diff options
author | Paradox <none@none> | 2009-02-09 08:16:34 -0500 |
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committer | Paradox <none@none> | 2009-02-09 08:16:34 -0500 |
commit | d230302b16474ff22a35243ffed6236ef4fc7fb9 (patch) | |
tree | e3679ad841a47b275756f2721f9aa24a3ee548a6 /dep/include/g3dlite/G3D/Matrix3.h | |
parent | b0694d7e5e794b361fa178d55fefdb98cf47e9ca (diff) |
Replace tabs with spaces in more files.
--HG--
branch : trunk
Diffstat (limited to 'dep/include/g3dlite/G3D/Matrix3.h')
-rw-r--r-- | dep/include/g3dlite/G3D/Matrix3.h | 54 |
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() */ |