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https://github.com/oliverbooth/VpSharp
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Don't use target-typed new for method returns
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@ -120,7 +120,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The summed vector.</returns>
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/// <returns>The summed vector.</returns>
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public static Vector3d operator +(in Vector3d left, in Vector3d right)
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public static Vector3d operator +(in Vector3d left, in Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left.X + right.X,
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left.X + right.X,
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left.Y + right.Y,
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left.Y + right.Y,
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left.Z + right.Z
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left.Z + right.Z
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@ -135,7 +135,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The difference vector.</returns>
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/// <returns>The difference vector.</returns>
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public static Vector3d operator -(in Vector3d left, in Vector3d right)
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public static Vector3d operator -(in Vector3d left, in Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left.X - right.X,
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left.X - right.X,
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left.Y - right.Y,
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left.Y - right.Y,
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left.Z - right.Z
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left.Z - right.Z
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@ -150,7 +150,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The product vector.</returns>
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/// <returns>The product vector.</returns>
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public static Vector3d operator *(in Vector3d left, in Vector3d right)
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public static Vector3d operator *(in Vector3d left, in Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left.X * right.X,
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left.X * right.X,
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left.Y * right.Y,
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left.Y * right.Y,
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left.Z * right.Z
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left.Z * right.Z
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@ -165,7 +165,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The scaled vector.</returns>
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/// <returns>The scaled vector.</returns>
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public static Vector3d operator *(in Vector3d left, double right)
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public static Vector3d operator *(in Vector3d left, double right)
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{
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{
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return new(
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return new Vector3d(
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left.X * right,
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left.X * right,
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left.Y * right,
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left.Y * right,
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left.Z * right
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left.Z * right
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@ -180,7 +180,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The scaled vector.</returns>
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/// <returns>The scaled vector.</returns>
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public static Vector3d operator *(double left, in Vector3d right)
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public static Vector3d operator *(double left, in Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left * right.X,
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left * right.X,
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left * right.Y,
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left * right.Y,
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left * right.Z
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left * right.Z
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@ -195,7 +195,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The vector resulting from the division.</returns>
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/// <returns>The vector resulting from the division.</returns>
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public static Vector3d operator /(in Vector3d left, in Vector3d right)
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public static Vector3d operator /(in Vector3d left, in Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left.X / right.X,
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left.X / right.X,
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left.Y / right.Y,
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left.Y / right.Y,
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left.Z / right.Z
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left.Z / right.Z
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@ -210,7 +210,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The vector resulting from the division.</returns>
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/// <returns>The vector resulting from the division.</returns>
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public static Vector3d operator /(in Vector3d left, double right)
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public static Vector3d operator /(in Vector3d left, double right)
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{
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{
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return new(
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return new Vector3d(
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left.X / right,
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left.X / right,
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left.Y / right,
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left.Y / right,
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left.Z / right
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left.Z / right
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@ -278,7 +278,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The absolute value vector.</returns>
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/// <returns>The absolute value vector.</returns>
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public static Vector3d Abs(in Vector3d value)
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public static Vector3d Abs(in Vector3d value)
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{
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{
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return new(
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return new Vector3d(
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Math.Abs(value.X),
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Math.Abs(value.X),
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Math.Abs(value.Y),
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Math.Abs(value.Y),
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Math.Abs(value.Z)
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Math.Abs(value.Z)
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@ -435,7 +435,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The square root vector.</returns>
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/// <returns>The square root vector.</returns>
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public static Vector3d SquareRoot(in Vector3d value)
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public static Vector3d SquareRoot(in Vector3d value)
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{
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{
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return new(
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return new Vector3d(
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Math.Sqrt(value.X),
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Math.Sqrt(value.X),
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Math.Sqrt(value.Y),
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Math.Sqrt(value.Y),
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Math.Sqrt(value.Z)
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Math.Sqrt(value.Z)
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