C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion
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@ -31,7 +31,7 @@
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<return type="Vector2i" />
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<param index="0" name="from" type="Vector2" />
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<description>
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Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated.
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Constructs a new [Vector2i] from the given [Vector2] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector2.ceil], [method Vector2.floor] or [method Vector2.round] to this constructor instead.
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</description>
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</constructor>
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<constructor name="Vector2i">
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@ -31,7 +31,7 @@
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<return type="Vector3i" />
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<param index="0" name="from" type="Vector3" />
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<description>
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Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
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Constructs a new [Vector3i] from the given [Vector3] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector3.ceil], [method Vector3.floor] or [method Vector3.round] to this constructor instead.
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</description>
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</constructor>
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<constructor name="Vector3i">
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@ -27,7 +27,7 @@
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<return type="Vector4i" />
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<param index="0" name="from" type="Vector4" />
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<description>
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Constructs a new [Vector4i] from the given [Vector4].
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Constructs a new [Vector4i] from the given [Vector4] by truncating components' fractional parts (rounding towards zero). For a different behavior consider passing the result of [method Vector4.ceil], [method Vector4.floor] or [method Vector4.round] to this constructor instead.
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</description>
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</constructor>
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<constructor name="Vector4i">
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@ -504,15 +504,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/>.
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/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector2.Ceil"/>,
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/// <see cref="Vector2.Floor"/> or <see cref="Vector2.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector2I(Vector2 value)
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{
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return new Vector2I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y)
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);
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return new Vector2I((int)value.X, (int)value.Y);
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}
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/// <summary>
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@ -559,16 +559,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/>.
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/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector3.Ceil"/>,
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/// <see cref="Vector3.Floor"/> or <see cref="Vector3.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector3I(Vector3 value)
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{
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return new Vector3I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y),
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Mathf.RoundToInt(value.Z)
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);
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return new Vector3I((int)value.X, (int)value.Y, (int)value.Z);
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}
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/// <summary>
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@ -580,17 +580,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/>.
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/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector4.Ceil"/>,
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/// <see cref="Vector4.Floor"/> or <see cref="Vector4.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector4I(Vector4 value)
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{
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return new Vector4I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y),
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Mathf.RoundToInt(value.Z),
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Mathf.RoundToInt(value.W)
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);
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return new Vector4I((int)value.X, (int)value.Y, (int)value.Z, (int)value.W);
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}
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/// <summary>
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