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Merge pull request #17134 from aaronfranke/master

[Mono] Replace float with real_t, other misc C# improvements
Ignacio Etcheverry 7 жил өмнө
parent
commit
a8d8c06753

+ 27 - 20
modules/mono/glue/cs_files/AABB.cs

@@ -7,6 +7,12 @@ using System;
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     public struct AABB : IEquatable<AABB>
@@ -75,7 +81,7 @@ namespace Godot
             return new AABB(begin, end - begin);
         }
 
-        public float GetArea()
+        public real_t GetArea()
         {
             return size.x * size.y * size.z;
         }
@@ -108,7 +114,7 @@ namespace Godot
         public Vector3 GetLongestAxis()
         {
             Vector3 axis = new Vector3(1f, 0f, 0f);
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y > max_size)
             {
@@ -128,7 +134,7 @@ namespace Godot
         public Vector3.Axis GetLongestAxisIndex()
         {
             Vector3.Axis axis = Vector3.Axis.X;
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y > max_size)
             {
@@ -145,9 +151,9 @@ namespace Godot
             return axis;
         }
 
-        public float GetLongestAxisSize()
+        public real_t GetLongestAxisSize()
         {
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y > max_size)
                 max_size = size.y;
@@ -161,7 +167,7 @@ namespace Godot
         public Vector3 GetShortestAxis()
         {
             Vector3 axis = new Vector3(1f, 0f, 0f);
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y < max_size)
             {
@@ -181,7 +187,7 @@ namespace Godot
         public Vector3.Axis GetShortestAxisIndex()
         {
             Vector3.Axis axis = Vector3.Axis.X;
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y < max_size)
             {
@@ -198,9 +204,9 @@ namespace Godot
             return axis;
         }
 
-        public float GetShortestAxisSize()
+        public real_t GetShortestAxisSize()
         {
-            float max_size = size.x;
+            real_t max_size = size.x;
 
             if (size.y < max_size)
                 max_size = size.y;
@@ -222,7 +228,7 @@ namespace Godot
                 (dir.z > 0f) ? -half_extents.z : half_extents.z);
         }
 
-        public AABB Grow(float by)
+        public AABB Grow(real_t by)
         {
             AABB res = this;
 
@@ -354,23 +360,23 @@ namespace Godot
 
         public bool IntersectsSegment(Vector3 from, Vector3 to)
         {
-            float min = 0f;
-            float max = 1f;
+            real_t min = 0f;
+            real_t max = 1f;
 
             for (int i = 0; i < 3; i++)
             {
-                float seg_from = from[i];
-                float seg_to = to[i];
-                float box_begin = position[i];
-                float box_end = box_begin + size[i];
-                float cmin, cmax;
+                real_t seg_from = from[i];
+                real_t seg_to = to[i];
+                real_t box_begin = position[i];
+                real_t box_end = box_begin + size[i];
+                real_t cmin, cmax;
 
                 if (seg_from < seg_to)
                 {
                     if (seg_from > box_end || seg_to < box_begin)
                         return false;
 
-                    float length = seg_to - seg_from;
+                    real_t length = seg_to - seg_from;
                     cmin = seg_from < box_begin ? (box_begin - seg_from) / length : 0f;
                     cmax = seg_to > box_end ? (box_end - seg_from) / length : 1f;
                 }
@@ -379,7 +385,7 @@ namespace Godot
                     if (seg_to > box_end || seg_from < box_begin)
                         return false;
 
-                    float length = seg_to - seg_from;
+                    real_t length = seg_to - seg_from;
                     cmin = seg_from > box_end ? (box_end - seg_from) / length : 0f;
                     cmax = seg_to < box_begin ? (box_begin - seg_from) / length : 1f;
                 }
@@ -419,7 +425,8 @@ namespace Godot
 
             return new AABB(min, max - min);
         }
-
+        
+        // Constructors 
         public AABB(Vector3 position, Vector3 size)
         {
             this.position = position;

+ 82 - 75
modules/mono/glue/cs_files/Basis.cs

@@ -1,6 +1,12 @@
 using System;
 using System.Runtime.InteropServices;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -98,7 +104,7 @@ namespace Godot
             }
         }
 
-        public float this[int index, int axis]
+        public real_t this[int index, int axis]
         {
             get
             {
@@ -143,7 +149,7 @@ namespace Godot
             );
         }
 
-        public float Determinant()
+        public real_t Determinant()
         {
             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]) +
@@ -162,7 +168,7 @@ namespace Godot
             Vector3 euler;
             euler.z = 0.0f;
 
-            float mxy = m.y[2];
+            real_t mxy = m.y[2];
 
 
             if (mxy < 1.0f)
@@ -196,7 +202,7 @@ namespace Godot
             {
                 for (int j = 0; j < 3; j++)
                 {
-                    float v = orth[i, j];
+                    real_t v = orth[i, j];
 
                     if (v > 0.5f)
                         v = 1.0f;
@@ -222,26 +228,26 @@ namespace Godot
         {
             Basis inv = this;
 
-            float[] co = new float[3]
+            real_t[] co = new real_t[3]
             {
                 inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
                 inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
                 inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
             };
 
-            float det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
+            real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
 
             if (det == 0)
             {
                 return new Basis
                 (
-                    float.NaN, float.NaN, float.NaN,
-                    float.NaN, float.NaN, float.NaN,
-                    float.NaN, float.NaN, float.NaN
+                    real_t.NaN, real_t.NaN, real_t.NaN,
+                    real_t.NaN, real_t.NaN, real_t.NaN,
+                    real_t.NaN, real_t.NaN, real_t.NaN
                 );
             }
 
-            float s = 1.0f / det;
+            real_t s = 1.0f / det;
 
             inv = new Basis
             (
@@ -274,7 +280,7 @@ namespace Godot
             return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
         }
 
-        public Basis Rotated(Vector3 axis, float phi)
+        public Basis Rotated(Vector3 axis, real_t phi)
         {
             return new Basis(axis, phi) * this;
         }
@@ -296,17 +302,17 @@ namespace Godot
             return m;
         }
 
