
         public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
         {
         {
-            this.basis = Basis.create_from_axes(xAxis, yAxis, zAxis);
+            this.basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
             this.origin = origin;
             this.origin = origin;
         }
         }
 
 
@@ -118,7 +118,7 @@ namespace Godot
 
 
         public static Transform operator *(Transform left, Transform right)
         public static Transform operator *(Transform left, Transform right)
         {
         {
-            left.origin = left.xform(right.origin);
+            left.origin = left.Xform(right.origin);
             left.basis *= right.basis;
             left.basis *= right.basis;
             return left;
             return left;
         }
         }

+ 41 - 41
modules/mono/glue/cs_files/Transform2D.cs

@@ -29,12 +29,12 @@ namespace Godot
 
 
         public float Rotation
         public float Rotation
         {
         {
-            get { return Mathf.atan2(y.x, o.y); }
+            get { return Mathf.Atan2(y.x, o.y); }
         }
         }
 
 
         public Vector2 Scale
         public Vector2 Scale
         {
         {
-            get { return new Vector2(x.length(), y.length()); }
+            get { return new Vector2(x.Length(), y.Length()); }
         }
         }
 
 
         public Vector2 this[int index]
         public Vector2 this[int index]
@@ -103,7 +103,7 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public Transform2D affine_inverse()
+        public Transform2D AffineInverse()
         {
         {
             Transform2D inv = this;
             Transform2D inv = this;
 
 
@@ -128,22 +128,22 @@ namespace Godot
             this[0] *= new Vector2(idet, -idet);
             this[0] *= new Vector2(idet, -idet);
             this[1] *= new Vector2(-idet, idet);
             this[1] *= new Vector2(-idet, idet);
 
 
-            this[2] = basis_xform(-this[2]);
+            this[2] = BasisXform(-this[2]);
 
 
             return inv;
             return inv;
         }
         }
 
 
-        public Vector2 basis_xform(Vector2 v)
+        public Vector2 BasisXform(Vector2 v)
         {
         {
-            return new Vector2(tdotx(v), tdoty(v));
+            return new Vector2(Tdotx(v), Tdoty(v));
         }
         }
 
 
-        public Vector2 basis_xform_inv(Vector2 v)
+        public Vector2 BasisXformInv(Vector2 v)
         {
         {
-            return new Vector2(x.dot(v), y.dot(v));
+            return new Vector2(x.Dot(v), y.Dot(v));
         }
         }
 
 
-        public Transform2D interpolate_with(Transform2D m, float c)
+        public Transform2D InterpolateWith(Transform2D m, float c)
         {
         {
             float r1 = Rotation;
             float r1 = Rotation;
             float r2 = m.Rotation;
             float r2 = m.Rotation;
@@ -152,10 +152,10 @@ namespace Godot
             Vector2 s2 = m.Scale;
             Vector2 s2 = m.Scale;
 
 
             // Slerp rotation
             // Slerp rotation
-            Vector2 v1 = new Vector2(Mathf.cos(r1), Mathf.sin(r1));
-            Vector2 v2 = new Vector2(Mathf.cos(r2), Mathf.sin(r2));
+            Vector2 v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
+            Vector2 v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));
 
 
-            float dot = v1.dot(v2);
+            float dot = v1.Dot(v2);
 
 
             // Clamp dot to [-1, 1]
             // Clamp dot to [-1, 1]
             dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
             dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
@@ -165,13 +165,13 @@ namespace Godot
             if (dot > 0.9995f)
             if (dot > 0.9995f)
             {
             {
                 // Linearly interpolate to avoid numerical precision issues
                 // Linearly interpolate to avoid numerical precision issues
-                v = v1.linear_interpolate(v2, c).normalized();
+                v = v1.LinearInterpolate(v2, c).Normalized();
             }
             }
             else
             else
             {
             {
-                float angle = c * Mathf.acos(dot);
-                Vector2 v3 = (v2 - v1 * dot).normalized();
-                v = v1 * Mathf.cos(angle) + v3 * Mathf.sin(angle);
+                float angle = c * Mathf.Acos(dot);
+                Vector2 v3 = (v2 - v1 * dot).Normalized();
+                v = v1 * Mathf.Cos(angle) + v3 * Mathf.Sin(angle);
             }
             }
 
