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@@ -147,7 +147,7 @@ namespace Godot
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/// <summary>
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/// <summary>
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/// Returns a new vector with all components rounded up (towards positive infinity).
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/// Returns a new vector with all components rounded up (towards positive infinity).
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/// </summary>
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/// </summary>
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- /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
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+ /// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
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public readonly Vector4 Ceil()
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public readonly Vector4 Ceil()
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{
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{
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return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
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return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
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@@ -264,7 +264,7 @@ namespace Godot
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/// <summary>
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/// <summary>
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/// Returns a new vector with all components rounded down (towards negative infinity).
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/// Returns a new vector with all components rounded down (towards negative infinity).
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/// </summary>
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/// </summary>
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- /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
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+ /// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
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public readonly Vector4 Floor()
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public readonly Vector4 Floor()
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{
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{
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return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
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return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
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@@ -281,7 +281,7 @@ namespace Godot
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/// <summary>
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/// <summary>
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/// Returns <see langword="true"/> if this vector is finite, by calling
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/// Returns <see langword="true"/> if this vector is finite, by calling
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- /// <see cref="Mathf.IsFinite"/> on each component.
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+ /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
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/// </summary>
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/// </summary>
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/// <returns>Whether this vector is finite or not.</returns>
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/// <returns>Whether this vector is finite or not.</returns>
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public readonly bool IsFinite()
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public readonly bool IsFinite()
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@@ -832,7 +832,7 @@ namespace Godot
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/// <summary>
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/// <summary>
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/// Returns <see langword="true"/> if the vector is exactly equal
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/// Returns <see langword="true"/> if the vector is exactly equal
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- /// to the given object (<see paramref="obj"/>).
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+ /// to the given object (<paramref name="obj"/>).
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/// Note: Due to floating-point precision errors, consider using
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/// Note: Due to floating-point precision errors, consider using
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/// <see cref="IsEqualApprox"/> instead, which is more reliable.
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/// <see cref="IsEqualApprox"/> instead, which is more reliable.
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/// </summary>
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/// </summary>
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