-        public float Tdotx(Vector3 with)
+        public real_t Tdotx(Vector3 with)
         {
             return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
         }
 
-        public float Tdoty(Vector3 with)
+        public real_t Tdoty(Vector3 with)
         {
             return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
         }
 
-        public float Tdotz(Vector3 with)
+        public real_t Tdotz(Vector3 with)
         {
             return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
         }
@@ -315,7 +321,7 @@ namespace Godot
         {
             Basis tr = this;
 
-            float temp = this[0, 1];
+            real_t temp = this[0, 1];
             this[0, 1] = this[1, 0];
             this[1, 0] = temp;
 
@@ -350,76 +356,77 @@ namespace Godot
             );
         }
 
-		public Quat Quat() {
-			float trace = x[0] + y[1] + z[2];
-
-			if (trace > 0.0f) {
-				float s = Mathf.Sqrt(trace + 1.0f) * 2f;
-				float inv_s = 1f / s;
-				return new Quat(
-					(z[1] - y[2]) * inv_s,
-					(x[2] - z[0]) * inv_s,
-					(y[0] - x[1]) * inv_s,
-					s * 0.25f
-				);
-			} else if (x[0] > y[1] && x[0] > z[2]) {
-				float s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
-				float inv_s = 1f / s;
-				return new Quat(
-					s * 0.25f,
-					(x[1] + y[0]) * inv_s,
-					(x[2] + z[0]) * inv_s,
-					(z[1] - y[2]) * inv_s
-				);
-			} else if (y[1] > z[2]) {
-				float s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
-				float inv_s = 1f / s;
-				return new Quat(
-					(x[1] + y[0]) * inv_s,
-					s * 0.25f,
-					(y[2] + z[1]) * inv_s,
-					(x[2] - z[0]) * inv_s
-				);
-			} else {
-				float s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
-				float inv_s = 1f / s;
-				return new Quat(
-					(x[2] + z[0]) * inv_s,
-					(y[2] + z[1]) * inv_s,
-					s * 0.25f,
-					(y[0] - x[1]) * inv_s
-				);
-			}
-		}
-
+        public Quat Quat() {
+            real_t trace = x[0] + y[1] + z[2];
+
+            if (trace > 0.0f) {
+                real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
+                real_t inv_s = 1f / s;
+                return new Quat(
+                    (z[1] - y[2]) * inv_s,
+                    (x[2] - z[0]) * inv_s,
+                    (y[0] - x[1]) * inv_s,
+                    s * 0.25f
+                );
+            } else if (x[0] > y[1] && x[0] > z[2]) {
+                real_t s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
+                real_t inv_s = 1f / s;
+                return new Quat(
+                    s * 0.25f,
+                    (x[1] + y[0]) * inv_s,
+                    (x[2] + z[0]) * inv_s,
+                    (z[1] - y[2]) * inv_s
+                );
+            } else if (y[1] > z[2]) {
+                real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
+                real_t inv_s = 1f / s;
+                return new Quat(
+                    (x[1] + y[0]) * inv_s,
+                    s * 0.25f,
+                    (y[2] + z[1]) * inv_s,
+                    (x[2] - z[0]) * inv_s
+                );
+            } else {
+                real_t s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
+                real_t inv_s = 1f / s;
+                return new Quat(
+                    (x[2] + z[0]) * inv_s,
+                    (y[2] + z[1]) * inv_s,
+                    s * 0.25f,
+                    (y[0] - x[1]) * inv_s
+                );
+            }
+        }
+        
+        // Constructors 
         public Basis(Quat quat)
         {
-            float s = 2.0f / quat.LengthSquared();
-
-            float xs = quat.x * s;
-            float ys = quat.y * s;
-            float zs = quat.z * s;
-            float wx = quat.w * xs;
-            float wy = quat.w * ys;
-            float wz = quat.w * zs;
-            float xx = quat.x * xs;
-            float xy = quat.x * ys;
-            float xz = quat.x * zs;
-            float yy = quat.y * ys;
-            float yz = quat.y * zs;
-            float zz = quat.z * zs;
+            real_t s = 2.0f / quat.LengthSquared();
+
+            real_t xs = quat.x * s;
+            real_t ys = quat.y * s;
+            real_t zs = quat.z * s;
+            real_t wx = quat.w * xs;
+            real_t wy = quat.w * ys;
+            real_t wz = quat.w * zs;
+            real_t xx = quat.x * xs;
+            real_t xy = quat.x * ys;
+            real_t xz = quat.x * zs;
+            real_t yy = quat.y * ys;
+            real_t yz = quat.y * zs;
+            real_t zz = quat.z * zs;
 
             this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
             this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
             this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
         }
 
-        public Basis(Vector3 axis, float phi)
+        public Basis(Vector3 axis, real_t phi)
         {
             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);
+            real_t cosine = Mathf.Cos( (real_t)phi);
+            real_t sine = Mathf.Sin( (real_t)phi);
 
             this.x = new Vector3
             (
@@ -450,7 +457,7 @@ namespace Godot
             this.z = zAxis;
         }
 
-        public Basis(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
+        public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
         {
             this.x = new Vector3(xx, yx, zx);
             this.y = new Vector3(xy, yy, zy);

+ 8 - 7
modules/mono/glue/cs_files/Color.cs

@@ -45,8 +45,8 @@ namespace Godot
         {
             get
             {
-                float max = Mathf.Max(r, Mathf.Max(g, b));
-                float min = Mathf.Min(r, Mathf.Min(g, b));
+                float max = (float) Mathf.Max(r, (float) Mathf.Max(g, b));
+                float min = (float) Mathf.Min(r, (float) Mathf.Min(g, b));
 
                 float delta = max - min;
 
@@ -79,8 +79,8 @@ namespace Godot
         {
             get
             {
-                float max = Mathf.Max(r, Mathf.Max(g, b));
-                float min = Mathf.Min(r, Mathf.Min(g, b));
+                float max = (float) Mathf.Max(r, (float) Mathf.Max(g, b));
+                float min = (float) Mathf.Min(r, (float) Mathf.Min(g, b));
 
                 float delta = max - min;
 
