T
twostars
Consolidate and tidy up DX math types and related D3DX math calls (#680)
* Client: Move DX math and related types out of the header
* Client: Remove AVIPlayer.h; this shouldn't still exist.
* Client: Replace D3DXMatrixMultiply() with __Matrix44:
perator*(const D3DXMATRIX&)
* Client: Replace D3DXVec3Dot() with __Vector3:
ot()
* Client: Replace D3DXMatrixInverse() with __Matrix44::Inverse()
* Client: Replace D3DXVec3Normalize() with __Vector3::Normalize()
* Client: Replace D3DXVec3Cross() with __Vector3::Cross()
* Client: Replace D3DXMatrixLookAtLH() with __Matrix44::LookAtLH()
* Client: Replace D3DXMatrixRotationQuaternion() with respective assignment etc operators
* Client: Replace D3DXMatrixIdentity() with __Matrix44::Identity()
* Client: Replace D3DXMatrixOrthoLH() with __Matrix44::OrthoLH()
* Client: Replace D3DXMatrixPerspectiveFovLH() with __Matrix44:
erspectiveFovLH()
* Client: Use __Vector2/3 consistently in place of D3DXVECTOR2/3
* Client: Add __Vector4
* Client: Replace D3DXVec3Transform() with __Vector4::Transform()
* Client: Replace D3DXQuaterionRotationYawPitchRoll() with __Quaternion::RotationYawPitchRoll()
* Client: Replace D3DXQuaternionRotationAxis() with __Quaternion::RotationAxis()
* Client: Replace D3DX_PI (__PI), D3DXToRadian() (DegreesToRadians()), D3DXToDegrees() (RadiansToDegrees())
* Server: Strip __Vector2, __Quaternion
* Server: Move math type implementation code out of My_3DStruct.h
This keeps it consistent with the client implementation (which should eventually get merged),
and improves compile times.
Github Commit Görüntüle...
See Commints...
..
* Client: Move DX math and related types out of the header
* Client: Remove AVIPlayer.h; this shouldn't still exist.
* Client: Replace D3DXMatrixMultiply() with __Matrix44:
perator*(const D3DXMATRIX&)* Client: Replace D3DXVec3Dot() with __Vector3:
ot()* Client: Replace D3DXMatrixInverse() with __Matrix44::Inverse()
* Client: Replace D3DXVec3Normalize() with __Vector3::Normalize()
* Client: Replace D3DXVec3Cross() with __Vector3::Cross()
* Client: Replace D3DXMatrixLookAtLH() with __Matrix44::LookAtLH()
* Client: Replace D3DXMatrixRotationQuaternion() with respective assignment etc operators
* Client: Replace D3DXMatrixIdentity() with __Matrix44::Identity()
* Client: Replace D3DXMatrixOrthoLH() with __Matrix44::OrthoLH()
* Client: Replace D3DXMatrixPerspectiveFovLH() with __Matrix44:
erspectiveFovLH()* Client: Use __Vector2/3 consistently in place of D3DXVECTOR2/3
* Client: Add __Vector4
* Client: Replace D3DXVec3Transform() with __Vector4::Transform()
* Client: Replace D3DXQuaterionRotationYawPitchRoll() with __Quaternion::RotationYawPitchRoll()
* Client: Replace D3DXQuaternionRotationAxis() with __Quaternion::RotationAxis()
* Client: Replace D3DX_PI (__PI), D3DXToRadian() (DegreesToRadians()), D3DXToDegrees() (RadiansToDegrees())
* Server: Strip __Vector2, __Quaternion
* Server: Move math type implementation code out of My_3DStruct.h
This keeps it consistent with the client implementation (which should eventually get merged),
and improves compile times.
Github Commit Görüntüle...
See Commints...
..