SimpleMath no longer needs to use XM_CONSTEXPR since we dropped VS 2015 support

This commit is contained in:
Chuck Walbourn 2020-02-29 21:47:26 -08:00
Родитель 951b7fce81
Коммит c44cb9364a
1 изменённых файлов: 16 добавлений и 20 удалений

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@ -27,10 +27,6 @@
#include <DirectXPackedVector.h>
#include <DirectXCollision.h>
#ifndef XM_CONSTEXPR
#define XM_CONSTEXPR
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wfloat-equal"
@ -58,7 +54,7 @@ namespace DirectX
// Creators
Rectangle() noexcept : x(0), y(0), width(0), height(0) {}
XM_CONSTEXPR Rectangle(long ix, long iy, long iw, long ih) noexcept : x(ix), y(iy), width(iw), height(ih) {}
constexpr Rectangle(long ix, long iy, long iw, long ih) noexcept : x(ix), y(iy), width(iw), height(ih) {}
explicit Rectangle(const RECT& rct) noexcept : x(rct.left), y(rct.top), width(rct.right - rct.left), height(rct.bottom - rct.top) {}
Rectangle(const Rectangle&) = default;
@ -113,8 +109,8 @@ namespace DirectX
struct Vector2 : public XMFLOAT2
{
Vector2() noexcept : XMFLOAT2(0.f, 0.f) {}
XM_CONSTEXPR explicit Vector2(float ix) noexcept : XMFLOAT2(ix, ix) {}
XM_CONSTEXPR Vector2(float ix, float iy) noexcept : XMFLOAT2(ix, iy) {}
constexpr explicit Vector2(float ix) noexcept : XMFLOAT2(ix, ix) {}
constexpr Vector2(float ix, float iy) noexcept : XMFLOAT2(ix, iy) {}
explicit Vector2(_In_reads_(2) const float *pArray) noexcept : XMFLOAT2(pArray) {}
Vector2(FXMVECTOR V) noexcept { XMStoreFloat2(this, V); }
Vector2(const XMFLOAT2& V) noexcept { this->x = V.x; this->y = V.y; }
@ -226,8 +222,8 @@ namespace DirectX
struct Vector3 : public XMFLOAT3
{
Vector3() noexcept : XMFLOAT3(0.f, 0.f, 0.f) {}
XM_CONSTEXPR explicit Vector3(float ix) noexcept : XMFLOAT3(ix, ix, ix) {}
XM_CONSTEXPR Vector3(float ix, float iy, float iz) noexcept : XMFLOAT3(ix, iy, iz) {}
constexpr explicit Vector3(float ix) noexcept : XMFLOAT3(ix, ix, ix) {}
constexpr Vector3(float ix, float iy, float iz) noexcept : XMFLOAT3(ix, iy, iz) {}
explicit Vector3(_In_reads_(3) const float *pArray) noexcept : XMFLOAT3(pArray) {}
Vector3(FXMVECTOR V) noexcept { XMStoreFloat3(this, V); }
Vector3(const XMFLOAT3& V) noexcept { this->x = V.x; this->y = V.y; this->z = V.z; }
@ -346,8 +342,8 @@ namespace DirectX
struct Vector4 : public XMFLOAT4
{
Vector4() noexcept : XMFLOAT4(0.f, 0.f, 0.f, 0.f) {}
XM_CONSTEXPR explicit Vector4(float ix) noexcept : XMFLOAT4(ix, ix, ix, ix) {}
XM_CONSTEXPR Vector4(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
constexpr explicit Vector4(float ix) noexcept : XMFLOAT4(ix, ix, ix, ix) {}
constexpr Vector4(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
explicit Vector4(_In_reads_(4) const float *pArray) noexcept : XMFLOAT4(pArray) {}
Vector4(FXMVECTOR V) noexcept { XMStoreFloat4(this, V); }
Vector4(const XMFLOAT4& V) noexcept { this->x = V.x; this->y = V.y; this->z = V.z; this->w = V.w; }
@ -464,7 +460,7 @@ namespace DirectX
0, 1.f, 0, 0,
0, 0, 1.f, 0,
0, 0, 0, 1.f) {}
XM_CONSTEXPR Matrix(float m00, float m01, float m02, float m03,
constexpr Matrix(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33) noexcept
@ -614,7 +610,7 @@ namespace DirectX
struct Plane : public XMFLOAT4
{
Plane() noexcept : XMFLOAT4(0.f, 1.f, 0.f, 0.f) {}
XM_CONSTEXPR Plane(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
constexpr Plane(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
Plane(const Vector3& normal, float d) noexcept : XMFLOAT4(normal.x, normal.y, normal.z, d) {}
Plane(const Vector3& point1, const Vector3& point2, const Vector3& point3) noexcept;
Plane(const Vector3& point, const Vector3& normal) noexcept;
@ -668,7 +664,7 @@ namespace DirectX
struct Quaternion : public XMFLOAT4
{
Quaternion() noexcept : XMFLOAT4(0, 0, 0, 1.f) {}
XM_CONSTEXPR Quaternion(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
constexpr Quaternion(float ix, float iy, float iz, float iw) noexcept : XMFLOAT4(ix, iy, iz, iw) {}
Quaternion(const Vector3& v, float scalar) noexcept : XMFLOAT4(v.x, v.y, v.z, scalar) {}
explicit Quaternion(const Vector4& v) noexcept : XMFLOAT4(v.x, v.y, v.z, v.w) {}
explicit Quaternion(_In_reads_(4) const float *pArray) noexcept : XMFLOAT4(pArray) {}
@ -745,8 +741,8 @@ namespace DirectX
struct Color : public XMFLOAT4
{
Color() noexcept : XMFLOAT4(0, 0, 0, 1.f) {}
XM_CONSTEXPR Color(float _r, float _g, float _b) noexcept : XMFLOAT4(_r, _g, _b, 1.f) {}
XM_CONSTEXPR Color(float _r, float _g, float _b, float _a) noexcept : XMFLOAT4(_r, _g, _b, _a) {}
constexpr Color(float _r, float _g, float _b) noexcept : XMFLOAT4(_r, _g, _b, 1.f) {}
constexpr Color(float _r, float _g, float _b, float _a) noexcept : XMFLOAT4(_r, _g, _b, _a) {}
explicit Color(const Vector3& clr) noexcept : XMFLOAT4(clr.x, clr.y, clr.z, 1.f) {}
explicit Color(const Vector4& clr) noexcept : XMFLOAT4(clr.x, clr.y, clr.z, clr.w) {}
explicit Color(_In_reads_(4) const float *pArray) noexcept : XMFLOAT4(pArray) {}
@ -880,7 +876,7 @@ namespace DirectX
Viewport() noexcept :
x(0.f), y(0.f), width(0.f), height(0.f), minDepth(0.f), maxDepth(1.f) {}
XM_CONSTEXPR Viewport(float ix, float iy, float iw, float ih, float iminz = 0.f, float imaxz = 1.f) noexcept :
constexpr Viewport(float ix, float iy, float iw, float ih, float iminz = 0.f, float imaxz = 1.f) noexcept :
x(ix), y(iy), width(iw), height(ih), minDepth(iminz), maxDepth(imaxz) {}
explicit Viewport(const RECT& rct) noexcept :
x(float(rct.left)), y(float(rct.top)),