@@ -96,7 +96,7 @@ namespace Godot
         {
             get
             {
-                return Mathf.Max(r, Mathf.Max(g, b));
+                return (float) Mathf.Max(r, (float) Mathf.Max(g, b));
             }
             set
             {
@@ -316,7 +316,8 @@ namespace Godot
 
             return txt;
         }
-
+        
+        // Constructors 
         public Color(float r, float g, float b, float a = 1.0f)
         {
             this.r = r;
@@ -375,7 +376,7 @@ namespace Godot
 
         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;
 

+ 2 - 0
modules/mono/glue/cs_files/GD.cs

@@ -1,5 +1,7 @@
 using System;
 
+// TODO: Add comments describing what this class does. It is not obvious. 
+
 namespace Godot
 {
     public static partial class GD

+ 75 - 58
modules/mono/glue/cs_files/Mathf.cs

@@ -1,51 +1,63 @@
 using System;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     public static class Mathf
     {
-        public const float PI = 3.14159274f;
-        public const float Epsilon = 1e-06f;
+        // Define constants with Decimal precision and cast down to double or float. 
+        public const real_t PI = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
+
+        #if REAL_T_IS_DOUBLE
+        public const real_t Epsilon = 1e-14; // Epsilon size should depend on the precision used.
+        #else
+        public const real_t Epsilon = 1e-06f;
+        #endif
 
-        private const float Deg2RadConst = 0.0174532924f;
-        private const float Rad2DegConst = 57.29578f;
+        private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433
+        private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823
 
-        public static float Abs(float s)
+        public static real_t Abs(real_t s)
         {
             return Math.Abs(s);
         }
 
-        public static float Acos(float s)
+        public static real_t Acos(real_t s)
         {
-            return (float)Math.Acos(s);
+            return (real_t)Math.Acos(s);
         }
 
-        public static float Asin(float s)
+        public static real_t Asin(real_t s)
         {
-            return (float)Math.Asin(s);
+            return (real_t)Math.Asin(s);
         }
 
-        public static float Atan(float s)
+        public static real_t Atan(real_t s)
         {
-            return (float)Math.Atan(s);
+            return (real_t)Math.Atan(s);
         }
 
-        public static float Atan2(float x, float y)
+        public static real_t Atan2(real_t x, real_t y)
         {
-            return (float)Math.Atan2(x, y);
+            return (real_t)Math.Atan2(x, y);
         }
 
-		public static Vector2 Cartesian2Polar(float x, float y)
-		{
-			return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
-		}
+        public static Vector2 Cartesian2Polar(real_t x, real_t y)
+        {
+            return new Vector2(Sqrt(x * x + y * y), Atan2(y, x));
+        }
 
-        public static float Ceil(float s)
+        public static real_t Ceil(real_t s)
         {
-            return (float)Math.Ceiling(s);
+            return (real_t)Math.Ceiling(s);
         }
 
-        public static float Clamp(float val, float min, float max)
+        public static real_t Clamp(real_t val, real_t min, real_t max)
         {
             if (val < min)
             {
@@ -59,17 +71,17 @@ namespace Godot
             return val;
         }
 
-        public static float Cos(float s)
+        public static real_t Cos(real_t s)
         {
-            return (float)Math.Cos(s);
+            return (real_t)Math.Cos(s);
         }
 
-        public static float Cosh(float s)
+        public static real_t Cosh(real_t s)
         {
-            return (float)Math.Cosh(s);
+            return (real_t)Math.Cosh(s);
         }
 
-        public static int Decimals(float step)
+        public static int Decimals(real_t step)
         {
             return Decimals((decimal)step);
         }
@@ -79,12 +91,12 @@ namespace Godot
             return BitConverter.GetBytes(decimal.GetBits(step)[3])[2];
         }
 
-        public static float Deg2Rad(float deg)
+        public static real_t Deg2Rad(real_t deg)
         {
             return deg * Deg2RadConst;
         }
 
-        public static float Ease(float s, float curve)
+        public static real_t Ease(real_t s, real_t curve)
         {
             if (s < 0f)
             {
@@ -117,17 +129,17 @@ namespace Godot
             return 0f;
         }
 
-        public static float Exp(float s)
+        public static real_t Exp(real_t s)
         {
-            return (float)Math.Exp(s);
+            return (real_t)Math.Exp(s);
         }
 
-        public static float Floor(float s)
+        public static real_t Floor(real_t s)
         {
-            return (float)Math.Floor(s);
+            return (real_t)Math.Floor(s);
         }
 
-        public static float Fposmod(float x, float y)
+        public static real_t Fposmod(real_t x, real_t y)
         {
             if (x >= 0f)
             {
@@ -139,14 +151,14 @@ namespace Godot
             }
         }
 
-        public static float Lerp(float from, float to, float weight)
+        public static real_t Lerp(real_t from, real_t to, real_t weight)
         {
             return from + (to - from) * Clamp(weight, 0f, 1f);
         }
 
-        public static float Log(float s)
+        public static real_t Log(real_t s)
         {
-            return (float)Math.Log(s);
+            return (real_t)Math.Log(s);
         }
 
         public static int Max(int a, int b)
@@ -154,7 +166,7 @@ namespace Godot
             return (a > b) ? a : b;
         }
 
-        public static float Max(float a, float b)
+        public static real_t Max(real_t a, real_t b)
         {
             return (a > b) ? a : b;
         }
@@ -164,7 +176,7 @@ namespace Godot
             return (a < b) ? a : b;
         }
 
-        public static float Min(float a, float b)
+        public static real_t Min(real_t a, real_t b)
         {
             return (a < b) ? a : b;
         }
@@ -181,47 +193,52 @@ namespace Godot
             return val;
         }
 
-		public static Vector2 Polar2Cartesian(float r, float th)
-		{
-			return new Vector2(r * Cos(th), r * Sin(th));
-		}
+        public static Vector2 Polar2Cartesian(real_t r, real_t th)
+        {
+            return new Vector2(r * Cos(th), r * Sin(th));
+        }
 
