Replace tabs with spaces in more files.
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@@ -1,8 +1,8 @@
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/**
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@file Vector3.h
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3D vector class
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@maintainer Morgan McGuire, [email protected]
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@created 2001-06-02
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@@ -22,14 +22,14 @@
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namespace G3D {
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class Vector2;
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class Vector2;
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class Vector3;
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class Vector4;
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/**
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<B>Swizzles</B>
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Vector classes have swizzle operators, e.g. <CODE>v.xy()</CODE>, that
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allow selection of arbitrary sub-fields. These cannot be used as write
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allow selection of arbitrary sub-fields. These cannot be used as write
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masks. Examples
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<PRE>
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@@ -57,7 +57,7 @@ private:
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<PRE>
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V' N V
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r ^ -,
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\ | /
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\|/
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@@ -126,7 +126,7 @@ public:
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/** Returns true if this vector has length ~= 1 */
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bool isUnit() const;
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// arithmetic operations
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Vector3 operator+ (const Vector3& v) const;
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Vector3 operator- (const Vector3& v) const;
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@@ -145,10 +145,10 @@ public:
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Vector3& operator/= (const Vector3& v);
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/** @deprecated Use magnitude */
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float G3D_DEPRECATED length() const;
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float G3D_DEPRECATED length() const;
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float magnitude() const;
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/**
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The result is a nan vector if the length is almost zero.
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*/
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@@ -163,17 +163,17 @@ public:
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/**
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See also G3D::Ray::reflect.
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The length is 1.
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The length is 1.
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<PRE>
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V' N V
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r ^ /
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\ | /
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\|'-
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</PRE>
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*/
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Vector3 reflectionDirection(const Vector3& normal) const;
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/**
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Returns Vector3::zero() if the length is nearly zero, otherwise
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@@ -195,7 +195,7 @@ public:
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where iExit is the index of refraction for the
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previous material and iEnter is the index of refraction
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for the new material. Like Vector3::reflectionDirection,
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the result has length 1 and is
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the result has length 1 and is
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pointed <I>away</I> from the intersection.
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Returns Vector3::zero() in the case of total internal refraction.
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@@ -209,7 +209,7 @@ public:
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See also G3D::Ray::refract.
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<PRE>
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N V
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^ /
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|'-
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@@ -236,14 +236,14 @@ public:
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float G3D_DEPRECATED squaredLength() const;
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float squaredMagnitude () const;
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/** @deprecated Use squaredMagnitude */
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inline float G3D_DEPRECATED norm() const {
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return squaredMagnitude();
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}
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float dot(const Vector3& rkVector) const;
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float G3D_DEPRECATED unitize(float fTolerance = 1e-06);
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/** Cross product. Note that two cross products in a row
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@@ -285,7 +285,7 @@ public:
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Linear interpolation
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*/
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inline Vector3 lerp(const Vector3& v, float alpha) const {
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return (*this) + (v - *this) * alpha;
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return (*this) + (v - *this) * alpha;
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}
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/** Gram-Schmidt orthonormalization. */
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@@ -295,7 +295,7 @@ public:
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static Vector3 random();
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/** Random unit vector, distributed
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so that the probability of V is proportional
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so that the probability of V is proportional
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to max(V dot Normal, 0).
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@cite Henrik Wann Jensen, Realistic Image Synthesis using Photon Mapping eqn 2.24
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