Cleanup 3
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@@ -553,7 +553,7 @@ namespace FlaxEngine
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return true;
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}
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denominator = denominator * denominator;
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denominator *= denominator;
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//3x3 matrix for the first ray.
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float m11 = ray2.Position.X - ray1.Position.X;
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@@ -782,9 +782,9 @@ namespace FlaxEngine
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s = vv / v;
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h = offset + (colorone - colortwo) / vv;
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}
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h = h / 6f;
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h /= 6f;
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if (h < 0f)
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h = h + 1f;
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h++;
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}
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}
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@@ -154,7 +154,7 @@ namespace FlaxEngine
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{
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float t = Repeat(target - current, 360f);
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if (t > 180f)
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t = t - 360f;
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t -= 360f;
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return t;
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}
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@@ -222,7 +222,7 @@ namespace FlaxEngine
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{
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float c = Repeat(b - a, 360f);
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if (c > 180f)
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c = c - 360f;
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c -= 360f;
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return a + c * Saturate(t);
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}
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@@ -1205,7 +1205,7 @@ namespace FlaxEngine
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while (true)
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{
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if ((exponent & 1) != 0)
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identity = identity * temp;
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identity *= temp;
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exponent /= 2;
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@@ -1517,14 +1517,14 @@ namespace FlaxEngine
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//By separating the above algorithm into multiple lines, we actually increase accuracy.
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result = value;
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result.Row2 = result.Row2 - Vector4.Dot(result.Row1, result.Row2) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row2 -= Vector4.Dot(result.Row1, result.Row2) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row3 = result.Row3 - Vector4.Dot(result.Row1, result.Row3) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row3 = result.Row3 - Vector4.Dot(result.Row2, result.Row3) / Vector4.Dot(result.Row2, result.Row2) * result.Row2;
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result.Row3 -= Vector4.Dot(result.Row1, result.Row3) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row3 -= Vector4.Dot(result.Row2, result.Row3) / Vector4.Dot(result.Row2, result.Row2) * result.Row2;
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result.Row4 = result.Row4 - Vector4.Dot(result.Row1, result.Row4) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row4 = result.Row4 - Vector4.Dot(result.Row2, result.Row4) / Vector4.Dot(result.Row2, result.Row2) * result.Row2;
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result.Row4 = result.Row4 - Vector4.Dot(result.Row3, result.Row4) / Vector4.Dot(result.Row3, result.Row3) * result.Row3;
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result.Row4 -= Vector4.Dot(result.Row1, result.Row4) / Vector4.Dot(result.Row1, result.Row1) * result.Row1;
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result.Row4 -= Vector4.Dot(result.Row2, result.Row4) / Vector4.Dot(result.Row2, result.Row2) * result.Row2;
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result.Row4 -= Vector4.Dot(result.Row3, result.Row4) / Vector4.Dot(result.Row3, result.Row3) * result.Row3;
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}
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/// <summary>
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@@ -1594,16 +1594,16 @@ namespace FlaxEngine
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result.Row1 = Vector4.Normalize(result.Row1);
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result.Row2 = result.Row2 - Vector4.Dot(result.Row1, result.Row2) * result.Row1;
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result.Row2 -= Vector4.Dot(result.Row1, result.Row2) * result.Row1;
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result.Row2 = Vector4.Normalize(result.Row2);
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result.Row3 = result.Row3 - Vector4.Dot(result.Row1, result.Row3) * result.Row1;
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result.Row3 = result.Row3 - Vector4.Dot(result.Row2, result.Row3) * result.Row2;
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result.Row3 -= Vector4.Dot(result.Row1, result.Row3) * result.Row1;
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result.Row3 -= Vector4.Dot(result.Row2, result.Row3) * result.Row2;
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result.Row3 = Vector4.Normalize(result.Row3);
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result.Row4 = result.Row4 - Vector4.Dot(result.Row1, result.Row4) * result.Row1;
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result.Row4 = result.Row4 - Vector4.Dot(result.Row2, result.Row4) * result.Row2;
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result.Row4 = result.Row4 - Vector4.Dot(result.Row3, result.Row4) * result.Row3;
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result.Row4 -= Vector4.Dot(result.Row1, result.Row4) * result.Row1;
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result.Row4 -= Vector4.Dot(result.Row2, result.Row4) * result.Row2;
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result.Row4 -= Vector4.Dot(result.Row3, result.Row4) * result.Row3;
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result.Row4 = Vector4.Normalize(result.Row4);
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}
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@@ -901,7 +901,7 @@ namespace FlaxEngine
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while (true)
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{
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if ((exponent & 1) != 0)
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identity = identity * temp;
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identity *= temp;
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exponent /= 2;
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@@ -1154,10 +1154,10 @@ namespace FlaxEngine
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//By separating the above algorithm into multiple lines, we actually increase accuracy.
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result = value;
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result.Row2 = result.Row2 - (Vector3.Dot(result.Row1, result.Row2) / Vector3.Dot(result.Row1, result.Row1)) * result.Row1;
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result.Row2 -= (Vector3.Dot(result.Row1, result.Row2) / Vector3.Dot(result.Row1, result.Row1)) * result.Row1;
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result.Row3 = result.Row3 - (Vector3.Dot(result.Row1, result.Row3) / Vector3.Dot(result.Row1, result.Row1)) * result.Row1;
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result.Row3 = result.Row3 - (Vector3.Dot(result.Row2, result.Row3) / Vector3.Dot(result.Row2, result.Row2)) * result.Row2;
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result.Row3 -= (Vector3.Dot(result.Row1, result.Row3) / Vector3.Dot(result.Row1, result.Row1)) * result.Row1;
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result.Row3 -= (Vector3.Dot(result.Row2, result.Row3) / Vector3.Dot(result.Row2, result.Row2)) * result.Row2;
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}
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/// <summary>
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@@ -1215,11 +1215,11 @@ namespace FlaxEngine
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result.Row1 = Vector3.Normalize(result.Row1);
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result.Row2 = result.Row2 - Vector3.Dot(result.Row1, result.Row2) * result.Row1;
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result.Row2 -= Vector3.Dot(result.Row1, result.Row2) * result.Row1;
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result.Row2 = Vector3.Normalize(result.Row2);
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result.Row3 = result.Row3 - Vector3.Dot(result.Row1, result.Row3) * result.Row1;
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result.Row3 = result.Row3 - Vector3.Dot(result.Row2, result.Row3) * result.Row2;
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result.Row3 -= Vector3.Dot(result.Row1, result.Row3) * result.Row1;
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result.Row3 -= Vector3.Dot(result.Row2, result.Row3) * result.Row2;
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result.Row3 = Vector3.Normalize(result.Row3);
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}
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@@ -337,7 +337,7 @@ namespace FlaxEngine
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X = -X * lengthSq;
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Y = -Y * lengthSq;
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Z = -Z * lengthSq;
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W = W * lengthSq;
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W *= lengthSq;
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}
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}
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