Cleanup some warnings.

This commit is contained in:
hondacrx
2021-11-15 16:11:20 -05:00
parent e0f344af25
commit 032f9a55f3
70 changed files with 233 additions and 234 deletions
+2 -2
View File
@@ -251,7 +251,7 @@ namespace Framework.GameMath
public Vector3 corner(int index)
{
// default constructor inits all components to 0
Vector3 v = new Vector3();
Vector3 v = new();
switch (index)
{
@@ -312,7 +312,7 @@ namespace Framework.GameMath
public static AxisAlignedBox operator +(AxisAlignedBox box, Vector3 v)
{
AxisAlignedBox outt = new AxisAlignedBox();
AxisAlignedBox outt = new();
outt.Lo = box.Lo + v;
outt.Hi = box.Hi + v;
return outt;
@@ -38,7 +38,7 @@ namespace Framework.GameMath
Inside = true;
Vector3 MinB = box.Lo;
Vector3 MaxB = box.Hi;
Vector3 MaxT = new Vector3(-1.0f, -1.0f, -1.0f);
Vector3 MaxT = new(-1.0f, -1.0f, -1.0f);
// Find candidate planes.
for (int i = 0; i < 3; ++i)
+5 -5
View File
@@ -95,11 +95,11 @@ namespace Framework.GameMath
/// <summary>
/// 4-dimentional single-precision floating point zero matrix.
/// </summary>
public static readonly Matrix2 Zero = new Matrix2(0, 0, 0, 0);
public static readonly Matrix2 Zero = new(0, 0, 0, 0);
/// <summary>
/// 4-dimentional single-precision floating point identity matrix.
/// </summary>
public static readonly Matrix2 Identity = new Matrix2(1, 0, 0, 1);
public static readonly Matrix2 Identity = new(1, 0, 0, 1);
#endregion
#region Public Properties
@@ -186,7 +186,7 @@ namespace Framework.GameMath
/// </remarks>
public static Matrix2 Parse(string value)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Regex r = new(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Match m = r.Match(value);
if (m.Success)
{
@@ -219,7 +219,7 @@ namespace Framework.GameMath
/// </remarks>
public static bool TryParse(string value, out Matrix2 result)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline);
Regex r = new(regularExp, RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -409,7 +409,7 @@ namespace Framework.GameMath
/// <returns>A new <see cref="Matrix2"/> instance containing the transposed matrix.</returns>
public static Matrix2 Transpose(Matrix2 m)
{
Matrix2 t = new Matrix2(m);
Matrix2 t = new(m);
t.Transpose();
return t;
}
+8 -8
View File
@@ -102,11 +102,11 @@ namespace Framework.GameMath
/// <summary>
/// 4-dimentional single-precision floating point zero matrix.
/// </summary>
public static readonly Matrix3 Zero = new Matrix3(0, 0, 0, 0, 0, 0, 0, 0, 0);
public static readonly Matrix3 Zero = new(0, 0, 0, 0, 0, 0, 0, 0, 0);
/// <summary>
/// 4-dimentional single-precision floating point identity matrix.
