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@@ -45,14 +45,12 @@ CORE_DEFINE_VECTOR(4, CoreIntVector4, IV4, int)
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CoreVector3* coreAngles(CoreVector3* r, float lengthAngle, float widthAngle);
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CoreVector3* coreAngles(CoreVector3* r, float lengthAngle, float widthAngle);
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CoreVector3* coreCross(CORE_VECTOR_OP3(CoreVector3));
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CoreVector3* coreCross(CORE_VECTOR_OP3(CoreVector3));
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-#define CORE_DEFINE_VECTOR_CONVERSION(a, b, name) \
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- a* coreConvert##name(a* r, const b* c)
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-
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-CORE_DEFINE_VECTOR_CONVERSION(CoreVector2, CoreIntVector2, IV2);
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-CORE_DEFINE_VECTOR_CONVERSION(CoreVector3, CoreIntVector3, IV3);
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-CORE_DEFINE_VECTOR_CONVERSION(CoreVector4, CoreIntVector4, IV4);
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-CORE_DEFINE_VECTOR_CONVERSION(CoreIntVector2, CoreVector2, V2);
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-CORE_DEFINE_VECTOR_CONVERSION(CoreIntVector3, CoreVector3, V3);
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-CORE_DEFINE_VECTOR_CONVERSION(CoreIntVector4, CoreVector4, V4);
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+#define CORE_DEFINE_VECTOR_CONVERSION(a, nameA, b, nameB) \
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+ a* coreConvert##nameB(a* r, const b* c); \
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+ b* coreConvert##nameA(b* r, const a* c)
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+
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+CORE_DEFINE_VECTOR_CONVERSION(CoreVector2, V2, CoreIntVector2, IV2);
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+CORE_DEFINE_VECTOR_CONVERSION(CoreVector3, V3, CoreIntVector3, IV3);
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+CORE_DEFINE_VECTOR_CONVERSION(CoreVector4, V4, CoreIntVector4, IV4);
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#endif
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#endif
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