-        public static float Pow(float x, float y)
+        public static real_t Pow(real_t x, real_t y)
         {
-            return (float)Math.Pow(x, y);
+            return (real_t)Math.Pow(x, y);
         }
 
-        public static float Rad2Deg(float rad)
+        public static real_t Rad2Deg(real_t rad)
         {
             return rad * Rad2DegConst;
         }
 
-        public static float Round(float s)
+        public static real_t Round(real_t s)
+        {
+            return (real_t)Math.Round(s);
+        }
+
+        public static int RoundToInt(real_t s)
         {
-            return (float)Math.Round(s);
+            return (int)Math.Round(s);
         }
 
-        public static float Sign(float s)
+        public static real_t Sign(real_t s)
         {
             return (s < 0f) ? -1f : 1f;
         }
 
-        public static float Sin(float s)
+        public static real_t Sin(real_t s)
         {
-            return (float)Math.Sin(s);
+            return (real_t)Math.Sin(s);
         }
 
-        public static float Sinh(float s)
+        public static real_t Sinh(real_t s)
         {
-            return (float)Math.Sinh(s);
+            return (real_t)Math.Sinh(s);
         }
 
-        public static float Sqrt(float s)
+        public static real_t Sqrt(real_t s)
         {
-            return (float)Math.Sqrt(s);
+            return (real_t)Math.Sqrt(s);
         }
 
-        public static float Stepify(float s, float step)
+        public static real_t Stepify(real_t s, real_t step)
         {
             if (step != 0f)
             {
@@ -231,14 +248,14 @@ namespace Godot
             return s;
         }
 
-        public static float Tan(float s)
+        public static real_t Tan(real_t s)
         {
-            return (float)Math.Tan(s);
+            return (real_t)Math.Tan(s);
         }
 
-        public static float Tanh(float s)
+        public static real_t Tanh(real_t s)
         {
-            return (float)Math.Tanh(s);
+            return (real_t)Math.Tanh(s);
         }
     }
 }

+ 23 - 17
modules/mono/glue/cs_files/Plane.cs

@@ -1,12 +1,18 @@
 using System;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     public struct Plane : IEquatable<Plane>
     {
         Vector3 normal;
 
-        public float x
+        public real_t x
         {
             get
             {
@@ -18,7 +24,7 @@ namespace Godot
             }
         }
 
-        public float y
+        public real_t y
         {
             get
             {
@@ -30,7 +36,7 @@ namespace Godot
             }
         }
 
-        public float z
+        public real_t z
         {
             get
             {
@@ -42,7 +48,7 @@ namespace Godot
             }
         }
 
-        float d;
+        real_t d;
 
         public Vector3 Center
         {
@@ -52,7 +58,7 @@ namespace Godot
             }
         }
 
-        public float DistanceTo(Vector3 point)
+        public real_t DistanceTo(Vector3 point)
         {
             return normal.Dot(point) - d;
         }
@@ -62,15 +68,15 @@ namespace Godot
             return normal * d;
         }
 
-        public bool HasPoint(Vector3 point, float epsilon = Mathf.Epsilon)
+        public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon)
         {
-            float dist = normal.Dot(point) - d;
+            real_t dist = normal.Dot(point) - d;
             return Mathf.Abs(dist) <= epsilon;
         }
 
         public Vector3 Intersect3(Plane b, Plane c)
         {
-            float denom = normal.Cross(b.normal).Dot(c.normal);
+            real_t denom = normal.Cross(b.normal).Dot(c.normal);
 
             if (Mathf.Abs(denom) <= Mathf.Epsilon)
                 return new Vector3();
@@ -84,12 +90,12 @@ namespace Godot
 
         public Vector3 IntersectRay(Vector3 from, Vector3 dir)
         {
-            float den = normal.Dot(dir);
+            real_t den = normal.Dot(dir);
 
             if (Mathf.Abs(den) <= Mathf.Epsilon)
                 return new Vector3();
 
-            float dist = (normal.Dot(from) - d) / den;
+            real_t dist = (normal.Dot(from) - d) / den;
 
             // This is a ray, before the emitting pos (from) does not exist
             if (dist > Mathf.Epsilon)
@@ -101,12 +107,12 @@ namespace Godot
         public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
         {
             Vector3 segment = begin - end;
-            float den = normal.Dot(segment);
+            real_t den = normal.Dot(segment);
 
             if (Mathf.Abs(den) <= Mathf.Epsilon)
                 return new Vector3();
 
-            float dist = (normal.Dot(begin) - d) / den;
+            real_t dist = (normal.Dot(begin) - d) / den;
 
             if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
                 return new Vector3();
@@ -121,7 +127,7 @@ namespace Godot
 
         public Plane Normalized()
         {
-            float len = normal.Length();
+            real_t len = normal.Length();
 
             if (len == 0)
                 return new Plane(0, 0, 0, 0);
@@ -133,14 +139,14 @@ namespace Godot
         {
             return point - normal * DistanceTo(point);
         }
-
-        public Plane(float a, float b, float c, float d)
+        
+        // Constructors 
+        public Plane(real_t a, real_t b, real_t c, real_t d)
         {
             normal = new Vector3(a, b, c);
             this.d = d;
         }
-
-        public Plane(Vector3 normal, float d)
+        public Plane(Vector3 normal, real_t d)
         {
             this.normal = normal;
             this.d = d;

+ 53 - 31
modules/mono/glue/cs_files/Quat.cs

@@ -1,6 +1,12 @@
 using System;
 using System.Runtime.InteropServices;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -8,17 +14,17 @@ namespace Godot
     {
         private static readonly Quat identity = new Quat(0f, 0f, 0f, 1f);
 
-        public float x;
-        public float y;
-        public float z;
-        public float w;
+        public real_t x;
+        public real_t y;
+        public real_t z;
+        public real_t w;
 
         public static Quat Identity
         {
             get { return identity; }
         }
 
-        public float this[int index]
+        public real_t this[int index]
         {
             get
             {
@@ -58,15 +64,15 @@ namespace Godot
             }
         }
 