 
             // Extract parameters
             // Extract parameters
@@ -179,15 +179,15 @@ namespace Godot
             Vector2 p2 = m.Origin;
             Vector2 p2 = m.Origin;
 
 
             // Construct matrix
             // Construct matrix
-            Transform2D res = new Transform2D(Mathf.atan2(v.y, v.x), p1.linear_interpolate(p2, c));
-            Vector2 scale = s1.linear_interpolate(s2, c);
+            Transform2D res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
+            Vector2 scale = s1.LinearInterpolate(s2, c);
             res.x *= scale;
             res.x *= scale;
             res.y *= scale;
             res.y *= scale;
 
 
             return res;
             return res;
         }
         }
 
 
-        public Transform2D inverse()
+        public Transform2D Inverse()
         {
         {
             Transform2D inv = this;
             Transform2D inv = this;
 
 
@@ -196,21 +196,21 @@ namespace Godot
             inv.x.y = inv.y.x;
             inv.x.y = inv.y.x;
             inv.y.x = temp;
             inv.y.x = temp;
 
 
-            inv.o = inv.basis_xform(-inv.o);
+            inv.o = inv.BasisXform(-inv.o);
 
 
             return inv;
             return inv;
         }
         }
 
 
-        public Transform2D orthonormalized()
+        public Transform2D Orthonormalized()
         {
         {
             Transform2D on = this;
             Transform2D on = this;
 
 
             Vector2 onX = on.x;
             Vector2 onX = on.x;
             Vector2 onY = on.y;
             Vector2 onY = on.y;
 
 
-            onX.normalize();
-            onY = onY - onX * (onX.dot(onY));
-            onY.normalize();
+            onX.Normalize();
+            onY = onY - onX * (onX.Dot(onY));
+            onY.Normalize();
 
 
             on.x = onX;
             on.x = onX;
             on.y = onY;
             on.y = onY;
@@ -218,12 +218,12 @@ namespace Godot
             return on;
             return on;
         }
         }
 
 
-        public Transform2D rotated(float phi)
+        public Transform2D Rotated(float phi)
         {
         {
             return this * new Transform2D(phi, new Vector2());
             return this * new Transform2D(phi, new Vector2());
         }
         }
 
 
-        public Transform2D scaled(Vector2 scale)
+        public Transform2D Scaled(Vector2 scale)
         {
         {
             Transform2D copy = this;
             Transform2D copy = this;
             copy.x *= scale;
             copy.x *= scale;
@@ -232,32 +232,32 @@ namespace Godot
             return copy;
             return copy;
         }
         }
 
 
-        private float tdotx(Vector2 with)
+        private float Tdotx(Vector2 with)
         {
         {
             return this[0, 0] * with[0] + this[1, 0] * with[1];
             return this[0, 0] * with[0] + this[1, 0] * with[1];
         }
         }
 
 
-        private float tdoty(Vector2 with)
+        private float Tdoty(Vector2 with)
         {
         {
             return this[0, 1] * with[0] + this[1, 1] * with[1];
             return this[0, 1] * with[0] + this[1, 1] * with[1];
         }
         }
 
 
-        public Transform2D translated(Vector2 offset)
+        public Transform2D Translated(Vector2 offset)
         {
         {
             Transform2D copy = this;
             Transform2D copy = this;
-            copy.o += copy.basis_xform(offset);
+            copy.o += copy.BasisXform(offset);
             return copy;
             return copy;
         }
         }
 
 
-        public Vector2 xform(Vector2 v)
+        public Vector2 Xform(Vector2 v)
         {
         {
-            return new Vector2(tdotx(v), tdoty(v)) + o;
+            return new Vector2(Tdotx(v), Tdoty(v)) + o;
         }
         }
 
 
-        public Vector2 xform_inv(Vector2 v)
+        public Vector2 XformInv(Vector2 v)
         {
         {
             Vector2 vInv = v - o;
             Vector2 vInv = v - o;
-            return new Vector2(x.dot(vInv), y.dot(vInv));
+            return new Vector2(x.Dot(vInv), y.Dot(vInv));
         }
         }
 
 
         public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin)
         public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin)
@@ -275,8 +275,8 @@ namespace Godot
 
 
         public Transform2D(float rot, Vector2 pos)
         public Transform2D(float rot, Vector2 pos)
         {
         {
-            float cr = Mathf.cos(rot);
-            float sr = Mathf.sin(rot);
+            float cr = Mathf.Cos(rot);
+            float sr = Mathf.Sin(rot);
             x.x = cr;
             x.x = cr;
             y.y = cr;
             y.y = cr;
             x.y = -sr;
             x.y = -sr;
@@ -286,14 +286,14 @@ namespace Godot
 
 
         public static Transform2D operator *(Transform2D left, Transform2D right)
         public static Transform2D operator *(Transform2D left, Transform2D right)
         {
         {
-            left.o = left.xform(right.o);
+            left.o = left.Xform(right.o);
 
 
             float x0, x1, y0, y1;
             float x0, x1, y0, y1;
 
