Cleanup some warnings.
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@@ -100,23 +100,23 @@ namespace Framework.GameMath
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/// <summary>
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/// 4-Dimentional single-precision floating point zero vector.
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/// </summary>
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public static readonly Vector4 Zero = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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public static readonly Vector4 Zero = new(0.0f, 0.0f, 0.0f, 0.0f);
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/// <summary>
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/// 4-Dimentional single-precision floating point X-Axis vector.
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/// </summary>
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public static readonly Vector4 XAxis = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
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public static readonly Vector4 XAxis = new(1.0f, 0.0f, 0.0f, 0.0f);
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/// <summary>
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/// 4-Dimentional single-precision floating point Y-Axis vector.
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/// </summary>
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public static readonly Vector4 YAxis = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
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public static readonly Vector4 YAxis = new(0.0f, 1.0f, 0.0f, 0.0f);
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/// <summary>
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/// 4-Dimentional single-precision floating point Y-Axis vector.
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/// </summary>
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public static readonly Vector4 ZAxis = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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public static readonly Vector4 ZAxis = new(0.0f, 0.0f, 1.0f, 0.0f);
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/// <summary>
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/// 4-Dimentional single-precision floating point Y-Axis vector.
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/// </summary>
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public static readonly Vector4 WAxis = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
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public static readonly Vector4 WAxis = new(0.0f, 0.0f, 0.0f, 1.0f);
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#endregion
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#region Public properties
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@@ -185,7 +185,7 @@ namespace Framework.GameMath
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/// <returns>A <see cref="Vector4"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
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public static Vector4 Parse(string value)
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{
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Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
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Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
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Match m = r.Match(value);
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if (m.Success)
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{
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@@ -213,7 +213,7 @@ namespace Framework.GameMath
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/// <returns><see langword="true"/> if value was converted successfully; otherwise, <see langword="false"/>.</returns>
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public static bool TryParse(string value, out Vector4 result)
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{
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Regex r = new Regex(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
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Regex r = new(@"\((?<x>.*),(?<y>.*),(?<z>.*),(?<w>.*)\)", RegexOptions.Singleline);
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Match m = r.Match(value);
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if (m.Success)
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{
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@@ -806,7 +806,7 @@ namespace Framework.GameMath
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public static Vector4 operator *(Vector4 vector, Matrix4 M)
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{
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Vector4 result = new Vector4();
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Vector4 result = new();
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for (int i = 0; i < 4; ++i)
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{
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result[i] = 0.0f;
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@@ -914,7 +914,7 @@ namespace Framework.GameMath
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/// <returns>A <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.</returns>
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public static explicit operator List<float>(Vector4 vector)
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{
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List<float> list = new List<float>(4);
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List<float> list = new(4);
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list.Add(vector.X);
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list.Add(vector.Y);
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list.Add(vector.Z);
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@@ -929,7 +929,7 @@ namespace Framework.GameMath
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/// <returns>A <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.</returns>
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public static explicit operator LinkedList<float>(Vector4 vector)
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{
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LinkedList<float> list = new LinkedList<float>();
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LinkedList<float> list = new();
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list.AddLast(vector.X);
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list.AddLast(vector.Y);
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list.AddLast(vector.Z);
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@@ -1025,7 +1025,7 @@ namespace Framework.GameMath
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public override System.ComponentModel.TypeConverter.StandardValuesCollection GetStandardValues(ITypeDescriptorContext context)
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{
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StandardValuesCollection svc =
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new StandardValuesCollection(new object[5] { Vector4.Zero, Vector4.XAxis, Vector4.YAxis, Vector4.ZAxis, Vector4.WAxis });
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new(new object[5] { Vector4.Zero, Vector4.XAxis, Vector4.YAxis, Vector4.ZAxis, Vector4.WAxis });
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return svc;
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}
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