-        public Quat CubicSlerp(Quat b, Quat preA, Quat postB, float t)
+        public Quat CubicSlerp(Quat b, Quat preA, Quat postB, real_t t)
         {
-            float t2 = (1.0f - t) * t * 2f;
+            real_t t2 = (1.0f - t) * t * 2f;
             Quat sp = Slerp(b, t);
             Quat sq = preA.Slerpni(postB, t);
             return sp.Slerpni(sq, t2);
         }
 
-        public float Dot(Quat b)
+        public real_t Dot(Quat b)
         {
             return x * b.x + y * b.y + z * b.z + w * b.w;
         }
@@ -76,12 +82,12 @@ namespace Godot
             return new Quat(-x, -y, -z, w);
         }
 
-        public float Length()
+        public real_t Length()
         {
             return Mathf.Sqrt(LengthSquared());
         }
 
-        public float LengthSquared()
+        public real_t LengthSquared()
         {
             return Dot(this);
         }
@@ -91,20 +97,27 @@ namespace Godot
             return this / Length();
         }
 
-        public void Set(float x, float y, float z, float w)
+        public void Set(real_t x, real_t y, real_t z, real_t w)
         {
             this.x = x;
             this.y = y;
             this.z = z;
             this.w = w;
         }
+        public void Set(Quat q)
+        {
+            this.x = q.x;
+            this.y = q.y;
+            this.z = q.z;
+            this.w = q.w;
+        }
 
-        public Quat Slerp(Quat b, float t)
+        public Quat Slerp(Quat b, real_t t)
         {
             // Calculate cosine
-            float cosom = x * b.x + y * b.y + z * b.z + w * b.w;
+            real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w;
 
-            float[] to1 = new float[4];
+            real_t[] to1 = new real_t[4];
 
             // Adjust signs if necessary
             if (cosom < 0.0)
@@ -122,13 +135,13 @@ namespace Godot
                 to1[3] = b.w;
             }
 
-            float sinom, scale0, scale1;
+            real_t sinom, scale0, scale1;
 
             // Calculate coefficients
             if ((1.0 - cosom) > Mathf.Epsilon)
             {
                 // Standard case (Slerp)
-                float omega = Mathf.Acos(cosom);
+                real_t omega = Mathf.Acos(cosom);
                 sinom = Mathf.Sin(omega);
                 scale0 = Mathf.Sin((1.0f - t) * omega) / sinom;
                 scale1 = Mathf.Sin(t * omega) / sinom;
@@ -150,19 +163,19 @@ namespace Godot
             );
         }
 
-        public Quat Slerpni(Quat b, float t)
+        public Quat Slerpni(Quat b, real_t t)
         {
-            float dot = this.Dot(b);
+            real_t dot = this.Dot(b);
 
             if (Mathf.Abs(dot) > 0.9999f)
             {
                 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;
+            real_t theta = Mathf.Acos(dot);
+            real_t sinT = 1.0f / Mathf.Sin(theta);
+            real_t newFactor = Mathf.Sin(t * theta) * sinT;
+            real_t invFactor = Mathf.Sin((1.0f - t) * theta) * sinT;
 
             return new Quat
             (
@@ -180,17 +193,26 @@ namespace Godot
             return new Vector3(q.x, q.y, q.z);
         }
 
-        public Quat(float x, float y, float z, float w)
+        // Constructors 
+        public Quat(real_t x, real_t y, real_t z, real_t w)
         {
             this.x = x;
             this.y = y;
             this.z = z;
             this.w = w;
+        }   
+        public Quat(Quat q)
+        {                     
+            this.x = q.x;
+            this.y = q.y;
+            this.z = q.z;
+            this.w = q.w;
         }
-
-        public Quat(Vector3 axis, float angle)
+        
+        public Quat(Vector3 axis, real_t angle)
         {
-            float d = axis.Length();
+            real_t d = axis.Length();
+            real_t angle_t = angle;
 
             if (d == 0f)
             {
@@ -201,12 +223,12 @@ namespace Godot
             }
             else
             {
-                float s = Mathf.Sin(angle * 0.5f) / d;
+                real_t s = Mathf.Sin(angle_t * 0.5f) / d;
 
                 x = axis.x * s;
                 y = axis.y * s;
                 z = axis.z * s;
-                w = Mathf.Cos(angle * 0.5f);
+                w = Mathf.Cos(angle_t * 0.5f);
             }
         }
 
@@ -258,17 +280,17 @@ namespace Godot
             );
         }
 
-        public static Quat operator *(Quat left, float right)
+        public static Quat operator *(Quat left, real_t right)
         {
             return new Quat(left.x * right, left.y * right, left.z * right, left.w * right);
         }
 
-        public static Quat operator *(float left, Quat right)
+        public static Quat operator *(real_t left, Quat right)
         {
             return new Quat(right.x * left, right.y * left, right.z * left, right.w * left);
         }
 
-        public static Quat operator /(Quat left, float right)
+        public static Quat operator /(Quat left, real_t right)
         {
             return left * (1.0f / right);
         }

+ 24 - 8
modules/mono/glue/cs_files/Rect2.cs

@@ -1,6 +1,12 @@
 using System;
 using System.Runtime.InteropServices;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -26,7 +32,7 @@ namespace Godot
             get { return position + size; }
         }
 
-        public float Area
+        public real_t Area
         {
             get { return GetArea(); }
         }
@@ -80,12 +86,12 @@ namespace Godot
             return expanded;
         }
 
-        public float GetArea()
+        public real_t GetArea()
         {
             return size.x * size.y;
         }
 
-        public Rect2 Grow(float by)
+        public Rect2 Grow(real_t by)
         {
             Rect2 g = this;
 
@@ -97,7 +103,7 @@ namespace Godot
             return g;
         }
 
-        public Rect2 GrowIndividual(float left, float top, float right, float bottom)
+        public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
         {
             Rect2 g = this;
 
@@ -109,7 +115,7 @@ namespace Godot
             return g;
         }
 
-        public Rect2 GrowMargin(Margin margin, float by)
+        public Rect2 GrowMargin(Margin margin, real_t by)
         {
             Rect2 g = this;
 
