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-rw-r--r--dep/src/g3dlite/Vector3.cpp26
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();