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Simple C++ Wrapper for XnaMath classes found in DirectX10/11 for Visual Studio 2010.
C++
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.gitignore
BoundingBox.cpp
BoundingBox.hpp
BoundingSphere.cpp
BoundingSphere.hpp
Frustum.cpp
Frustum.hpp
Intersect.cpp
Intersect.hpp
Line.cpp
Line.hpp
Math.props
Matrix.cpp
Matrix.hpp
Plane.cpp
Plane.hpp
Precompiled.cpp
Precompiled.hpp
Quaternion.cpp
Quaternion.hpp
README.md
Ray.hpp
Types.hpp
Vector2.cpp
Vector2.hpp
Vector3.cpp
Vector3.hpp
Vector4.cpp
Vector4.hpp
Windows.hpp
XnaMathWrapper.sln
XnaMathWrapper.vcxproj
XnaMathWrapper.vcxproj.filters

README.md

XnaMathWrapper

A simple C++ wrapper library for Microsoft's XNAMath library (included in DirectX SDK).

This is a library for DirectX 9. For DirectX 11 check out DirectXMathWrapper

I have created this library as part of my current game and engine project (which I am doing just for fun and experimentation) to wrap the XNAMath functions (and previously the D3D9X libraries math functions) in a more usable C++ form.

This library is not as efficient as using the XNAMath functions directly, but it does add a nice level of expressiveness as I believe is shown in the intersection testing code (Intersect.cpp).

The code convention that I have used is pretty simple:

  • 4 tab indentation, keeping the tabs.
  • Use of C++11 code, including the STL where appropriate.
  • UpperCamelCase for namespaces, classes, and types.
  • under_score for functions and public variables.
  • UPPERCASE for constants.
  • Anything goes for private members.

The code that I have written myself (i.e. not the STL or the XNAMath library) I declare to be public domain, and hence it receives no warranty of any kind from me. Please enjoy it, learn from it, and improve it if so desired.

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