Refactored mathematics module
Added AABBs Added code examples Added experimental support for texture arrays (1D/2D) Added initialisers (new way of initialising modules) Added global headers (Plus a global header generator script) Added pattern support for directory Added support for spinlocks critical section on Windows Added NzRenderWindow::SetFramerateLimit Core project now includes Mathematics files Fixed color implementation using double Fixed declaration needing renderer include Fixed MLT not clearing nextFree(File/Line) after Free Fixed move operators not being noexcept Fixed thread-safety (Now working correctly - If I'm lucky) Moved Resource to core New interface for modules New interface for the renderer Put some global functions to anonymous namespace Removed empty modules Renamed ThreadCondition to ConditionVariable Replaced redirect to cerr log option by duplicate to cout Setting mouse position relative to a window will make this window ignore the event Shaders sending methods no longer takes the uniform variable name (it's using ID instead) Using new OpenGL 4.3 header
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@@ -9,9 +9,8 @@
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#define NAZARA_EULERANGLES_HPP
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#include <Nazara/Core/String.hpp>
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template<typename T> class NzQuaternion;
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template<typename T> class NzVector3;
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Math/Vector3.hpp>
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template<typename T> class NzEulerAngles
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{
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@@ -25,9 +24,7 @@ template<typename T> class NzEulerAngles
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NzEulerAngles(const NzEulerAngles& angles) = default;
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~NzEulerAngles() = default;
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NzVector3<T> GetForward() const;
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NzVector3<T> GetRight() const;
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NzVector3<T> GetUp() const;
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void MakeZero();
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void Normalize();
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@@ -37,25 +34,28 @@ template<typename T> class NzEulerAngles
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//void Set(const NzMatrix3<T>& mat);
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void Set(const NzQuaternion<T>& quat);
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template<typename U> void Set(const NzEulerAngles<U>& angles);
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void SetZero();
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//NzMatrix3<T> ToRotationMatrix() const;
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NzQuaternion<T> ToQuaternion() const;
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NzString ToString() const;
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operator NzString() const;
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NzEulerAngles operator+(const NzEulerAngles& angles) const;
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NzEulerAngles operator-(const NzEulerAngles& angles) const;
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NzEulerAngles operator*(const NzEulerAngles& angles) const;
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NzEulerAngles operator/(const NzEulerAngles& angles) const;
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/*NzEulerAngles operator*(const NzEulerAngles& angles) const;
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NzEulerAngles operator/(const NzEulerAngles& angles) const;*/
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NzEulerAngles operator+=(const NzEulerAngles& angles);
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NzEulerAngles operator-=(const NzEulerAngles& angles);
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NzEulerAngles operator*=(const NzEulerAngles& angles);
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NzEulerAngles operator/=(const NzEulerAngles& angles);
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/*NzEulerAngles operator*=(const NzEulerAngles& angles);
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NzEulerAngles operator/=(const NzEulerAngles& angles);*/
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bool operator==(const NzEulerAngles& angles) const;
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bool operator!=(const NzEulerAngles& angles) const;
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static NzEulerAngles Zero();
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T pitch, yaw, roll;
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};
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