Remove copy constructors in C# structs
This commit is contained in:
parent
8a1e598011
commit
29894e9c1a
8 changed files with 15 additions and 126 deletions
|
@ -73,18 +73,6 @@ namespace Godot
|
|||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Projection"/> from an existing <see cref="Projection"/>.
|
||||
/// </summary>
|
||||
/// <param name="proj">The existing <see cref="Projection"/>.</param>
|
||||
public Projection(Projection proj)
|
||||
{
|
||||
x = proj.x;
|
||||
y = proj.y;
|
||||
z = proj.z;
|
||||
w = proj.w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>.
|
||||
/// </summary>
|
||||
|
|
|
@ -357,15 +357,6 @@ namespace Godot
|
|||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a <see cref="Quaternion"/> from the given <see cref="Quaternion"/>.
|
||||
/// </summary>
|
||||
/// <param name="q">The existing quaternion.</param>
|
||||
public Quaternion(Quaternion q)
|
||||
{
|
||||
this = q;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a <see cref="Quaternion"/> from the given <see cref="Basis"/>.
|
||||
/// </summary>
|
||||
|
|
|
@ -638,16 +638,6 @@ namespace Godot
|
|||
this.y = y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector2"/> from an existing <see cref="Vector2"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The existing <see cref="Vector2"/>.</param>
|
||||
public Vector2(Vector2 v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a unit Vector2 rotated to the given angle. This is equivalent to doing
|
||||
/// <c>Vector2(Mathf.Cos(angle), Mathf.Sin(angle))</c> or <c>Vector2.Right.Rotated(angle)</c>.
|
||||
|
|
|
@ -349,27 +349,6 @@ namespace Godot
|
|||
this.y = y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector2i"/> from an existing <see cref="Vector2i"/>.
|
||||
/// </summary>
|
||||
/// <param name="vi">The existing <see cref="Vector2i"/>.</param>
|
||||
public Vector2i(Vector2i vi)
|
||||
{
|
||||
this.x = vi.x;
|
||||
this.y = vi.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector2i"/> from an existing <see cref="Vector2"/>
|
||||
/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The <see cref="Vector2"/> to convert.</param>
|
||||
public Vector2i(Vector2 v)
|
||||
{
|
||||
this.x = Mathf.RoundToInt(v.x);
|
||||
this.y = Mathf.RoundToInt(v.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds each component of the <see cref="Vector2i"/>
|
||||
/// with the components of the given <see cref="Vector2i"/>.
|
||||
|
@ -674,7 +653,10 @@ namespace Godot
|
|||
/// <param name="value">The vector to convert.</param>
|
||||
public static explicit operator Vector2i(Vector2 value)
|
||||
{
|
||||
return new Vector2i(value);
|
||||
return new Vector2i(
|
||||
Mathf.RoundToInt(value.x),
|
||||
Mathf.RoundToInt(value.y)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -691,17 +691,6 @@ namespace Godot
|
|||
this.z = z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector3"/> from an existing <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The existing <see cref="Vector3"/>.</param>
|
||||
public Vector3(Vector3 v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds each component of the <see cref="Vector3"/>
|
||||
/// with the components of the given <see cref="Vector3"/>.
|
||||
|
|
|
@ -329,29 +329,6 @@ namespace Godot
|
|||
this.z = z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector3i"/> from an existing <see cref="Vector3i"/>.
|
||||
/// </summary>
|
||||
/// <param name="vi">The existing <see cref="Vector3i"/>.</param>
|
||||
public Vector3i(Vector3i vi)
|
||||
{
|
||||
this.x = vi.x;
|
||||
this.y = vi.y;
|
||||
this.z = vi.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector3i"/> from an existing <see cref="Vector3"/>
|
||||
/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The <see cref="Vector3"/> to convert.</param>
|
||||
public Vector3i(Vector3 v)
|
||||
{
|
||||
this.x = Mathf.RoundToInt(v.x);
|
||||
this.y = Mathf.RoundToInt(v.y);
|
||||
this.z = Mathf.RoundToInt(v.z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds each component of the <see cref="Vector3i"/>
|
||||
/// with the components of the given <see cref="Vector3i"/>.
|
||||
|
@ -684,7 +661,11 @@ namespace Godot
|
|||
/// <param name="value">The vector to convert.</param>
|
||||
public static explicit operator Vector3i(Vector3 value)
|
||||
{
|
||||
return new Vector3i(value);
|
||||
return new Vector3i(
|
||||
Mathf.RoundToInt(value.x),
|
||||
Mathf.RoundToInt(value.y),
|
||||
Mathf.RoundToInt(value.z)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -476,18 +476,6 @@ namespace Godot
|
|||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector4"/> from an existing <see cref="Vector4"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The existing <see cref="Vector4"/>.</param>
|
||||
public Vector4(Vector4 v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
w = v.w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds each component of the <see cref="Vector4"/>
|
||||
/// with the components of the given <see cref="Vector4"/>.
|
||||
|
|
|
@ -257,31 +257,6 @@ namespace Godot
|
|||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector4i"/> from an existing <see cref="Vector4i"/>.
|
||||
/// </summary>
|
||||
/// <param name="vi">The existing <see cref="Vector4i"/>.</param>
|
||||
public Vector4i(Vector4i vi)
|
||||
{
|
||||
this.x = vi.x;
|
||||
this.y = vi.y;
|
||||
this.z = vi.z;
|
||||
this.w = vi.w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new <see cref="Vector4i"/> from an existing <see cref="Vector4"/>
|
||||
/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
|
||||
/// </summary>
|
||||
/// <param name="v">The <see cref="Vector4"/> to convert.</param>
|
||||
public Vector4i(Vector4 v)
|
||||
{
|
||||
this.x = Mathf.RoundToInt(v.x);
|
||||
this.y = Mathf.RoundToInt(v.y);
|
||||
this.z = Mathf.RoundToInt(v.z);
|
||||
this.w = Mathf.RoundToInt(v.w);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds each component of the <see cref="Vector4i"/>
|
||||
/// with the components of the given <see cref="Vector4i"/>.
|
||||
|
@ -638,7 +613,12 @@ namespace Godot
|
|||
/// <param name="value">The vector to convert.</param>
|
||||
public static explicit operator Vector4i(Vector4 value)
|
||||
{
|
||||
return new Vector4i(value);
|
||||
return new Vector4i(
|
||||
Mathf.RoundToInt(value.x),
|
||||
Mathf.RoundToInt(value.y),
|
||||
Mathf.RoundToInt(value.z),
|
||||
Mathf.RoundToInt(value.w)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in a new issue