Transitioned from VectorX to floatX

And some trying to update Rigidbody when transform changes
This commit is contained in:
Simon Lübeß
2023-06-25 02:47:33 +02:00
parent 5f5da2ed35
commit 9e1f648aa0
49 changed files with 1281 additions and 871 deletions
+13 -13
View File
@@ -30,19 +30,19 @@ namespace GlitchyEngine.Math
}
// Converts the given radians to degrees
public static Vector2 ToDegrees(Vector2 radians)
public static float2 ToDegrees(float2 radians)
{
return radians * RadToDeg;
}
// Converts the given radians to degrees
public static Vector3 ToDegrees(Vector3 radians)
public static float3 ToDegrees(float3 radians)
{
return radians * RadToDeg;
}
// Converts the given radians to degrees
public static Vector4 ToDegrees(Vector4 radians)
public static float4 ToDegrees(float4 radians)
{
return radians * RadToDeg;
}
@@ -54,19 +54,19 @@ namespace GlitchyEngine.Math
}
// Converts the given degrees to radians
public static Vector2 ToRadians(Vector2 degrees)
public static float2 ToRadians(float2 degrees)
{
return degrees * DegToRad;
}
// Converts the given degrees to radians
public static Vector3 ToRadians(Vector3 degrees)
public static float3 ToRadians(float3 degrees)
{
return degrees * DegToRad;
}
// Converts the given degrees to radians
public static Vector4 ToRadians(Vector4 degrees)
public static float4 ToRadians(float4 degrees)
{
return degrees * DegToRad;
}
@@ -79,24 +79,24 @@ namespace GlitchyEngine.Math
}
/// Returns the point that lies on the unit circle at the specified angle.
public static Vector2 CirclePoint(float angle, float radius = 1.0f)
public static float2 CirclePoint(float angle, float radius = 1.0f)
{
return .(Math.Cos(angle), Math.Sin(angle)) * radius;
}
public static Vector2 Pow(Vector2 v, float p)
public static float2 Pow(float2 v, float p)
{
return Vector2(Math.Pow(v.X, p), Math.Pow(v.Y, p));
return float2(Math.Pow(v.X, p), Math.Pow(v.Y, p));
}
public static Vector3 Pow(Vector3 v, float p)
public static float3 Pow(float3 v, float p)
{
return Vector3(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p));
return float3(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p));
}
public static Vector4 Pow(Vector4 v, float p)
public static float4 Pow(float4 v, float p)
{
return Vector4(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p), Math.Pow(v.W, p));
return float4(Math.Pow(v.X, p), Math.Pow(v.Y, p), Math.Pow(v.Z, p), Math.Pow(v.W, p));
}
}
}