/// </summary>
public static readonly Matrix3 Identity = new Matrix3(1, 0, 0, 0, 1, 0, 0, 0, 1);
public static readonly Matrix3 Identity = new(1, 0, 0, 0, 1, 0, 0, 0, 1);
#endregion
#region Public Properties
@@ -241,7 +241,7 @@ namespace Framework.GameMath
/// </remarks>
public static Matrix3 Parse(string value)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Regex r = new(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Match m = r.Match(value);
if (m.Success)
{
@@ -280,7 +280,7 @@ namespace Framework.GameMath
/// </remarks>
public static bool TryParse(string value, out Matrix3 result)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline);
Regex r = new(regularExp, RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -519,7 +519,7 @@ namespace Framework.GameMath
/// <returns>A new <see cref="Matrix3"/> instance containing the transposed matrix.</returns>
public static Matrix3 Transpose(Matrix3 m)
{
Matrix3 t = new Matrix3(m);
Matrix3 t = new(m);
t.Transpose();
return t;
}
@@ -530,15 +530,15 @@ namespace Framework.GameMath
fCos = (float)Math.Cos(fYAngle);
fSin = (float)Math.Sin(fYAngle);
Matrix3 kZMat = new Matrix3(fCos, -fSin, 0.0f, fSin, fCos, 0.0f, 0.0f, 0.0f, 1.0f);
Matrix3 kZMat = new(fCos, -fSin, 0.0f, fSin, fCos, 0.0f, 0.0f, 0.0f, 1.0f);
fCos = (float)Math.Cos(fPAngle);
fSin = (float)Math.Sin(fPAngle);
Matrix3 kYMat = new Matrix3(fCos, 0.0f, fSin, 0.0f, 1.0f, 0.0f, -fSin, 0.0f, fCos);
Matrix3 kYMat = new(fCos, 0.0f, fSin, 0.0f, 1.0f, 0.0f, -fSin, 0.0f, fCos);
fCos = (float)Math.Cos(fRAngle);
fSin = (float)Math.Sin(fRAngle);
Matrix3 kXMat = new Matrix3(1.0f, 0.0f, 0.0f, 0.0f, fCos, -fSin, 0.0f, fSin, fCos);
Matrix3 kXMat = new(1.0f, 0.0f, 0.0f, 0.0f, fCos, -fSin, 0.0f, fSin, fCos);
return (kZMat * (kYMat * kXMat));
}
+6 -6
View File
@@ -109,11 +109,11 @@ namespace Framework.GameMath
/// <summary>
/// 4-dimentional single-precision floating point zero matrix.
/// </summary>
public static readonly Matrix4 Zero = new Matrix4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
public static readonly Matrix4 Zero = new(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
/// <summary>
/// 4-dimentional single-precision floating point identity matrix.
/// </summary>
public static readonly Matrix4 Identity = new Matrix4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
public static readonly Matrix4 Identity = new(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
#endregion
#region Public Properties
@@ -313,7 +313,7 @@ namespace Framework.GameMath
/// </remarks>
public static Matrix4 Parse(string value)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Regex r = new(regularExp, RegexOptions.Singleline | RegexOptions.IgnorePatternWhitespace);
Match m = r.Match(value);
if (m.Success)
{
@@ -360,7 +360,7 @@ namespace Framework.GameMath
/// </remarks>
public static bool TryParse(string value, out Matrix4 result)
{
Regex r = new Regex(regularExp, RegexOptions.Singleline);
Regex r = new(regularExp, RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -661,7 +661,7 @@ namespace Framework.GameMath
/// <returns>A new <see cref="Matrix4"/> instance containing the transposed matrix.</returns>
public static Matrix4 Transpose(Matrix4 m)
{
Matrix4 t = new Matrix4(m);
Matrix4 t = new(m);
t.Transpose();
return t;
}
@@ -840,7 +840,7 @@ namespace Framework.GameMath
/// <returns>A new <see cref="Vector4"/> instance containing the result.</returns>
public static Vector4 operator *(Matrix4 matrix, Vector4 vector)
{
Vector4 result = new Vector4();
Vector4 result = new();
for (int r = 0; r < 4; ++r)
{
for (int c = 0; c < 4; ++c)
+3 -3
View File
@@ -119,15 +119,15 @@ namespace Framework.GameMath
/// <summary>
/// Plane on the X axis.
/// </summary>
public static readonly Plane XPlane = new Plane(Vector3.XAxis, Vector3.Zero);
public static readonly Plane XPlane = new(Vector3.XAxis, Vector3.Zero);
/// <summary>
/// Plane on the Y axis.
/// </summary>
public static readonly Plane YPlane = new Plane(Vector3.YAxis, Vector3.Zero);
public static readonly Plane YPlane = new(Vector3.YAxis, Vector3.Zero);
/// <summary>
/// Plane on the Z axis.
/// </summary>
public static readonly Plane ZPlane = new Plane(Vector3.ZAxis, Vector3.Zero);
public static readonly Plane ZPlane = new(Vector3.ZAxis, Vector3.Zero);
#endregion
#region Public Properties
+13 -13
View File
@@ -134,27 +134,27 @@ namespace Framework.GameMath
/// <summary>
/// Double-precision floating point zero quaternion.
