Fixed warnings for subscript operator in vectors and removed react conversions
This commit is contained in:
parent
af39662748
commit
ddf2d8bde9
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@ -260,6 +260,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -274,6 +276,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -288,6 +292,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -302,6 +308,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -44,16 +44,6 @@ namespace SHADE
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: XMFLOAT4( _x, _y, _z, _w )
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: XMFLOAT4( _x, _y, _z, _w )
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{}
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{}
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SHQuaternion::SHQuaternion(const reactphysics3d::Vector3& rp3dEuler) noexcept
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: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f )
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{
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XMStoreFloat4(this, XMQuaternionRotationRollPitchYawFromVector(SHVec3 { rp3dEuler }));
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}
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SHQuaternion::SHQuaternion(const reactphysics3d::Quaternion& rp3dQuat) noexcept
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: XMFLOAT4( rp3dQuat.x, rp3dQuat.y, rp3dQuat.z, rp3dQuat.w )
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{}
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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/* Operator Overload Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -141,16 +131,6 @@ namespace SHADE
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return XMQuaternionNotEqual(*this, rhs);
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return XMQuaternionNotEqual(*this, rhs);
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}
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}
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SHQuaternion::operator reactphysics3d::Quaternion() const noexcept
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{
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return reactphysics3d::Quaternion{ x, y, z, w };
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}
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SHQuaternion::operator reactphysics3d::Vector3() const noexcept
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{
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return reactphysics3d::Vector3{ ToEuler() };
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}
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SHQuaternion::operator XMVECTOR() const noexcept
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SHQuaternion::operator XMVECTOR() const noexcept
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{
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{
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return XMLoadFloat4(this);
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return XMLoadFloat4(this);
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@ -11,7 +11,6 @@
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#pragma once
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#pragma once
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#include <DirectXMath.h>
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#include <DirectXMath.h>
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#include <reactphysics3d/mathematics/Quaternion.h>
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#include <string>
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#include <string>
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@ -52,11 +51,6 @@ namespace SHADE
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SHQuaternion (const SHVec4& vec4) noexcept;
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SHQuaternion (const SHVec4& vec4) noexcept;
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SHQuaternion (float x, float y, float z, float w) noexcept;
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SHQuaternion (float x, float y, float z, float w) noexcept;
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// Conversion from other math types
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SHQuaternion (const reactphysics3d::Vector3& rp3dEuler) noexcept;
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SHQuaternion (const reactphysics3d::Quaternion& rp3dQuat) noexcept;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -82,8 +76,6 @@ namespace SHADE
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// Conversion to other math types used by SHADE
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// Conversion to other math types used by SHADE
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operator reactphysics3d::Quaternion () const noexcept;
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operator reactphysics3d::Vector3 () const noexcept;
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operator DirectX::XMVECTOR () const noexcept;
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operator DirectX::XMVECTOR () const noexcept;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -30,12 +30,6 @@ namespace SHADE
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, direction { dir }
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, direction { dir }
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{}
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{}
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SHRay::SHRay(const reactphysics3d::Ray rp3dRay) noexcept
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: position { rp3dRay.point1 }
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, direction { SHVec3::Normalise(rp3dRay.point2 - rp3dRay.point1) }
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{}
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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/* Operator Overload Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -62,12 +56,6 @@ namespace SHADE
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return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR);
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return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR);
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}
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}
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SHRay::operator reactphysics3d::Ray() const noexcept
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{
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// We use 2km. Temp solution.
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return reactphysics3d::Ray{ position, position + (direction * MAX_RAYCAST_DIST) };
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}
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SHRaycastResult::operator bool() const noexcept
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SHRaycastResult::operator bool() const noexcept
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{
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{
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return hit;
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return hit;
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@ -10,10 +10,7 @@
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#pragma once
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#pragma once
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#include <reactphysics3d/mathematics/Ray.h>
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// Project Headers
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// Project Headers
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#include "SH_API.h"
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#include "Vector/SHVec3.h"
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#include "Vector/SHVec3.h"
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namespace SHADE
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namespace SHADE
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SHRay () noexcept;
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SHRay () noexcept;
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SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
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SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
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SHRay (const reactphysics3d::Ray rp3dRay) noexcept;
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SHRay (const SHRay&) noexcept = default;
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SHRay (const SHRay&) noexcept = default;
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SHRay (SHRay&& ) noexcept = default;
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SHRay (SHRay&& ) noexcept = default;
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[[nodiscard]] bool operator==(const SHRay& rhs) const noexcept;
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[[nodiscard]] bool operator==(const SHRay& rhs) const noexcept;
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[[nodiscard]] bool operator!=(const SHRay& rhs) const noexcept;
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[[nodiscard]] bool operator!=(const SHRay& rhs) const noexcept;
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operator reactphysics3d::Ray() const noexcept;
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};
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};
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struct SH_API SHRaycastResult
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struct SH_API SHRaycastResult
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@ -50,10 +50,6 @@ namespace SHADE
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: XMFLOAT2( _x, _y )
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: XMFLOAT2( _x, _y )
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{}
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{}
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SHVec2::SHVec2(const reactphysics3d::Vector2& rp3dVec2) noexcept
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: XMFLOAT2( rp3dVec2.x, rp3dVec2.y )
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{}
