diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
index 4075a878d2c..2effdecf40b 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
@@ -358,24 +358,6 @@ namespace Godot
);
}
- ///
- /// Returns the result of the linear interpolation between
- /// this color and by color amount .
- ///
- /// The destination color for interpolation.
- /// A color with components on the range of 0.0 to 1.0, representing the amount of interpolation.
- /// The resulting color of the interpolation.
- public readonly Color Lerp(Color to, Color weight)
- {
- return new Color
- (
- (float)Mathf.Lerp(r, to.r, weight.r),
- (float)Mathf.Lerp(g, to.g, weight.g),
- (float)Mathf.Lerp(b, to.b, weight.b),
- (float)Mathf.Lerp(a, to.a, weight.a)
- );
- }
-
///
/// Returns the color converted to the sRGB color space.
/// This method assumes the original color is in the linear color space.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 1e88e18b3df..07cb34cadde 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -389,24 +389,6 @@ namespace Godot
);
}
- ///
- /// Returns the result of the linear interpolation between
- /// this vector and by the vector amount .
- ///
- /// The destination vector for interpolation.
- ///
- /// A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.
- ///
- /// The resulting vector of the interpolation.
- public readonly Vector2 Lerp(Vector2 to, Vector2 weight)
- {
- return new Vector2
- (
- Mathf.Lerp(x, to.x, weight.x),
- Mathf.Lerp(y, to.y, weight.y)
- );
- }
-
///
/// Returns the vector with a maximum length by limiting its length to .
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
index 91be548a214..740fedec668 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs
@@ -94,38 +94,6 @@ namespace Godot
return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
}
- ///
- /// Returns this vector's angle with respect to the X axis, or (1, 0) vector, in radians.
- ///
- /// Equivalent to the result of when
- /// called with the vector's and as parameters: Mathf.Atan2(v.y, v.x).
- ///
- /// The angle of this vector, in radians.
- public readonly real_t Angle()
- {
- return Mathf.Atan2(y, x);
- }
-
- ///
- /// Returns the angle to the given vector, in radians.
- ///
- /// The other vector to compare this vector to.
- /// The angle between the two vectors, in radians.
- public readonly real_t AngleTo(Vector2i to)
- {
- return Mathf.Atan2(Cross(to), Dot(to));
- }
-
- ///
- /// Returns the angle between the line connecting the two points and the X axis, in radians.
- ///
- /// The other vector to compare this vector to.
- /// The angle between the two vectors, in radians.
- public readonly real_t AngleToPoint(Vector2i to)
- {
- return Mathf.Atan2(to.y - y, to.x - x);
- }
-
///
/// Returns the aspect ratio of this vector, the ratio of to .
///
@@ -152,48 +120,6 @@ namespace Godot
);
}
- ///
- /// Returns the cross product of this vector and .
- ///
- /// The other vector.
- /// The cross product vector.
- public readonly int Cross(Vector2i with)
- {
- return x * with.y - y * with.x;
- }
-
- ///
- /// Returns the squared distance between this vector and .
- /// This method runs faster than , so prefer it if
- /// you need to compare vectors or need the squared distance for some formula.
- ///
- /// The other vector to use.
- /// The squared distance between the two vectors.
- public readonly int DistanceSquaredTo(Vector2i to)
- {
- return (to - this).LengthSquared();
- }
-
- ///
- /// Returns the distance between this vector and .
- ///
- /// The other vector to use.
- /// The distance between the two vectors.
- public readonly real_t DistanceTo(Vector2i to)
- {
- return (to - this).Length();
- }
-
- ///
- /// Returns the dot product of this vector and .
- ///
- /// The other vector to use.
- /// The dot product of the two vectors.
- public readonly int Dot(Vector2i with)
- {
- return x * with.x + y * with.y;
- }
-
///
/// Returns the length (magnitude) of this vector.
///
@@ -241,38 +167,6 @@ namespace Godot
return x < y ? Axis.X : Axis.Y;
}
- ///
- /// Returns a vector composed of the of this vector's components
- /// and .
- ///
- /// A value representing the divisor of the operation.
- ///
- /// A vector with each component by .
- ///
- public readonly Vector2i PosMod(int mod)
- {
- Vector2i v = this;
- v.x = Mathf.PosMod(v.x, mod);
- v.y = Mathf.PosMod(v.y, mod);
- return v;
- }
-
- ///
- /// Returns a vector composed of the of this vector's components
- /// and 's components.
- ///
- /// A vector representing the divisors of the operation.
- ///
- /// A vector with each component by 's components.
- ///
- public readonly Vector2i PosMod(Vector2i modv)
- {
- Vector2i v = this;
- v.x = Mathf.PosMod(v.x, modv.x);
- v.y = Mathf.PosMod(v.y, modv.y);
- return v;
- }
-
///
/// Returns a vector with each component set to one or negative one, depending
/// on the signs of this vector's components, or zero if the component is zero,
@@ -287,16 +181,6 @@ namespace Godot
return v;
}
- ///
- /// Returns a perpendicular vector rotated 90 degrees counter-clockwise
- /// compared to the original, with the same length.
- ///
- /// The perpendicular vector.
- public readonly Vector2i Orthogonal()
- {
- return new Vector2i(y, -x);
- }
-
// Constants
private static readonly Vector2i _zero = new Vector2i(0, 0);
private static readonly Vector2i _one = new Vector2i(1, 1);
@@ -467,7 +351,7 @@ namespace Godot
/// with the components of the given .
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
- /// Consider using instead
+ /// Consider using instead
/// if you want to handle negative numbers.