 
-            x0 = left.tdotx(right.x);
-            x1 = left.tdoty(right.x);
-            y0 = left.tdotx(right.y);
-            y1 = left.tdoty(right.y);
+            x0 = left.Tdotx(right.x);
+            x1 = left.Tdoty(right.x);
+            y0 = left.Tdotx(right.y);
+            y1 = left.Tdoty(right.y);
 
 
             left.x.x = x0;
             left.x.x = x0;
             left.x.y = x1;
             left.x.y = x1;

+ 41 - 41
modules/mono/glue/cs_files/Vector2.cs

@@ -46,57 +46,57 @@ namespace Godot
             }
             }
         }
         }
 
 
-        internal void normalize()
+        internal void Normalize()
         {
         {
             float length = x * x + y * y;
             float length = x * x + y * y;
 
 
             if (length != 0f)
             if (length != 0f)
             {
             {
-                length = Mathf.sqrt(length);
+                length = Mathf.Sqrt(length);
                 x /= length;
                 x /= length;
                 y /= length;
                 y /= length;
             }
             }
         }
         }
 
 
-        private float cross(Vector2 b)
+        private float Cross(Vector2 b)
         {
         {
             return x * b.y - y * b.x;
             return x * b.y - y * b.x;
         }
         }
 
 
-        public Vector2 abs()
+        public Vector2 Abs()
         {
         {
-            return new Vector2(Mathf.abs(x), Mathf.abs(y));
+            return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
         }
         }
 
 
-        public float angle()
+        public float Angle()
         {
         {
-            return Mathf.atan2(y, x);
+            return Mathf.Atan2(y, x);
         }
         }
 
 
-        public float angle_to(Vector2 to)
+        public float AngleTo(Vector2 to)
         {
         {
-            return Mathf.atan2(cross(to), dot(to));
+            return Mathf.Atan2(Cross(to), Dot(to));
         }
         }
 
 
-        public float angle_to_point(Vector2 to)
+        public float AngleToPoint(Vector2 to)
         {
         {
-            return Mathf.atan2(x - to.x, y - to.y);
+            return Mathf.Atan2(x - to.x, y - to.y);
         }
         }
 
 
-        public float aspect()
+        public float Aspect()
         {
         {
             return x / y;
             return x / y;
         }
         }
 
 
-        public Vector2 bounce(Vector2 n)
+        public Vector2 Bounce(Vector2 n)
         {
         {
-            return -reflect(n);
+            return -Reflect(n);
         }
         }
 
 
-        public Vector2 clamped(float length)
+        public Vector2 Clamped(float length)
         {
         {
             Vector2 v = this;
             Vector2 v = this;
-            float l = this.length();
+            float l = this.Length();
 
 
             if (l > 0 && length < l)
             if (l > 0 && length < l)
             {
             {
@@ -107,7 +107,7 @@ namespace Godot
             return v;
             return v;
         }
         }
 
 
-        public Vector2 cubic_interpolate(Vector2 b, Vector2 preA, Vector2 postB, float t)
+        public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, float t)
         {
         {
             Vector2 p0 = preA;
             Vector2 p0 = preA;
             Vector2 p1 = this;
             Vector2 p1 = this;
@@ -123,42 +123,42 @@ namespace Godot
                                 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
                                 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
         }
         }
 
 
-        public float distance_squared_to(Vector2 to)
+        public float DistanceSquaredTo(Vector2 to)
         {
         {
             return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
             return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
         }
         }
 
 
-        public float distance_to(Vector2 to)
+        public float DistanceTo(Vector2 to)
         {
         {
-            return Mathf.sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
+            return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
         }
         }
 
 
-        public float dot(Vector2 with)
+        public float Dot(Vector2 with)
         {
         {
             return x * with.x + y * with.y;
             return x * with.x + y * with.y;
         }
         }
 