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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/* Operator Overload Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -165,6 +161,8 @@ namespace SHADE
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{
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{
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -177,6 +175,8 @@ namespace SHADE
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{
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{
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -189,6 +189,8 @@ namespace SHADE
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{
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{
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -201,14 +203,11 @@ namespace SHADE
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{
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{
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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SHVec2::operator reactphysics3d::Vector2() const noexcept
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{
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return reactphysics3d::Vector2{ x, y };
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}
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SHVec2 operator* (float lhs, const SHVec2& rhs) noexcept
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SHVec2 operator* (float lhs, const SHVec2& rhs) noexcept
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{
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{
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SHVec2 result;
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SHVec2 result;
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#pragma once
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#pragma once
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#include <DirectXMath.h>
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#include <DirectXMath.h>
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#include <reactphysics3d/mathematics/Vector2.h>
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#include <string>
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#include <string>
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#include <initializer_list>
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#include <initializer_list>
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SHVec2 (float n) noexcept;
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SHVec2 (float n) noexcept;
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SHVec2 (float x, float y) noexcept;
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SHVec2 (float x, float y) noexcept;
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// Conversion from other math types to SHADE
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SHVec2 (const reactphysics3d::Vector2& rp3dVec2) noexcept;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -73,7 +68,6 @@ namespace SHADE
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// Conversion to other math types used by SHADE
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// Conversion to other math types used by SHADE
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operator DirectX::XMVECTOR () const noexcept;
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operator DirectX::XMVECTOR () const noexcept;
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operator reactphysics3d::Vector2 () const noexcept;
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SHVec2& operator+= (const SHVec2& rhs) noexcept;
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SHVec2& operator+= (const SHVec2& rhs) noexcept;
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SHVec2& operator-= (const SHVec2& rhs) noexcept;
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SHVec2& operator-= (const SHVec2& rhs) noexcept;
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@ -57,14 +57,6 @@ namespace SHADE
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: XMFLOAT3( _x, _y, _z )
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: XMFLOAT3( _x, _y, _z )
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{}
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{}
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SHVec3::SHVec3(const reactphysics3d::Vector3& rp3dVec3) noexcept
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: XMFLOAT3( rp3dVec3.x, rp3dVec3.y, rp3dVec3.z )
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{}
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SHVec3::SHVec3(const reactphysics3d::Quaternion& rp3dVec3) noexcept
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: XMFLOAT3( SHQuaternion{rp3dVec3}.ToEuler() )
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{}
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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/* Operator Overload Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -179,6 +171,8 @@ namespace SHADE
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -192,6 +186,8 @@ namespace SHADE
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -205,6 +201,8 @@ namespace SHADE
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -218,19 +216,11 @@ namespace SHADE
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case 0: return x;
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case 0: return x;
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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SHVec3::operator reactphysics3d::Vector3() const noexcept
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{
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return reactphysics3d::Vector3{ x, y , z };
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}
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SHVec3::operator reactphysics3d::Quaternion() const noexcept
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{
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return reactphysics3d::Quaternion::fromEulerAngles(x, y, z);
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}
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SHVec3 operator* (float lhs, const SHVec3& rhs) noexcept
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SHVec3 operator* (float lhs, const SHVec3& rhs) noexcept
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{
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{
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SHVec3 result;
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SHVec3 result;
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@ -11,8 +11,6 @@
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#pragma once
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#pragma once
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#include <DirectXMath.h>
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#include <DirectXMath.h>
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#include <reactphysics3d/mathematics/Vector3.h>
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#include <reactphysics3d/mathematics/Quaternion.h>
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#include <string>
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#include <string>
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#include <initializer_list>
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#include <initializer_list>
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@ -69,9 +67,6 @@ namespace SHADE
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// Conversion from other math types to SHADE
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// Conversion from other math types to SHADE
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SHVec3 (const reactphysics3d::Vector3& rp3dVec3) noexcept;
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SHVec3 (const reactphysics3d::Quaternion& rp3dVec3) noexcept;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -81,8 +76,6 @@ namespace SHADE
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// Conversion to other math types used by SHADE
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// Conversion to other math types used by SHADE
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operator reactphysics3d::Vector3 () const noexcept;
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operator reactphysics3d::Quaternion () const noexcept;
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operator DirectX::XMVECTOR () const noexcept;
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operator DirectX::XMVECTOR () const noexcept;
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SHVec3& operator+= (const SHVec3& rhs) noexcept;
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SHVec3& operator+= (const SHVec3& rhs) noexcept;
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@ -164,6 +164,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -178,6 +180,8 @@ namespace SHADE
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case 1: return y;
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case 1: return y;
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case 2: return z;
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case 2: return z;
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case 3: return w;
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case 3: return w;
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// This will never hit
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default: return x;
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}
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}
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}
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}
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@ -192,6 +196,8 @@ namespace SHADE
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case 1: return y;
|
case 1: return y;
|
||||||
case 2: return z;
|
case 2: return z;
|
||||||
case 3: return w;
|
case 3: return w;
|
||||||
|
// This will never hit
|
||||||
|
default: return x;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -206,6 +212,8 @@ namespace SHADE
|
||||||
case 1: return y;
|
case 1: return y;
|
||||||
case 2: return z;
|
case 2: return z;
|
||||||
case 3: return w;
|
case 3: return w;
|
||||||
|
// This will never hit
|
||||||
|
default: return x;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue