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
+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));
}