/// </summary>
public static readonly Quaternion Zero = new Quaternion(0, 0, 0, 0);
public static readonly Quaternion Zero = new(0, 0, 0, 0);
/// <summary>
/// Double-precision floating point identity quaternion.
/// </summary>
public static readonly Quaternion Identity = new Quaternion(0, 0, 0, 1);
public static readonly Quaternion Identity = new(0, 0, 0, 1);
/// <summary>
/// Double-precision floating point X-Axis quaternion.
/// </summary>
public static readonly Quaternion XAxis = new Quaternion(1, 0, 0, 0);
public static readonly Quaternion XAxis = new(1, 0, 0, 0);
/// <summary>
/// Double-precision floating point Y-Axis quaternion.
/// </summary>
public static readonly Quaternion YAxis = new Quaternion(0, 1, 0, 0);
public static readonly Quaternion YAxis = new(0, 1, 0, 0);
/// <summary>
/// Double-precision floating point Z-Axis quaternion.
/// </summary>
public static readonly Quaternion ZAxis = new Quaternion(0, 0, 1, 0);
public static readonly Quaternion ZAxis = new(0, 0, 1, 0);
/// <summary>
/// Double-precision floating point W-Axis quaternion.
/// </summary>
public static readonly Quaternion WAxis = new Quaternion(0, 0, 0, 1);
public static readonly Quaternion WAxis = new(0, 0, 0, 1);
#endregion
#region Public Properties
@@ -261,7 +261,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Quaternion"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
public static Quaternion Parse(string value)
{
Regex r = new Regex(@"\((?<w>.*),(?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.None);
Regex r = new(@"\((?<w>.*),(?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.None);
Match m = r.Match(value);
if (m.Success)
{
@@ -289,7 +289,7 @@ namespace Framework.GameMath
/// <returns><see langword="true"/> if value was converted successfully; otherwise, <see langword="false"/>.</returns>
public static bool TryParse(string value, out Quaternion result)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.None);
Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.None);
Match m = r.Match(value);
if (m.Success)
{
@@ -365,7 +365,7 @@ namespace Framework.GameMath
/// <returns>A new <see cref="Quaternion"/> containing the result.</returns>
public static Quaternion Multiply(Quaternion left, Quaternion right)
{
Quaternion result = new Quaternion();
Quaternion result = new();
result.X = left.W * right.X + left.X * right.W + left.Y * right.Z - left.Z * right.Y;
result.Y = left.W * right.Y + left.Y * right.W + left.Z * right.X - left.X * right.Z;
result.Z = left.W * right.Z + left.Z * right.W + left.X * right.Y - left.Y * right.X;
@@ -394,7 +394,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Quaternion"/> instance to hold the result.</returns>
public static Quaternion Multiply(Quaternion quaternion, float scalar)
{
Quaternion result = new Quaternion(quaternion);
Quaternion result = new(quaternion);
result.X *= scalar;
result.Y *= scalar;
result.Z *= scalar;
@@ -429,7 +429,7 @@ namespace Framework.GameMath
throw new DivideByZeroException("Dividing quaternion by zero");
}
Quaternion result = new Quaternion(quaternion);
Quaternion result = new(quaternion);
result.X /= scalar;
result.Y /= scalar;
result.Z /= scalar;
@@ -508,7 +508,7 @@ namespace Framework.GameMath
/// <returns>The quaternion's logarithm.</returns>
public static Quaternion Log(Quaternion quaternion)
{
Quaternion result = new Quaternion(0, 0, 0, 0);
Quaternion result = new(0, 0, 0, 0);
if (Math.Abs(quaternion.W) < 1.0)
{
@@ -539,7 +539,7 @@ namespace Framework.GameMath
/// <returns>The quaternion's exponent.</returns>
public Quaternion Exp(Quaternion quaternion)
{
Quaternion result = new Quaternion(0, 0, 0, 0);
Quaternion result = new(0, 0, 0, 0);
float angle = (float)System.Math.Sqrt(quaternion.X * quaternion.X + quaternion.Y * quaternion.Y + quaternion.Z * quaternion.Z);
float sin = (float)System.Math.Sin(angle);
+1 -1
View File
@@ -105,7 +105,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Ray"/> that represents the vector specified by the <paramref name="s"/> parameter.</returns>
public static Ray Parse(string s)
{
Regex r = new Regex(@"\((?<origin>\([^\)]*\)), (?<direction>\([^\)]*\))\)", RegexOptions.None);
Regex r = new(@"\((?<origin>\([^\)]*\)), (?<direction>\([^\)]*\))\)", RegexOptions.None);
Match m = r.Match(s);
if (m.Success)
{
+8 -8
View File
@@ -88,15 +88,15 @@ namespace Framework.GameMath
/// <summary>
/// 4-Dimentional single-precision floating point zero vector.
