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whoops, overloaded LINMATH_ALIGN by mistake

David Rose 14 年之前
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fd75c89949

+ 1 - 1
panda/src/linmath/lmatrix3_src.h

@@ -22,7 +22,7 @@ class FLOATNAME(LMatrix4);
 //               (rotation, scale, translation) in 2-d, e.g. for a
 //               texture matrix.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LMatrix3) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LMatrix3) {
 public:
   typedef const FLOATTYPE *iterator;
   typedef const FLOATTYPE *const_iterator;

+ 1 - 1
panda/src/linmath/lmatrix4_src.h

@@ -17,7 +17,7 @@
 //       Class : LMatrix4
 // Description : This is a 4-by-4 transform matrix.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LMatrix4) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LMatrix4) {
 public:
   typedef const FLOATTYPE *iterator;
   typedef const FLOATTYPE *const_iterator;

+ 1 - 1
panda/src/linmath/lorientation_src.h

@@ -18,7 +18,7 @@ class FLOATNAME(LRotation);
 //       Class : LOrientation
 // Description : This is a unit quaternion representing an orientation.
 ////////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LOrientation) : public FLOATNAME(LQuaternion) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LOrientation) : public FLOATNAME(LQuaternion) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LOrientation)();
   INLINE_LINMATH FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion)&);

+ 1 - 1
panda/src/linmath/lpoint2_src.h

@@ -17,7 +17,7 @@
 //       Class : LPoint2
 // Description : This is a two-component point in space.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LPoint2) : public FLOATNAME(LVecBase2) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LPoint2) : public FLOATNAME(LVecBase2) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LPoint2)();
   INLINE_LINMATH FLOATNAME(LPoint2)(const FLOATNAME(LVecBase2) &copy);

+ 1 - 1
panda/src/linmath/lpoint3_src.h

@@ -22,7 +22,7 @@
 //               vector, while addition of a vector and a point yields
 //               a point.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LPoint3) : public FLOATNAME(LVecBase3) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LPoint3) : public FLOATNAME(LVecBase3) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LPoint3)();
   INLINE_LINMATH FLOATNAME(LPoint3)(const FLOATNAME(LVecBase3) &copy);

+ 1 - 1
panda/src/linmath/lpoint4_src.h

@@ -16,7 +16,7 @@
 //       Class : LPoint4
 // Description : This is a four-component point in space.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LPoint4) : public FLOATNAME(LVecBase4) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LPoint4) : public FLOATNAME(LVecBase4) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LPoint4)();
   INLINE_LINMATH FLOATNAME(LPoint4)(const FLOATNAME(LVecBase4) &copy);

+ 1 - 1
panda/src/linmath/lquaternion_src.h

@@ -16,7 +16,7 @@
 //       Class : FLOATNAME(LQuaternion)
 // Description : This is the base quaternion class
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LQuaternion) : public FLOATNAME(LVecBase4) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LQuaternion) : public FLOATNAME(LVecBase4) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LQuaternion)();
   INLINE_LINMATH FLOATNAME(LQuaternion)(const FLOATNAME(LVecBase4) &copy);

+ 1 - 1
panda/src/linmath/lrotation_src.h

@@ -16,7 +16,7 @@
 //       Class : LRotation
 // Description : This is a unit quaternion representing a rotation.
 ////////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LRotation) : public FLOATNAME(LQuaternion) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LRotation) : public FLOATNAME(LQuaternion) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LRotation)();
   INLINE_LINMATH FLOATNAME(LRotation)(const FLOATNAME(LQuaternion) &);

+ 2 - 2
panda/src/linmath/lsimpleMatrix.h

@@ -59,9 +59,9 @@ private:
 
 // This is as good a place as any to define this alignment macro.
 #ifdef LINMATH_ALIGN
-#define LINMATH_ALIGN ALIGN_16BYTE
+#define ALIGN_LINMATH ALIGN_16BYTE
 #else
-#define LINMATH_ALIGN 
+#define ALIGN_LINMATH 
 #endif  // LINMATH_ALIGN
 
 #endif

+ 1 - 1
panda/src/linmath/lvecBase2_src.h

@@ -18,7 +18,7 @@
 // Description : This is the base class for all two-component
 //               vectors and points.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVecBase2) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVecBase2) {
 PUBLISHED:
   typedef const FLOATTYPE *iterator;
   typedef const FLOATTYPE *const_iterator;

+ 1 - 1
panda/src/linmath/lvecBase3_src.h

@@ -17,7 +17,7 @@
 // Description : This is the base class for all three-component
 //               vectors and points.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVecBase3) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVecBase3) {
 PUBLISHED:
   typedef const FLOATTYPE *iterator;
   typedef const FLOATTYPE *const_iterator;

+ 1 - 1
panda/src/linmath/lvecBase4_src.h

@@ -20,7 +20,7 @@ class FLOATNAME(LVecBase3);
 // Description : This is the base class for all three-component
 //               vectors and points.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVecBase4) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVecBase4) {
 PUBLISHED:
   typedef const FLOATTYPE *iterator;
   typedef const FLOATTYPE *const_iterator;

+ 1 - 1
panda/src/linmath/lvector2_src.h

@@ -16,7 +16,7 @@
 //       Class : LVector2
 // Description : This is a two-component vector offset.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVector2) : public FLOATNAME(LVecBase2) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVector2) : public FLOATNAME(LVecBase2) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LVector2)();
   INLINE_LINMATH FLOATNAME(LVector2)(const FLOATNAME(LVecBase2) &copy);

+ 1 - 1
panda/src/linmath/lvector3_src.h

@@ -22,7 +22,7 @@
 //               vector, while addition of a vector and a point yields
 //               a point.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVector3) : public FLOATNAME(LVecBase3) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVector3) : public FLOATNAME(LVecBase3) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LVector3)();
   INLINE_LINMATH FLOATNAME(LVector3)(const FLOATNAME(LVecBase3) &copy);

+ 1 - 1
panda/src/linmath/lvector4_src.h

@@ -16,7 +16,7 @@
 //       Class : LVector4
 // Description : This is a four-component vector distance.
 ////////////////////////////////////////////////////////////////////
-class EXPCL_PANDA_LINMATH LINMATH_ALIGN FLOATNAME(LVector4) : public FLOATNAME(LVecBase4) {
+class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVector4) : public FLOATNAME(LVecBase4) {
 PUBLISHED:
   INLINE_LINMATH FLOATNAME(LVector4)();
   INLINE_LINMATH FLOATNAME(LVector4)(const FLOATNAME(LVecBase4) &copy);