using Godot; public static class Globals { public const float EpsPosition = 0.01f; public const float EpsPositionSquared = EpsPosition * EpsPosition; public const float EpsRadians = 0.1f * Mathf.Pi / 180f; public const float EpsRadiansSquared = EpsRadians * EpsRadians; public static float CalcPlaneAngle(Transform worldTransform) { return worldTransform.basis.x.SignedAngleTo(Vector3.Right.Rotated(Vector3.Up, Mathf.Pi * 0.5f), -Vector3.Up); } }