mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-26 19:33:26 +00:00
Optimised game-loading, by not reading terrain textures or calculating bounding boxes when not necessary; maps load about twenty seconds faster (at least in Debug mode). Also fixed possible minor bug (FLT_MIN vs -FLT_MAX) and other trivial things.
This was SVN commit r1917.
This commit is contained in:
@@ -13,13 +13,6 @@
|
||||
|
||||
#include "Vector3D.h"
|
||||
|
||||
CVector3D::CVector3D (float x, float y, float z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
int CVector3D::operator ! () const
|
||||
{
|
||||
if (X != 0.0f ||
|
||||
@@ -34,13 +27,7 @@ int CVector3D::operator ! () const
|
||||
//vector addition
|
||||
CVector3D CVector3D::operator + (const CVector3D &vector) const
|
||||
{
|
||||
CVector3D Temp;
|
||||
|
||||
Temp.X = X + vector.X;
|
||||
Temp.Y = Y + vector.Y;
|
||||
Temp.Z = Z + vector.Z;
|
||||
|
||||
return Temp;
|
||||
return CVector3D(X+vector.X, Y+vector.Y, Z+vector.Z);
|
||||
}
|
||||
|
||||
//vector addition/assignment
|
||||
@@ -56,25 +43,13 @@ CVector3D &CVector3D::operator += (const CVector3D &vector)
|
||||
//vector subtraction
|
||||
CVector3D CVector3D::operator - (const CVector3D &vector) const
|
||||
{
|
||||
CVector3D Temp;
|
||||
|
||||
Temp.X = X - vector.X;
|
||||
Temp.Y = Y - vector.Y;
|
||||
Temp.Z = Z - vector.Z;
|
||||
|
||||
return Temp;
|
||||
return CVector3D(X-vector.X, Y-vector.Y, Z-vector.Z);
|
||||
}
|
||||
|
||||
//vector negation
|
||||
CVector3D CVector3D::operator-() const
|
||||
{
|
||||
CVector3D Temp;
|
||||
|
||||
Temp.X = -X;
|
||||
Temp.Y = -Y;
|
||||
Temp.Z = -Z;
|
||||
|
||||
return Temp;
|
||||
return CVector3D(-X, -Y, -Z);
|
||||
}
|
||||
//vector subtrcation/assignment
|
||||
CVector3D &CVector3D::operator -= (const CVector3D &vector)
|
||||
@@ -89,13 +64,7 @@ CVector3D &CVector3D::operator -= (const CVector3D &vector)
|
||||
//scalar multiplication
|
||||
CVector3D CVector3D::operator * (float value) const
|
||||
{
|
||||
CVector3D Temp;
|
||||
|
||||
Temp.X = X * value;
|
||||
Temp.Y = Y * value;
|
||||
Temp.Z = Z * value;
|
||||
|
||||
return Temp;
|
||||
return CVector3D(X*value, Y*value, Z*value);
|
||||
}
|
||||
|
||||
//scalar multiplication/assignment
|
||||
|
||||
Reference in New Issue
Block a user