diff options
Diffstat (limited to 'dep/src/g3dlite/Vector3.cpp')
-rw-r--r-- | dep/src/g3dlite/Vector3.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/dep/src/g3dlite/Vector3.cpp b/dep/src/g3dlite/Vector3.cpp index 57ee76d1eb1..274769a1e0b 100644 --- a/dep/src/g3dlite/Vector3.cpp +++ b/dep/src/g3dlite/Vector3.cpp @@ -1,12 +1,12 @@ /** @file Vector3.cpp - + 3D vector class - + @maintainer Morgan McGuire, matrix@graphics3d.com - + @cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com - + @created 2001-06-02 @edited 2006-01-30 */ @@ -20,7 +20,7 @@ #include "G3D/Vector3int16.h" #include "G3D/Matrix3.h" #include "G3D/Vector2.h" - + namespace G3D { Vector3 Vector3::dummy; @@ -38,7 +38,7 @@ Vector3::Vector3(const class Vector2& v, float _z) : x(v.x), y(v.y), z(_z) { } Vector3::Axis Vector3::primaryAxis() const { - + Axis a = X_AXIS; double nx = abs(x); @@ -94,7 +94,7 @@ Vector3 Vector3::random() { Vector3 result; do { - result = Vector3(uniformRandom(-1.0, 1.0), + result = Vector3(uniformRandom(-1.0, 1.0), uniformRandom(-1.0, 1.0), uniformRandom(-1.0, 1.0)); } while (result.squaredMagnitude() >= 1.0f); @@ -109,7 +109,7 @@ Vector3 Vector3::operator/ (float fScalar) const { Vector3 kQuot; if ( fScalar != 0.0 ) { - float fInvScalar = 1.0f / fScalar; + float fInvScalar = 1.0f / fScalar; kQuot.x = fInvScalar * x; kQuot.y = fInvScalar * y; kQuot.z = fInvScalar * z; @@ -122,7 +122,7 @@ Vector3 Vector3::operator/ (float fScalar) const { //---------------------------------------------------------------------------- Vector3& Vector3::operator/= (float fScalar) { if (fScalar != 0.0) { - float fInvScalar = 1.0f / fScalar; + float fInvScalar = 1.0f / fScalar; x *= fInvScalar; y *= fInvScalar; z *= fInvScalar; @@ -137,10 +137,10 @@ Vector3& Vector3::operator/= (float fScalar) { //---------------------------------------------------------------------------- float Vector3::unitize (float fTolerance) { - float fMagnitude = magnitude(); + float fMagnitude = magnitude(); if (fMagnitude > fTolerance) { - float fInvMagnitude = 1.0f / fMagnitude; + float fInvMagnitude = 1.0f / fMagnitude; x *= fInvMagnitude; y *= fInvMagnitude; z *= fInvMagnitude; @@ -260,12 +260,12 @@ void Vector3::orthonormalize (Vector3 akVector[3]) { akVector[0].unitize(); // compute u1 - float fDot0 = akVector[0].dot(akVector[1]); + float fDot0 = akVector[0].dot(akVector[1]); akVector[1] -= akVector[0] * fDot0; akVector[1].unitize(); // compute u2 - float fDot1 = akVector[1].dot(akVector[2]); + float fDot1 = akVector[1].dot(akVector[2]); fDot0 = akVector[0].dot(akVector[2]); akVector[2] -= akVector[0] * fDot0 + akVector[1] * fDot1; akVector[2].unitize(); |