@@ -169,14 +175,24 @@ namespace Godot
 
             return newRect;
         }
-
+        
+        // Constructors 
         public Rect2(Vector2 position, Vector2 size)
         {
             this.position = position;
             this.size = size;
         }
-
-        public Rect2(float x, float y, float width, float height)
+        public Rect2(Vector2 position, real_t width, real_t height)
+        {
+            this.position = position;
+            this.size = new Vector2(width, height);
+        }
+        public Rect2(real_t x, real_t y, Vector2 size)
+        {
+            this.position = new Vector2(x, y);
+            this.size = size;
+        }
+        public Rect2(real_t x, real_t y, real_t width, real_t height)
         {
             this.position = new Vector2(x, y);
             this.size = new Vector2(width, height);

+ 9 - 2
modules/mono/glue/cs_files/Transform.cs

@@ -1,6 +1,12 @@
 using System;
 using System.Runtime.InteropServices;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -33,7 +39,7 @@ namespace Godot
             return new Transform(basis.Orthonormalized(), origin);
         }
 
-        public Transform Rotated(Vector3 axis, float phi)
+        public Transform Rotated(Vector3 axis, real_t phi)
         {
             return new Transform(new Basis(axis, phi), new Vector3()) * this;
         }
@@ -97,7 +103,8 @@ namespace Godot
                 (basis[0, 2] * vInv.x) + (basis[1, 2] * vInv.y) + (basis[2, 2] * vInv.z)
             );
         }
-
+        
+        // Constructors 
         public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
         {
             this.basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);

+ 28 - 20
modules/mono/glue/cs_files/Transform2D.cs

@@ -1,6 +1,12 @@
 using System;
 using System.Runtime.InteropServices;
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -27,7 +33,7 @@ namespace Godot
             get { return o; }
         }
 
-        public float Rotation
+        public real_t Rotation
         {
             get { return Mathf.Atan2(y.x, o.y); }
         }
@@ -73,7 +79,7 @@ namespace Godot
         }
 
 
-        public float this[int index, int axis]
+        public real_t this[int index, int axis]
         {
             get
             {
@@ -107,7 +113,7 @@ namespace Godot
         {
             Transform2D inv = this;
 
-            float det = this[0, 0] * this[1, 1] - this[1, 0] * this[0, 1];
+            real_t det = this[0, 0] * this[1, 1] - this[1, 0] * this[0, 1];
 
             if (det == 0)
             {
@@ -119,9 +125,9 @@ namespace Godot
                 );
             }
 
-            float idet = 1.0f / det;
+            real_t idet = 1.0f / det;
 
-            float temp = this[0, 0];
+            real_t temp = this[0, 0];
             this[0, 0] = this[1, 1];
             this[1, 1] = temp;
 
@@ -143,10 +149,10 @@ namespace Godot
             return new Vector2(x.Dot(v), y.Dot(v));
         }
 
-        public Transform2D InterpolateWith(Transform2D m, float c)
+        public Transform2D InterpolateWith(Transform2D m, real_t c)
         {
-            float r1 = Rotation;
-            float r2 = m.Rotation;
+            real_t r1 = Rotation;
+            real_t r2 = m.Rotation;
 
             Vector2 s1 = Scale;
             Vector2 s2 = m.Scale;
@@ -155,7 +161,7 @@ namespace Godot
             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);
+            real_t dot = v1.Dot(v2);
 
             // Clamp dot to [-1, 1]
             dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
@@ -169,7 +175,7 @@ namespace Godot
             }
             else
             {
-                float angle = c * Mathf.Acos(dot);
+                real_t angle = c * Mathf.Acos(dot);
                 Vector2 v3 = (v2 - v1 * dot).Normalized();
                 v = v1 * Mathf.Cos(angle) + v3 * Mathf.Sin(angle);
             }
@@ -192,7 +198,7 @@ namespace Godot
             Transform2D inv = this;
 
             // Swap
-            float temp = inv.x.y;
+            real_t temp = inv.x.y;
             inv.x.y = inv.y.x;
             inv.y.x = temp;
 
@@ -218,7 +224,7 @@ namespace Godot
             return on;
         }
 
-        public Transform2D Rotated(float phi)
+        public Transform2D Rotated(real_t phi)
         {
             return this * new Transform2D(phi, new Vector2());
         }
@@ -232,12 +238,12 @@ namespace Godot
             return copy;
         }
 
-        private float Tdotx(Vector2 with)
+        private real_t Tdotx(Vector2 with)
         {
             return this[0, 0] * with[0] + this[1, 0] * with[1];
         }
 
-        private float Tdoty(Vector2 with)
+        private real_t Tdoty(Vector2 with)
         {
             return this[0, 1] * with[0] + this[1, 1] * with[1];
         }
@@ -259,24 +265,26 @@ namespace Godot
             Vector2 vInv = v - o;
             return new Vector2(x.Dot(vInv), y.Dot(vInv));
         }
-
+        
+        // Constructors 
         public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin)
         {
             this.x = xAxis;
             this.y = yAxis;
             this.o = origin;
         }
-        public Transform2D(float xx, float xy, float yx, float yy, float ox, float oy)
+        
+        public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
         {
             this.x = new Vector2(xx, xy);
             this.y = new Vector2(yx, yy);
             this.o = new Vector2(ox, oy);
         }
 
-        public Transform2D(float rot, Vector2 pos)
+        public Transform2D(real_t rot, Vector2 pos)
         {
-            float cr = Mathf.Cos(rot);
-            float sr = Mathf.Sin(rot);
+            real_t cr = Mathf.Cos( (real_t)rot);
+            real_t sr = Mathf.Sin( (real_t)rot);
             x.x = cr;
             y.y = cr;
             x.y = -sr;
@@ -288,7 +296,7 @@ namespace Godot
         {
             left.o = left.Xform(right.o);
 
-            float x0, x1, y0, y1;
+            real_t x0, x1, y0, y1;
 
             x0 = left.Tdotx(right.x);
             x1 = left.Tdoty(right.x);

+ 68 - 27
modules/mono/glue/cs_files/Vector2.cs

@@ -8,15 +8,21 @@ using System.Runtime.InteropServices;
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
     public struct Vector2 : IEquatable<Vector2>
     {
-        public float x;
-        public float y;
+        public real_t x;
+        public real_t y;
 