 
-        public Vector2 floor()
+        public Vector2 Floor()
         {
         {
-            return new Vector2(Mathf.floor(x), Mathf.floor(y));
+            return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
         }
         }
 
 
-        public bool is_normalized()
+        public bool IsNormalized()
         {
         {
-            return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon;
+            return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
         }
         }
 
 
-        public float length()
+        public float Length()
         {
         {
-            return Mathf.sqrt(x * x + y * y);
+            return Mathf.Sqrt(x * x + y * y);
         }
         }
 
 
-        public float length_squared()
+        public float LengthSquared()
         {
         {
             return x * x + y * y;
             return x * x + y * y;
         }
         }
 
 
-        public Vector2 linear_interpolate(Vector2 b, float t)
+        public Vector2 LinearInterpolate(Vector2 b, float t)
         {
         {
             Vector2 res = this;
             Vector2 res = this;
 
 
@@ -168,35 +168,35 @@ namespace Godot
             return res;
             return res;
         }
         }
 
 
-        public Vector2 normalized()
+        public Vector2 Normalized()
         {
         {
             Vector2 result = this;
             Vector2 result = this;
-            result.normalize();
+            result.Normalize();
             return result;
             return result;
         }
         }
 
 
-        public Vector2 reflect(Vector2 n)
+        public Vector2 Reflect(Vector2 n)
         {
         {
-            return 2.0f * n * dot(n) - this;
+            return 2.0f * n * Dot(n) - this;
         }
         }
 
 
-        public Vector2 rotated(float phi)
+        public Vector2 Rotated(float phi)
         {
         {
-            float rads = angle() + phi;
-            return new Vector2(Mathf.cos(rads), Mathf.sin(rads)) * length();
+            float rads = Angle() + phi;
+            return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
         }
         }
 
 
-        public Vector2 slide(Vector2 n)
+        public Vector2 Slide(Vector2 n)
         {
         {
-            return this - n * dot(n);
+            return this - n * Dot(n);
         }
         }
 
 
-        public Vector2 snapped(Vector2 by)
+        public Vector2 Snapped(Vector2 by)
         {
         {
-            return new Vector2(Mathf.stepify(x, by.x), Mathf.stepify(y, by.y));
+            return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
         }
         }
 
 
-        public Vector2 tangent()
+        public Vector2 Tangent()
         {
         {
             return new Vector2(y, -x);
             return new Vector2(y, -x);
         }
         }

+ 43 - 43
modules/mono/glue/cs_files/Vector3.cs

@@ -59,9 +59,9 @@ namespace Godot
             }
             }
         }
         }
 
 
-        internal void normalize()
+        internal void Normalize()
         {
         {
-            float length = this.length();
+            float length = this.Length();
 
 
             if (length == 0f)
             if (length == 0f)
             {
             {
@@ -75,27 +75,27 @@ namespace Godot
             }
             }
         }
         }
 
 
-        public Vector3 abs()
+        public Vector3 Abs()
         {
         {
-            return new Vector3(Mathf.abs(x), Mathf.abs(y), Mathf.abs(z));
+            return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
         }
         }
 
 
-        public float angle_to(Vector3 to)
+        public float AngleTo(Vector3 to)
         {
         {
-            return Mathf.atan2(cross(to).length(), dot(to));
+            return Mathf.Atan2(Cross(to).Length(), Dot(to));
         }
         }
 
 
-        public Vector3 bounce(Vector3 n)
+        public Vector3 Bounce(Vector3 n)
         {
         {
-            return -reflect(n);
+            return -Reflect(n);
         }
         }
 
 
-        public Vector3 ceil()
+        public Vector3 Ceil()
         {
         {
-            return new Vector3(Mathf.ceil(x), Mathf.ceil(y), Mathf.ceil(z));
+            return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
         }
         }
 
 
-        public Vector3 cross(Vector3 b)
+        public Vector3 Cross(Vector3 b)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
@@ -105,7 +105,7 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Vector3 cubic_interpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
+        public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
         {
         {
             Vector3 p0 = preA;
             Vector3 p0 = preA;
             Vector3 p1 = this;
             Vector3 p1 = this;
@@ -122,46 +122,46 @@ namespace Godot
                     );
                     );
         }
         }
 
