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-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs10
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs11
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs12
3 files changed, 15 insertions, 18 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
index e849939ebb..0dac8205b6 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
@@ -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>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
index fe899527ef..a2927533f8 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
@@ -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>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
index f065327066..bb552b939d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
@@ -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>