/// </summary>
public static readonly Vector2 Zero = new Vector2(0.0f, 0.0f);
public static readonly Vector2 Zero = new(0.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point X-Axis vector.
/// </summary>
public static readonly Vector2 XAxis = new Vector2(1.0f, 0.0f);
public static readonly Vector2 XAxis = new(1.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector2 YAxis = new Vector2(0.0f, 1.0f);
public static readonly Vector2 YAxis = new(0.0f, 1.0f);
#endregion
#region Public properties
@@ -147,7 +147,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Vector2"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
public static Vector2 Parse(string value)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -173,7 +173,7 @@ namespace Framework.GameMath
/// <returns><see langword="true"/> if value was converted successfully; otherwise, <see langword="false"/>.</returns>
public static bool TryParse(string value, out Vector2 result)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -831,7 +831,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.</returns>
public static explicit operator List<float>(Vector2 vector)
{
List<float> list = new List<float>();
List<float> list = new();
list.Add(vector.X);
list.Add(vector.Y);
@@ -844,7 +844,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.</returns>
public static explicit operator LinkedList<float>(Vector2 vector)
{
LinkedList<float> list = new LinkedList<float>();
LinkedList<float> list = new();
list.AddLast(vector.X);
list.AddLast(vector.Y);
@@ -938,7 +938,7 @@ namespace Framework.GameMath
public override System.ComponentModel.TypeConverter.StandardValuesCollection GetStandardValues(ITypeDescriptorContext context)
{
StandardValuesCollection svc =
new StandardValuesCollection(new object[3] { Vector2.Zero, Vector2.XAxis, Vector2.YAxis });
new(new object[3] { Vector2.Zero, Vector2.XAxis, Vector2.YAxis });
return svc;
}
+11 -11
View File
@@ -88,23 +88,23 @@ namespace Framework.GameMath
/// <summary>
/// 4-Dimentional single-precision floating point zero vector.
/// </summary>
public static readonly Vector3 Zero = new Vector3(0.0f, 0.0f, 0.0f);
public static readonly Vector3 Zero = new(0.0f, 0.0f, 0.0f);
public static readonly Vector3 One = new Vector3(1.0f, 1.0f, 1.0f);
public static readonly Vector3 One = new(1.0f, 1.0f, 1.0f);
public static readonly Vector3 Inf = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
public static readonly Vector3 Inf = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
/// <summary>
/// 4-Dimentional single-precision floating point X-Axis vector.