 
-        public float distance_squared_to(Vector3 b)
+        public float DistanceSquaredTo(Vector3 b)
         {
         {
-            return (b - this).length_squared();
+            return (b - this).LengthSquared();
         }
         }
 
 
-        public float distance_to(Vector3 b)
+        public float DistanceTo(Vector3 b)
         {
         {
-            return (b - this).length();
+            return (b - this).Length();
         }
         }
 
 
-        public float dot(Vector3 b)
+        public float Dot(Vector3 b)
         {
         {
             return x * b.x + y * b.y + z * b.z;
             return x * b.x + y * b.y + z * b.z;
         }
         }
 
 
-        public Vector3 floor()
+        public Vector3 Floor()
         {
         {
-            return new Vector3(Mathf.floor(x), Mathf.floor(y), Mathf.floor(z));
+            return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
         }
         }
 
 
-        public Vector3 inverse()
+        public Vector3 Inverse()
         {
         {
             return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
             return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
         }
         }
 
 
-        public bool is_normalized()
+        public bool IsNormalized()
         {
         {
-            return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon;
+            return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
         }
         }
 
 
-        public float length()
+        public float Length()
         {
         {
             float x2 = x * x;
             float x2 = x * x;
             float y2 = y * y;
             float y2 = y * y;
             float z2 = z * z;
             float z2 = z * z;
 
 
-            return Mathf.sqrt(x2 + y2 + z2);
+            return Mathf.Sqrt(x2 + y2 + z2);
         }
         }
 
 
-        public float length_squared()
+        public float LengthSquared()
         {
         {
             float x2 = x * x;
             float x2 = x * x;
             float y2 = y * y;
             float y2 = y * y;
@@ -170,7 +170,7 @@ namespace Godot
             return x2 + y2 + z2;
             return x2 + y2 + z2;
         }
         }
 
 
-        public Vector3 linear_interpolate(Vector3 b, float t)
+        public Vector3 LinearInterpolate(Vector3 b, float t)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
@@ -180,24 +180,24 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Axis max_axis()
+        public Axis MaxAxis()
         {
         {
             return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
             return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
         }
         }
 
 
-        public Axis min_axis()
+        public Axis MinAxis()
         {
         {
             return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
             return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
         }
         }
 
 
-        public Vector3 normalized()
+        public Vector3 Normalized()
         {
         {
             Vector3 v = this;
             Vector3 v = this;
-            v.normalize();
+            v.Normalize();
             return v;
             return v;
         }
         }
 
 
-        public Basis outer(Vector3 b)
+        public Basis Outer(Vector3 b)
         {
         {
             return new Basis(
             return new Basis(
                 new Vector3(x * b.x, x * b.y, x * b.z),
                 new Vector3(x * b.x, x * b.y, x * b.z),
@@ -206,36 +206,36 @@ namespace Godot
             );
             );
         }
         }
 
 
-        public Vector3 reflect(Vector3 n)
+        public Vector3 Reflect(Vector3 n)
         {
         {
 #if DEBUG
 #if DEBUG
-            if (!n.is_normalized())
+            if (!n.IsNormalized())
                 throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
                 throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
 #endif
 #endif
-            return 2.0f * n * dot(n) - this;
+            return 2.0f * n * Dot(n) - this;
         }
         }
 
 
-        public Vector3 rotated(Vector3 axis, float phi)
+        public Vector3 Rotated(Vector3 axis, float phi)
         {
         {
-            return new Basis(axis, phi).xform(this);
+            return new Basis(axis, phi).Xform(this);
         }
         }
 
 
-        public Vector3 slide(Vector3 n)
+        public Vector3 Slide(Vector3 n)
         {
         {
-            return this - n * dot(n);
+            return this - n * Dot(n);
         }
         }
 
 
-        public Vector3 snapped(Vector3 by)
+        public Vector3 Snapped(Vector3 by)
         {
         {
             return new Vector3
             return new Vector3
             (
             (
-                Mathf.stepify(x, by.x),
-                Mathf.stepify(y, by.y),
-                Mathf.stepify(z, by.z)
+                Mathf.Stepify(x, by.x),
+                Mathf.Stepify(y, by.y),
+                Mathf.Stepify(z, by.z)
             );
             );
         }
         }
 
 
-        public Basis to_diagonal_matrix()
+        public Basis ToDiagonalMatrix()
         {
         {
             return new Basis(
             return new Basis(
                 x, 0f, 0f,
                 x, 0f, 0f,