///
///
@@ -490,7 +374,7 @@ namespace Godot
/// with the components of the given .
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
- /// Consider using instead
+ /// Consider using instead
/// if you want to handle negative numbers.
///
///
@@ -508,34 +392,6 @@ namespace Godot
return vec;
}
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The vector to AND with.
- /// The integer to AND with.
- /// The result of the bitwise AND.
- public static Vector2i operator &(Vector2i vec, int and)
- {
- vec.x &= and;
- vec.y &= and;
- return vec;
- }
-
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The left vector to AND with.
- /// The right vector to AND with.
- /// The result of the bitwise AND.
- public static Vector2i operator &(Vector2i vec, Vector2i andv)
- {
- vec.x &= andv.x;
- vec.y &= andv.y;
- return vec;
- }
-
///
/// Returns if the vectors are equal.
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 031464dcc6c..b017ba5853c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -395,23 +395,6 @@ namespace Godot
);
}
- ///
- /// Returns the result of the linear interpolation between
- /// this vector and by the vector amount .
- ///
- /// The destination vector for interpolation.
- /// A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.
- /// The resulting vector of the interpolation.
- public readonly Vector3 Lerp(Vector3 to, Vector3 weight)
- {
- return new Vector3
- (
- Mathf.Lerp(x, to.x, weight.x),
- Mathf.Lerp(y, to.y, weight.y),
- Mathf.Lerp(z, to.z, weight.z)
- );
- }
-
///
/// Returns the vector with a maximum length by limiting its length to .
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
index e631a9f443b..de0c6d27e73 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs
@@ -128,39 +128,6 @@ namespace Godot
);
}
- ///
- /// Returns the squared distance between this vector and .
- /// This method runs faster than , so prefer it if
- /// you need to compare vectors or need the squared distance for some formula.
- ///
- /// The other vector to use.
- /// The squared distance between the two vectors.
- public readonly int DistanceSquaredTo(Vector3i to)
- {
- return (to - this).LengthSquared();
- }
-
- ///
- /// Returns the distance between this vector and .
- ///
- ///
- /// The other vector to use.
- /// The distance between the two vectors.
- public readonly real_t DistanceTo(Vector3i to)
- {
- return (to - this).Length();
- }
-
- ///
- /// Returns the dot product of this vector and .
- ///
- /// The other vector to use.
- /// The dot product of the two vectors.
- public readonly int Dot(Vector3i with)
- {
- return x * with.x + y * with.y + z * with.z;
- }
-
///
/// Returns the length (magnitude) of this vector.
///
@@ -210,40 +177,6 @@ namespace Godot
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
- ///
- /// Returns a vector composed of the of this vector's components
- /// and .
- ///
- /// A value representing the divisor of the operation.
- ///
- /// A vector with each component by .
- ///
- public readonly Vector3i PosMod(int mod)
- {
- Vector3i v = this;
- v.x = Mathf.PosMod(v.x, mod);
- v.y = Mathf.PosMod(v.y, mod);
- v.z = Mathf.PosMod(v.z, mod);
- return v;
- }
-
- ///
- /// Returns a vector composed of the of this vector's components
- /// and 's components.
- ///
- /// A vector representing the divisors of the operation.
- ///
- /// A vector with each component by 's components.
- ///
- public readonly Vector3i PosMod(Vector3i modv)
- {
- Vector3i v = this;
- v.x = Mathf.PosMod(v.x, modv.x);
- v.y = Mathf.PosMod(v.y, modv.y);
- v.z = Mathf.PosMod(v.z, modv.z);
- return v;
- }
-
///
/// Returns a vector with each component set to one or negative one, depending
/// on the signs of this vector's components, or zero if the component is zero,
@@ -455,7 +388,7 @@ namespace Godot
/// with the components of the given .
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
- /// Consider using instead
+ /// Consider using instead
/// if you want to handle negative numbers.
///
///
@@ -479,7 +412,7 @@ namespace Godot
/// with the components of the given .
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
- /// Consider using instead
+ /// Consider using instead
/// if you want to handle negative numbers.
///
///
@@ -498,36 +431,6 @@ namespace Godot
return vec;
}
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The vector to AND with.
- /// The integer to AND with.
- /// The result of the bitwise AND.
- public static Vector3i operator &(Vector3i vec, int and)
- {
- vec.x &= and;
- vec.y &= and;
- vec.z &= and;
- return vec;
- }
-
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The left vector to AND with.
- /// The right vector to AND with.
- /// The result of the bitwise AND.
- public static Vector3i operator &(Vector3i vec, Vector3i andv)
- {
- vec.x &= andv.x;
- vec.y &= andv.y;
- vec.z &= andv.z;
- return vec;
- }
-
///
/// Returns if the vectors are equal.
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs
index 8146991fd7e..00ecc64856e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs
@@ -432,38 +432,6 @@ namespace Godot
return vec;
}
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The vector to AND with.
- /// The integer to AND with.
- /// The result of the bitwise AND.
- public static Vector4i operator &(Vector4i vec, int and)
- {
- vec.x &= and;
- vec.y &= and;
- vec.z &= and;
- vec.w &= and;
- return vec;
- }
-
- ///
- /// Performs a bitwise AND operation with this
- /// and the given .
- ///
- /// The left vector to AND with.
- /// The right vector to AND with.
- /// The result of the bitwise AND.
- public static Vector4i operator &(Vector4i vec, Vector4i andv)
- {
- vec.x &= andv.x;
- vec.y &= andv.y;
- vec.z &= andv.z;
- vec.w &= andv.w;
- return vec;
- }
-
///
/// Returns if the vectors are equal.
///