Math: Remove NAZARA_MATH_ANGLE_RADIAN and functions using it
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@@ -10,6 +10,7 @@
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///FIXME: Matrices column-major, difficile de bosser avec (Tout passer en row-major et transposer dans les shaders ?)
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#include <Nazara/Core/TypeTag.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Math/Config.hpp>
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#include <string>
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@@ -72,7 +73,7 @@ namespace Nz
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Matrix4& MakeIdentity();
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Matrix4& MakeLookAt(const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up = Vector3<T>::Up());
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Matrix4& MakeOrtho(T left, T right, T top, T bottom, T zNear = -1.0, T zFar = 1.0);
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Matrix4& MakePerspective(T angle, T ratio, T zNear, T zFar);
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Matrix4& MakePerspective(RadianAngle<T> angle, T ratio, T zNear, T zFar);
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Matrix4& MakeRotation(const Quaternion<T>& rotation);
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Matrix4& MakeScale(const Vector3<T>& scale);
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Matrix4& MakeTranslation(const Vector3<T>& translation);
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@@ -124,7 +125,7 @@ namespace Nz
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static Matrix4 Identity();
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static Matrix4 LookAt(const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up = Vector3<T>::Up());
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static Matrix4 Ortho(T left, T right, T top, T bottom, T zNear = -1.0, T zFar = 1.0);
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static Matrix4 Perspective(T angle, T ratio, T zNear, T zFar);
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static Matrix4 Perspective(RadianAngle<T> angle, T ratio, T zNear, T zFar);
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static Matrix4 Rotate(const Quaternion<T>& rotation);
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static Matrix4 Scale(const Vector3<T>& scale);
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static Matrix4 Translate(const Vector3<T>& translation);
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