RotateVector for Vector access

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

RotateVector for Vector access

Post by Major Cooke »

This could be very useful for UI purposes. Or allowing vec2 and vec3 the Rotate() function with an angle for a parameter.
Last edited by Major Cooke on Fri Sep 01, 2017 9:54 am, edited 1 time in total.
User avatar
nazakomu
Posts: 131
Joined: Wed Nov 30, 2016 12:51 am
Graphics Processor: nVidia with Vulkan support

Re: clearscope for RotateVector

Post by nazakomu »

I second this.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: clearscope for RotateVector

Post by _mental_ »

Is it so performance critical that you can't write own function? It's trivial to convert TVector2<>::Rotated() to ZScript.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: clearscope for RotateVector

Post by Graf Zahl »

Actually, the bigger problem here is that these functions are still in Actor. They really should be part of the actual vector structs instead and then deprecated. But don't expect me to relax the conditions on the Actor variants.
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

Re: RotateVector for Vector access

Post by Major Cooke »

Alright, yeah, too much disassembly for me to handle.
Post Reply

Return to “Feature Suggestions [GZDoom]”