C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion

This commit is contained in:
kleonc 2023-03-29 23:56:34 +02:00
parent c29866dbc0
commit f53d3382af
6 changed files with 18 additions and 21 deletions

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@ -31,7 +31,7 @@
<return type="Vector2i" />
<param index="0" name="from" type="Vector2" />
<description>
Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated.
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.
</description>
</constructor>
<constructor name="Vector2i">

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@ -31,7 +31,7 @@
<return type="Vector3i" />
<param index="0" name="from" type="Vector3" />
<description>
Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated.
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.
</description>
</constructor>
<constructor name="Vector3i">

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@ -27,7 +27,7 @@
<return type="Vector4i" />
<param index="0" name="from" type="Vector4" />
<description>
Constructs a new [Vector4i] from the given [Vector4].
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.
</description>
</constructor>
<constructor name="Vector4i">

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@ -504,15 +504,15 @@ namespace Godot
}
/// <summary>
/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/>.
/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/> by truncating
/// components' fractional parts (rounding towards zero). For a different
/// behavior consider passing the result of <see cref="Vector2.Ceil"/>,
/// <see cref="Vector2.Floor"/> or <see cref="Vector2.Round"/> to this conversion operator instead.
/// </summary>
/// <param name="value">The vector to convert.</param>
public static explicit operator Vector2I(Vector2 value)
{
return new Vector2I(
Mathf.RoundToInt(value.X),
Mathf.RoundToInt(value.Y)
);
return new Vector2I((int)value.X, (int)value.Y);
}
/// <summary>

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@ -559,16 +559,15 @@ namespace Godot
}
/// <summary>
/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/>.
/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/> by truncating
/// components' fractional parts (rounding towards zero). For a different
/// behavior consider passing the result of <see cref="Vector3.Ceil"/>,
/// <see cref="Vector3.Floor"/> or <see cref="Vector3.Round"/> to this conversion operator instead.
/// </summary>
/// <param name="value">The vector to convert.</param>
public static explicit operator Vector3I(Vector3 value)
{
return new Vector3I(
Mathf.RoundToInt(value.X),
Mathf.RoundToInt(value.Y),
Mathf.RoundToInt(value.Z)
);
return new Vector3I((int)value.X, (int)value.Y, (int)value.Z);
}
/// <summary>

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@ -580,17 +580,15 @@ namespace Godot
}
/// <summary>
/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/>.
/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/> by truncating
/// components' fractional parts (rounding towards zero). For a different
/// behavior consider passing the result of <see cref="Vector4.Ceil"/>,
/// <see cref="Vector4.Floor"/> or <see cref="Vector4.Round"/> to this conversion operator instead.
/// </summary>
/// <param name="value">The vector to convert.</param>
public static explicit operator Vector4I(Vector4 value)
{
return new Vector4I(
Mathf.RoundToInt(value.X),
Mathf.RoundToInt(value.Y),
Mathf.RoundToInt(value.Z),
Mathf.RoundToInt(value.W)
);
return new Vector4I((int)value.X, (int)value.Y, (int)value.Z, (int)value.W);
}
/// <summary>