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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@@ -31,9 +31,12 @@ template<typename T> class NzQuaternion
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NzQuaternion GetConjugate() const;
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NzQuaternion GetNormalized() const;
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void MakeIdentity();
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void MakeZero();
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T Magnitude() const;
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T Normalize();
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T SquaredMagnitude() const;
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void Set(T W, T X, T Y, T Z);
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void Set(T quat[4]);
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@@ -42,13 +45,17 @@ template<typename T> class NzQuaternion
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//void Set(const NzMatrix3<T>& mat);
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void Set(const NzQuaternion& quat);
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template<typename U> void Set(const NzQuaternion<U>& quat);
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void SetIdentity();
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void SetZero();
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T SquaredMagnitude() const;
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NzEulerAngles<T> ToEulerAngles() const;
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//NzMatrix3<T> ToRotationMatrix() const;
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NzString ToString() const;
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operator NzString() const;
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NzQuaternion& operator=(const NzQuaternion& quat);
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NzQuaternion operator+(const NzQuaternion& quat) const;
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NzQuaternion operator*(const NzQuaternion& quat) const;
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NzVector3<T> operator*(const NzVector3<T>& vec) const;
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@@ -67,7 +74,9 @@ template<typename T> class NzQuaternion
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bool operator>(const NzQuaternion& quat) const;
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bool operator>=(const NzQuaternion& quat) const;
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static NzQuaternion Identity();
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static NzQuaternion Slerp(const NzQuaternion& quatA, const NzQuaternion& quatB, T interp);
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static NzQuaternion Zero();
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T w, x, y, z;
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};
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