Replace tabs with spaces in more files.

--HG--
branch : trunk
This commit is contained in:
Paradox
2009-02-09 08:16:34 -05:00
parent b0694d7e5e
commit d230302b16
602 changed files with 41367 additions and 41366 deletions
+17 -17
View File
@@ -1,8 +1,8 @@
/**
@file Vector3.h
3D vector class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@@ -22,14 +22,14 @@
namespace G3D {
class Vector2;
class Vector2;
class Vector3;
class Vector4;
/**
<B>Swizzles</B>
Vector classes have swizzle operators, e.g. <CODE>v.xy()</CODE>, that
allow selection of arbitrary sub-fields. These cannot be used as write
allow selection of arbitrary sub-fields. These cannot be used as write
masks. Examples
<PRE>
@@ -57,7 +57,7 @@ private:
<PRE>
V' N V
r ^ -,
\ | /
\|/
@@ -126,7 +126,7 @@ public:
/** Returns true if this vector has length ~= 1 */
bool isUnit() const;
// arithmetic operations
Vector3 operator+ (const Vector3& v) const;
Vector3 operator- (const Vector3& v) const;
@@ -145,10 +145,10 @@ public:
Vector3& operator/= (const Vector3& v);
/** @deprecated Use magnitude */
float G3D_DEPRECATED length() const;
float G3D_DEPRECATED length() const;
float magnitude() const;
/**
The result is a nan vector if the length is almost zero.
*/
@@ -163,17 +163,17 @@ public:
/**
See also G3D::Ray::reflect.
The length is 1.
The length is 1.
<PRE>
V' N V
r ^ /
\ | /
\|'-
</PRE>
*/
Vector3 reflectionDirection(const Vector3& normal) const;
/**
Returns Vector3::zero() if the length is nearly zero, otherwise
@@ -195,7 +195,7 @@ public:
where iExit is the index of refraction for the
previous material and iEnter is the index of refraction
for the new material. Like Vector3::reflectionDirection,
the result has length 1 and is
the result has length 1 and is
pointed <I>away</I> from the intersection.
Returns Vector3::zero() in the case of total internal refraction.
@@ -209,7 +209,7 @@ public:
See also G3D::Ray::refract.
<PRE>
N V
^ /
| /
|'-
@@ -236,14 +236,14 @@ public:
float G3D_DEPRECATED squaredLength() const;
float squaredMagnitude () const;
/** @deprecated Use squaredMagnitude */
inline float G3D_DEPRECATED norm() const {
return squaredMagnitude();
}
float dot(const Vector3& rkVector) const;
float G3D_DEPRECATED unitize(float fTolerance = 1e-06);
/** Cross product. Note that two cross products in a row
@@ -285,7 +285,7 @@ public:
Linear interpolation
*/
inline Vector3 lerp(const Vector3& v, float alpha) const {
return (*this) + (v - *this) * alpha;
return (*this) + (v - *this) * alpha;
}
/** Gram-Schmidt orthonormalization. */
@@ -295,7 +295,7 @@ public:
static Vector3 random();
/** Random unit vector, distributed
so that the probability of V is proportional
so that the probability of V is proportional
to max(V dot Normal, 0).
@cite Henrik Wann Jensen, Realistic Image Synthesis using Photon Mapping eqn 2.24