Core/Refactor: Part 3
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@@ -236,7 +236,7 @@ namespace Framework.GameMath
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/// the specified object.
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/// </summary>
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/// <param name="obj">An object to compare to this instance.</param>
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/// <returns>True if <paramref name="obj"/> is a <see cref="Vector2D"/> and has the same values as this instance; otherwise, False.</returns>
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/// <returns>True if <paramref name="obj"/> is a <see cref="Plane"/> and has the same values as this instance; otherwise, False.</returns>
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public override bool Equals(object obj)
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{
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if (obj is Plane)
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@@ -258,7 +258,7 @@ namespace Framework.GameMath
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/// Converts the specified string to its <see cref="Quaternion"/> equivalent.
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/// </summary>
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/// <param name="value">A string representation of a <see cref="Quaternion"/></param>
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/// <returns>A <see cref="Quaternion"/> that represents the vector specified by the <paramref name="s"/> parameter.</returns>
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/// <returns>A <see cref="Quaternion"/> that represents the vector specified by the <paramref name="value"/> parameter.</returns>
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public static Quaternion Parse(string value)
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{
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Regex r = new Regex(@"\((?<w>.*),(?<x>.*),(?<y>.*),(?<z>.*)\)", RegexOptions.None);
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@@ -358,7 +358,7 @@ namespace Framework.GameMath
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}
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/// <summary>
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/// Multiplies quaternion <paramref name="a"/> by quaternion <paramref name="b"/>.
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/// Multiplies quaternion <paramref name="left"/> by quaternion <paramref name="right"/>.
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/// </summary>
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/// <param name="left">A <see cref="Quaternion"/> instance.</param>
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/// <param name="right">A <see cref="Quaternion"/> instance.</param>
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@@ -374,7 +374,7 @@ namespace Framework.GameMath
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return result;
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}
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/// <summary>
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/// Multiplies quaternion <paramref name="a"/> by quaternion <paramref name="b"/> and put the result in a third quaternion.
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/// Multiplies quaternion <paramref name="left"/> by quaternion <paramref name="right"/> and put the result in a third quaternion.
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/// </summary>
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/// <param name="left">A <see cref="Quaternion"/> instance.</param>
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/// <param name="right">A <see cref="Quaternion"/> instance.</param>
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@@ -617,7 +617,7 @@ namespace Framework.GameMath
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/// </summary>
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/// <remarks>
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/// The quaternion values that are close to zero within the given tolerance are set to zero.
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/// The tolerance value used is <see cref="MathFunctions.EpsilonD"/>
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/// The tolerance value used is <see cref="MathFunctions.Epsilon"/>
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/// </remarks>
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public void ClampZero()
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{
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@@ -707,7 +707,7 @@ namespace Framework.GameMath
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return Quaternion.Subtract(left, right);
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}
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/// <summary>
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/// Multiplies quaternion <paramref name="a"/> by quaternion <paramref name="b"/>.
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/// Multiplies quaternion <paramref name="left"/> by quaternion <paramref name="right"/>.
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/// </summary>
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/// <param name="left">A <see cref="Quaternion"/> instance.</param>
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/// <param name="right">A <see cref="Quaternion"/> instance.</param>
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@@ -285,7 +285,6 @@ namespace Framework.GameMath
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/// <param name="culture">The <see cref="System.Globalization.CultureInfo"/> to use as the current culture. </param>
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/// <param name="value">The <see cref="Object"/> to convert.</param>
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/// <returns>An <see cref="Object"/> that represents the converted value.</returns>
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/// <exception cref="ParseException">Failed parsing from string.</exception>
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public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
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{
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if (value.GetType() == typeof(string))
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@@ -530,7 +530,7 @@ namespace Framework.GameMath
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/// </summary>
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/// <remarks>
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/// The vector values that are close to zero within the given tolerance are set to zero.
