Remove Position3 usage

This commit is contained in:
Raymond 2021-08-10 18:15:56 -04:00
parent cf893b2c58
commit d0c8efdfa8
2 changed files with 0 additions and 68 deletions

View file

@ -279,23 +279,6 @@ namespace Dalamud.Game.Gui
return result;
}
/// <summary>
/// Converts in-world coordinates to screen coordinates (upper left corner origin).
/// </summary>
/// <param name="worldPos">Coordinates in the world.</param>
/// <param name="screenPos">Converted coordinates.</param>
/// <returns>True if worldPos corresponds to a position in front of the camera.</returns>
/// <remarks>
/// This overload requires a conversion to SharpDX vectors, however the penalty should be negligible.
/// </remarks>
public bool WorldToScreen(Position3 worldPos, out Vector2 screenPos)
{
// This overload is necessary due to Positon3 implicit operators.
var result = this.WorldToScreen((SharpDX.Vector3)worldPos, out var sharpScreenPos);
screenPos = sharpScreenPos.ToSystem();
return result;
}
/// <summary>
/// Converts screen coordinates to in-world coordinates via raycasting.
/// </summary>

View file

@ -1,51 +0,0 @@
using System.Runtime.InteropServices;
namespace Dalamud.Game
{
/// <summary>
/// A game native equivalent of a Vector3.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Position3
{
/// <summary>
/// The X of (X,Z,Y).
/// </summary>
public float X;
/// <summary>
/// The Z of (X,Z,Y).
/// </summary>
public float Z;
/// <summary>
/// The Y of (X,Z,Y).
/// </summary>
public float Y;
/// <summary>
/// Initializes a new instance of the <see cref="Position3"/> struct.
/// </summary>
/// <param name="x">The X position.</param>
/// <param name="z">The Z position.</param>
/// <param name="y">The Y position.</param>
public Position3(float x, float z, float y)
{
this.X = x;
this.Z = z;
this.Y = y;
}
/// <summary>
/// Convert this Position3 to a System.Numerics.Vector3.
/// </summary>
/// <param name="pos">Position to convert.</param>
public static implicit operator System.Numerics.Vector3(Position3 pos) => new(pos.X, pos.Y, pos.Z);
/// <summary>
/// Convert this Position3 to a SharpDX.Vector3.
/// </summary>
/// <param name="pos">Position to convert.</param>
public static implicit operator SharpDX.Vector3(Position3 pos) => new(pos.X, pos.Z, pos.Y);
}
}