-        public float this[int index]
+        public real_t this[int index]
         {
             get
             {
@@ -48,7 +54,7 @@ namespace Godot
 
         internal void Normalize()
         {
-            float length = x * x + y * y;
+            real_t length = x * x + y * y;
 
             if (length != 0f)
             {
@@ -58,7 +64,7 @@ namespace Godot
             }
         }
 
-        private float Cross(Vector2 b)
+        private real_t Cross(Vector2 b)
         {
             return x * b.y - y * b.x;
         }
@@ -68,22 +74,22 @@ namespace Godot
             return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
         }
 
-        public float Angle()
+        public real_t Angle()
         {
             return Mathf.Atan2(y, x);
         }
 
-        public float AngleTo(Vector2 to)
+        public real_t AngleTo(Vector2 to)
         {
             return Mathf.Atan2(Cross(to), Dot(to));
         }
 
-        public float AngleToPoint(Vector2 to)
+        public real_t AngleToPoint(Vector2 to)
         {
             return Mathf.Atan2(x - to.x, y - to.y);
         }
 
-        public float Aspect()
+        public real_t Aspect()
         {
             return x / y;
         }
@@ -93,10 +99,10 @@ namespace Godot
             return -Reflect(n);
         }
 
-        public Vector2 Clamped(float length)
+        public Vector2 Clamped(real_t length)
         {
             Vector2 v = this;
-            float l = this.Length();
+            real_t l = this.Length();
 
             if (l > 0 && length < l)
             {
@@ -107,15 +113,15 @@ namespace Godot
             return v;
         }
 
-        public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, float t)
+        public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
         {
             Vector2 p0 = preA;
             Vector2 p1 = this;
             Vector2 p2 = b;
             Vector2 p3 = postB;
 
-            float t2 = t * t;
-            float t3 = t2 * t;
+            real_t t2 = t * t;
+            real_t t3 = t2 * t;
 
             return 0.5f * ((p1 * 2.0f) +
                                 (-p0 + p2) * t +
@@ -123,17 +129,17 @@ namespace Godot
                                 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
         }
 
-        public float DistanceSquaredTo(Vector2 to)
+        public real_t DistanceSquaredTo(Vector2 to)
         {
             return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
         }
 
-        public float DistanceTo(Vector2 to)
+        public real_t DistanceTo(Vector2 to)
         {
             return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
         }
 
-        public float Dot(Vector2 with)
+        public real_t Dot(Vector2 with)
         {
             return x * with.x + y * with.y;
         }
@@ -148,17 +154,17 @@ namespace Godot
             return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
         }
 
-        public float Length()
+        public real_t Length()
         {
             return Mathf.Sqrt(x * x + y * y);
         }
 
-        public float LengthSquared()
+        public real_t LengthSquared()
         {
             return x * x + y * y;
         }
 
-        public Vector2 LinearInterpolate(Vector2 b, float t)
+        public Vector2 LinearInterpolate(Vector2 b, real_t t)
         {
             Vector2 res = this;
 
@@ -180,12 +186,23 @@ namespace Godot
             return 2.0f * n * Dot(n) - this;
         }
 
-        public Vector2 Rotated(float phi)
+        public Vector2 Rotated(real_t phi)
         {
-            float rads = Angle() + phi;
+            real_t rads = Angle() + phi;
             return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
         }
 
+        public void Set(real_t x, real_t y)
+        {
+            this.x = x;
+            this.y = y;
+        }
+        public void Set(Vector2 v)
+        {
+            this.x = v.x;
+            this.y = v.y;
+        }
+
         public Vector2 Slide(Vector2 n)
         {
             return this - n * Dot(n);
@@ -200,12 +217,36 @@ namespace Godot
         {
             return new Vector2(y, -x);
         }
-
-        public Vector2(float x, float y)
+        
+        private static readonly Vector2 zero   = new Vector2 (0, 0);
+        private static readonly Vector2 one    = new Vector2 (1, 1);
+        private static readonly Vector2 negOne = new Vector2 (-1, -1);
+    
+        private static readonly Vector2 up     = new Vector2 (0, 1);
+        private static readonly Vector2 down   = new Vector2 (0, -1);
+        private static readonly Vector2 right  = new Vector2 (1, 0);
+        private static readonly Vector2 left   = new Vector2 (-1, 0);
+
+        public static Vector2 Zero   { get { return zero;    } }
+        public static Vector2 One    { get { return one;     } }
+        public static Vector2 NegOne { get { return negOne;  } }
+        
+        public static Vector2 Up     { get { return up;      } }
+        public static Vector2 Down   { get { return down;    } }
+        public static Vector2 Right  { get { return right;   } }
+        public static Vector2 Left   { get { return left;    } }
+
+        // Constructors
+        public Vector2(real_t x, real_t y)
         {
             this.x = x;
             this.y = y;
         }
+        public Vector2(Vector2 v)
+        {
+            this.x = v.x;
+            this.y = v.y;
+        }
 
         public static Vector2 operator +(Vector2 left, Vector2 right)
         {
@@ -228,14 +269,14 @@ namespace Godot
             return vec;
         }
 
-        public static Vector2 operator *(Vector2 vec, float scale)
+        public static Vector2 operator *(Vector2 vec, real_t scale)
         {
             vec.x *= scale;
             vec.y *= scale;
             return vec;
         }
 
-        public static Vector2 operator *(float scale, Vector2 vec)
+        public static Vector2 operator *(real_t scale, Vector2 vec)
         {
             vec.x *= scale;
             vec.y *= scale;
@@ -249,7 +290,7 @@ namespace Godot
             return left;
         }
 
-        public static Vector2 operator /(Vector2 vec, float scale)
+        public static Vector2 operator /(Vector2 vec, real_t scale)
         {
             vec.x /= scale;
             vec.y /= scale;

+ 75 - 27
modules/mono/glue/cs_files/Vector3.cs

@@ -8,6 +8,12 @@ using System.Runtime.InteropServices;
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
 
