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authormegamage <none@none>2009-02-12 17:09:15 -0600
committermegamage <none@none>2009-02-12 17:09:15 -0600
commit6aee5fcbe7473a3cbac12b7e8482a7b98bef8be3 (patch)
tree91ec91d5c19eba9c2fe0e84b1c9dc7047a3de80e /dep/include/g3dlite/G3D/Matrix3.h
parent2d2f433b4de1c35b22aaf07854fc0ee11fcb350d (diff)
parentf385747164c3fb278c92ef46fbd6c3da6590bbf0 (diff)
*Merge.
--HG-- branch : trunk
Diffstat (limited to 'dep/include/g3dlite/G3D/Matrix3.h')
-rw-r--r--dep/include/g3dlite/G3D/Matrix3.h54
1 files changed, 27 insertions, 27 deletions
diff --git a/dep/include/g3dlite/G3D/Matrix3.h b/dep/include/g3dlite/G3D/Matrix3.h
index 19eda497a15..3d8da9204b8 100644
--- a/dep/include/g3dlite/G3D/Matrix3.h
+++ b/dep/include/g3dlite/G3D/Matrix3.h
@@ -1,12 +1,12 @@
/**
@file Matrix3.h
-
+
3x3 matrix class
-
+
@maintainer Morgan McGuire, matrix@graphics3d.com
-
+
@cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
-
+
@created 2001-06-02
@edited 2006-04-05
*/
@@ -37,7 +37,7 @@ private:
public:
- /** Initial values are undefined for performance. See also
+ /** Initial values are undefined for performance. See also
Matrix3::zero(), Matrix3::identity(), Matrix3::fromAxisAngle, etc.*/
inline Matrix3() {}
@@ -51,7 +51,7 @@ public:
/** Constructs a matrix from a quaternion.
@cite Graphics Gems II, p. 351--354
- @cite Implementation from Watt and Watt, pg 362*/
+ @cite Implementation from Watt and Watt, pg 362*/
Matrix3(const class Quat& q);
@@ -148,7 +148,7 @@ private:
static void _mul(const Matrix3& A, const Matrix3& B, Matrix3& out);
public:
- /** Optimized implementation of out = A * B. It is safe (but slow) to call
+ /** Optimized implementation of out = A * B. It is safe (but slow) to call
with A, B, and out possibly pointer equal to one another.*/
// This is a static method so that it is not ambiguous whether "this"
// is an input or output argument.
@@ -166,10 +166,10 @@ private:
static void _transpose(const Matrix3& A, Matrix3& out);
public:
- /** Optimized implementation of out = A.transpose(). It is safe (but slow) to call
+ /** Optimized implementation of out = A.transpose(). It is safe (but slow) to call
with A and out possibly pointer equal to one another.
-
- Note that <CODE>A.transpose() * v</CODE> can be computed
+
+ Note that <CODE>A.transpose() * v</CODE> can be computed
more efficiently as <CODE>v * A</CODE>.
*/
inline static void transpose(const Matrix3& A, Matrix3& out) {
@@ -239,32 +239,32 @@ public:
static void tensorProduct (const Vector3& rkU, const Vector3& rkV,
Matrix3& rkProduct);
- std::string toString() const;
+ std::string toString() const;
- static const float EPSILON;
+ static const float EPSILON;
// Special values.
- // The unguaranteed order of initialization of static variables across
+ // The unguaranteed order of initialization of static variables across
// translation units can be a source of annoying bugs, so now the static
// special values (like Vector3::ZERO, Color3::WHITE, ...) are wrapped
- // inside static functions that return references to them.
- // These functions are intentionally not inlined, because:
- // "You might be tempted to write [...] them as inline functions
- // inside their respective header files, but this is something you
- // must definitely not do. An inline function can be duplicated
- // in every file in which it appears – and this duplication
- // includes the static object definition. Because inline functions
- // automatically default to internal linkage, this would result in
- // having multiple static objects across the various translation
- // units, which would certainly cause problems. So you must
- // ensure that there is only one definition of each wrapping
+ // inside static functions that return references to them.
+ // These functions are intentionally not inlined, because:
+ // "You might be tempted to write [...] them as inline functions
+ // inside their respective header files, but this is something you
+ // must definitely not do. An inline function can be duplicated
+ // in every file in which it appears – and this duplication
+ // includes the static object definition. Because inline functions
+ // automatically default to internal linkage, this would result in
+ // having multiple static objects across the various translation
+ // units, which would certainly cause problems. So you must
+ // ensure that there is only one definition of each wrapping
// function, and this means not making the wrapping functions inline",
- // according to Chapter 10 of "Thinking in C++, 2nd ed. Volume 1" by Bruce Eckel,
+ // according to Chapter 10 of "Thinking in C++, 2nd ed. Volume 1" by Bruce Eckel,
// http://www.mindview.net/
static const Matrix3& zero();
- static const Matrix3& identity();
+ static const Matrix3& identity();
- // Deprecated.
+ // Deprecated.
/** @deprecated Use Matrix3::zero() */
static const Matrix3 ZERO;
/** @deprecated Use Matrix3::identity() */