Consolidate and tidy up DX math types and related D3DX math calls (#680)

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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::operator*(const D3DXMATRIX&)

* Client: Replace D3DXVec3Dot() with __Vector3::Dot()

* 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::PerspectiveFovLH()

* 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.

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