/// </summary>
public static readonly Vector3 XAxis = new Vector3(1.0f, 0.0f, 0.0f);
public static readonly Vector3 XAxis = new(1.0f, 0.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector3 YAxis = new Vector3(0.0f, 1.0f, 0.0f);
public static readonly Vector3 YAxis = new(0.0f, 1.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector3 ZAxis = new Vector3(0.0f, 0.0f, 1.0f);
public static readonly Vector3 ZAxis = new(0.0f, 0.0f, 1.0f);
#endregion
#region Public properties
@@ -152,7 +152,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Vector3"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
public static Vector3 Parse(string value)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -179,7 +179,7 @@ namespace Framework.GameMath
/// <returns><see langword="true"/> if value was converted successfully; otherwise, <see langword="false"/>.</returns>
public static bool TryParse(string value, out Vector3 result)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -901,7 +901,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.</returns>
public static explicit operator List<float>(Vector3 vector)
{
List<float> list = new List<float>(3);
List<float> list = new(3);
list.Add(vector.X);
list.Add(vector.Y);
list.Add(vector.Z);
@@ -915,7 +915,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.</returns>
public static explicit operator LinkedList<float>(Vector3 vector)
{
LinkedList<float> list = new LinkedList<float>();
LinkedList<float> list = new();
list.AddLast(vector.X);
list.AddLast(vector.Y);
list.AddLast(vector.Z);
@@ -1089,7 +1089,7 @@ namespace Framework.GameMath
public override System.ComponentModel.TypeConverter.StandardValuesCollection GetStandardValues(ITypeDescriptorContext context)
{
StandardValuesCollection svc =
new StandardValuesCollection(new object[4] { Vector3.Zero, Vector3.XAxis, Vector3.YAxis, Vector3.ZAxis });
new(new object[4] { Vector3.Zero, Vector3.XAxis, Vector3.YAxis, Vector3.ZAxis });
return svc;
}
+11 -11
View File
@@ -100,23 +100,23 @@ namespace Framework.GameMath
/// <summary>
/// 4-Dimentional single-precision floating point zero vector.
/// </summary>
public static readonly Vector4 Zero = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
public static readonly Vector4 Zero = new(0.0f, 0.0f, 0.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point X-Axis vector.
/// </summary>
public static readonly Vector4 XAxis = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
public static readonly Vector4 XAxis = new(1.0f, 0.0f, 0.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector4 YAxis = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
public static readonly Vector4 YAxis = new(0.0f, 1.0f, 0.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector4 ZAxis = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
public static readonly Vector4 ZAxis = new(0.0f, 0.0f, 1.0f, 0.0f);
/// <summary>
/// 4-Dimentional single-precision floating point Y-Axis vector.
/// </summary>
public static readonly Vector4 WAxis = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
public static readonly Vector4 WAxis = new(0.0f, 0.0f, 0.0f, 1.0f);
#endregion
#region Public properties
@@ -185,7 +185,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="Vector4"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
public static Vector4 Parse(string value)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -213,7 +213,7 @@ namespace Framework.GameMath
/// <returns><see langword="true"/> if value was converted successfully; otherwise, <see langword="false"/>.</returns>
public static bool TryParse(string value, out Vector4 result)
{
Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
Match m = r.Match(value);
if (m.Success)
{
@@ -806,7 +806,7 @@ namespace Framework.GameMath
public static Vector4 operator *(Vector4 vector, Matrix4 M)
{
Vector4 result = new Vector4();
Vector4 result = new();
for (int i = 0; i < 4; ++i)
{
result[i] = 0.0f;
@@ -914,7 +914,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.</returns>
public static explicit operator List<float>(Vector4 vector)
{
List<float> list = new List<float>(4);
List<float> list = new(4);
list.Add(vector.X);
list.Add(vector.Y);
list.Add(vector.Z);
@@ -929,7 +929,7 @@ namespace Framework.GameMath
/// <returns>A <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.</returns>
public static explicit operator LinkedList<float>(Vector4 vector)
{
LinkedList<float> list = new LinkedList<float>();
LinkedList<float> list = new();
list.AddLast(vector.X);
list.AddLast(vector.Y);
list.AddLast(vector.Z);
@@ -1025,7 +1025,7 @@ namespace Framework.GameMath
public override System.ComponentModel.TypeConverter.StandardValuesCollection GetStandardValues(ITypeDescriptorContext context)
{
StandardValuesCollection svc =
new StandardValuesCollection(new object[5] { Vector4.Zero, Vector4.XAxis, Vector4.YAxis, Vector4.ZAxis, Vector4.WAxis });
new(new object[5] { Vector4.Zero, Vector4.XAxis, Vector4.YAxis, Vector4.ZAxis, Vector4.WAxis });
return svc;
}