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
 namespace Godot
 {
     [StructLayout(LayoutKind.Sequential)]
@@ -20,11 +26,11 @@ namespace Godot
             Z
         }
 
-        public float x;
-        public float y;
-        public float z;
+        public real_t x;
+        public real_t y;
+        public real_t z;
 
-        public float this[int index]
+        public real_t this[int index]
         {
             get
             {
@@ -61,7 +67,7 @@ namespace Godot
 
         internal void Normalize()
         {
-            float length = this.Length();
+            real_t length = this.Length();
 
             if (length == 0f)
             {
@@ -80,7 +86,7 @@ namespace Godot
             return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
         }
 
-        public float AngleTo(Vector3 to)
+        public real_t AngleTo(Vector3 to)
         {
             return Mathf.Atan2(Cross(to).Length(), Dot(to));
         }
@@ -105,15 +111,15 @@ namespace Godot
             );
         }
 
-        public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
+        public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t t)
         {
             Vector3 p0 = preA;
             Vector3 p1 = this;
             Vector3 p2 = b;
             Vector3 p3 = postB;
 
-            float t2 = t * t;
-            float t3 = t2 * t;
+            real_t t2 = t * t;
+            real_t t3 = t2 * t;
 
             return 0.5f * (
                         (p1 * 2.0f) + (-p0 + p2) * t +
@@ -122,17 +128,17 @@ namespace Godot
                     );
         }
 
-        public float DistanceSquaredTo(Vector3 b)
+        public real_t DistanceSquaredTo(Vector3 b)
         {
             return (b - this).LengthSquared();
         }
 
-        public float DistanceTo(Vector3 b)
+        public real_t DistanceTo(Vector3 b)
         {
             return (b - this).Length();
         }
 
-        public float Dot(Vector3 b)
+        public real_t Dot(Vector3 b)
         {
             return x * b.x + y * b.y + z * b.z;
         }
@@ -152,25 +158,25 @@ namespace Godot
             return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
         }
 
-        public float Length()
+        public real_t Length()
         {
-            float x2 = x * x;
-            float y2 = y * y;
-            float z2 = z * z;
+            real_t x2 = x * x;
+            real_t y2 = y * y;
+            real_t z2 = z * z;
 
             return Mathf.Sqrt(x2 + y2 + z2);
         }
 
-        public float LengthSquared()
+        public real_t LengthSquared()
         {
-            float x2 = x * x;
-            float y2 = y * y;
-            float z2 = z * z;
+            real_t x2 = x * x;
+            real_t y2 = y * y;
+            real_t z2 = z * z;
 
             return x2 + y2 + z2;
         }
 
-        public Vector3 LinearInterpolate(Vector3 b, float t)
+        public Vector3 LinearInterpolate(Vector3 b, real_t t)
         {
             return new Vector3
             (
@@ -215,11 +221,24 @@ namespace Godot
             return 2.0f * n * Dot(n) - this;
         }
 
-        public Vector3 Rotated(Vector3 axis, float phi)
+        public Vector3 Rotated(Vector3 axis, real_t phi)
         {
             return new Basis(axis, phi).Xform(this);
         }
 
+        public void Set(real_t x, real_t y, real_t z)
+        {
+            this.x = x;
+            this.y = y;
+            this.z = z;
+        }
+        public void Set(Vector3 v)
+        {
+            this.x = v.x;
+            this.y = v.y;
+            this.z = v.z;
+        }
+
         public Vector3 Slide(Vector3 n)
         {
             return this - n * Dot(n);
@@ -243,13 +262,42 @@ namespace Godot
                 0f, 0f, z
             );
         }
-
-        public Vector3(float x, float y, float z)
+        
+        private static readonly Vector3 zero    = new Vector3 (0, 0, 0);
+        private static readonly Vector3 one     = new Vector3 (1, 1, 1);
+        private static readonly Vector3 negOne  = new Vector3 (-1, -1, -1);
+    
+        private static readonly Vector3 up      = new Vector3 (0, 1, 0);
+        private static readonly Vector3 down    = new Vector3 (0, -1, 0);
+        private static readonly Vector3 right   = new Vector3 (1, 0, 0);
+        private static readonly Vector3 left    = new Vector3 (-1, 0, 0);
+        private static readonly Vector3 forward = new Vector3 (0, 0, -1);
+        private static readonly Vector3 back    = new Vector3 (0, 0, 1);
+
+        public static Vector3 Zero    { get { return zero;    } }
+        public static Vector3 One     { get { return one;     } }
+        public static Vector3 NegOne  { get { return negOne;  } }
+        
+        public static Vector3 Up      { get { return up;      } }
+        public static Vector3 Down    { get { return down;    } }
+        public static Vector3 Right   { get { return right;   } }
+        public static Vector3 Left    { get { return left;    } }
+        public static Vector3 Forward { get { return forward; } }
+        public static Vector3 Back    { get { return back;    } }
+
+        // Constructors
+        public Vector3(real_t x, real_t y, real_t z)
         {
             this.x = x;
             this.y = y;
             this.z = z;
         }
+        public Vector3(Vector3 v)
+        {
+            this.x = v.x;
+            this.y = v.y;
+            this.z = v.z;
+        }
 
         public static Vector3 operator +(Vector3 left, Vector3 right)
         {
@@ -275,7 +323,7 @@ namespace Godot
             return vec;
         }
 
-        public static Vector3 operator *(Vector3 vec, float scale)
+        public static Vector3 operator *(Vector3 vec, real_t scale)
         {
             vec.x *= scale;
             vec.y *= scale;
@@ -283,7 +331,7 @@ namespace Godot
             return vec;
         }
 
-        public static Vector3 operator *(float scale, Vector3 vec)
+        public static Vector3 operator *(real_t scale, Vector3 vec)
         {
             vec.x *= scale;
             vec.y *= scale;
@@ -299,7 +347,7 @@ namespace Godot
             return left;
         }
 
-        public static Vector3 operator /(Vector3 vec, float scale)
+        public static Vector3 operator /(Vector3 vec, real_t scale)
         {
             vec.x /= scale;
             vec.y /= scale;