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/// The tolerance value used is <see cref="MathFunctions.EpsilonD"/>
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/// The tolerance value used is <see cref="MathFunctions.Epsilon"/>
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/// </remarks>
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public void ClampZero()
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{
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@@ -825,10 +825,10 @@ namespace Framework.GameMath
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return array;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.List"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector2"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.List"/> of single-precision floating point values.</returns>
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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>(Vector2 vector)
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{
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List<float> list = new List<float>();
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@@ -838,10 +838,10 @@ namespace Framework.GameMath
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return list;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector2"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.</returns>
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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>(Vector2 vector)
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{
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LinkedList<float> list = new LinkedList<float>();
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@@ -910,7 +910,6 @@ namespace Framework.GameMath
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/// <param name="culture">The <see cref="System.Globalization.CultureInfo"/> to use as the current culture. </param>
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/// <param name="value">The <see cref="Object"/> to convert.</param>
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/// <returns>An <see cref="Object"/> that represents the converted value.</returns>
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/// <exception cref="ParseException">Failed parsing from string.</exception>
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public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
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{
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if (value.GetType() == typeof(string))
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@@ -554,7 +554,7 @@ namespace Framework.GameMath
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/// </summary>
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/// <remarks>
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/// The vector values that are close to zero within the given tolerance are set to zero.
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/// The tolerance value used is <see cref="MathFunctions.EpsilonD"/>
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/// The tolerance value used is <see cref="MathFunctions.Epsilon"/>
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/// </remarks>
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public void ClampZero()
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{
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@@ -895,10 +895,10 @@ namespace Framework.GameMath
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return array;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.List"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector3"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.List"/> of single-precision floating point values.</returns>
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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>(Vector3 vector)
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{
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List<float> list = new List<float>(3);
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@@ -909,10 +909,10 @@ namespace Framework.GameMath
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return list;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector3"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.</returns>
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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>(Vector3 vector)
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{
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LinkedList<float> list = new LinkedList<float>();
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@@ -1061,7 +1061,6 @@ namespace Framework.GameMath
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/// <param name="culture">The <see cref="System.Globalization.CultureInfo"/> to use as the current culture. </param>
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/// <param name="value">The <see cref="Object"/> to convert.</param>
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/// <returns>An <see cref="Object"/> that represents the converted value.</returns>
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/// <exception cref="ParseException">Failed parsing from string.</exception>
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public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
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{
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if (value.GetType() == typeof(string))
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@@ -576,7 +576,7 @@ namespace Framework.GameMath
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/// </summary>
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/// <remarks>
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/// The vector values that are close to zero within the given tolerance are set to zero.
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/// The tolerance value used is <see cref="MathFunctions.EpsilonD"/>
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/// The tolerance value used is <see cref="MathFunctions.Epsilon"/>
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/// </remarks>
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public void ClampZero()
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{
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@@ -908,10 +908,10 @@ namespace Framework.GameMath
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return array;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.List"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.List{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector4"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.List"/> of single-precision floating point values.</returns>
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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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@@ -923,10 +923,10 @@ namespace Framework.GameMath
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return list;
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}
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/// <summary>
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.
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/// Converts the vector to a <see cref="System.Collections.Generic.LinkedList{T}"/> of single-precision floating point values.
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/// </summary>
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/// <param name="vector">A <see cref="Vector4"/> instance.</param>
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/// <returns>A <see cref="System.Collections.Generic.LinkedList"/> of single-precision floating point values.</returns>
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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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@@ -997,7 +997,6 @@ namespace Framework.GameMath
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/// <param name="culture">The <see cref="System.Globalization.CultureInfo"/> to use as the current culture. </param>
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/// <param name="value">The <see cref="Object"/> to convert.</param>
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/// <returns>An <see cref="Object"/> that represents the converted value.</returns>
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/// <exception cref="ParseException">Failed parsing from string.</exception>
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public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
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{
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if (value.GetType() == typeof(string))
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