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@@ -57,9 +57,9 @@ class Vec3
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void normalize();
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Vec3 getNormalized() const;
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Vec3 getProjection( const Vec3& toThis ) const;
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- Vec3 getRotated( const Quat& q ) const; // returns q * this * q.Conjucated() aka returns a rotated this. 18 muls, 12 adds
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+ Vec3 getRotated( const Quat& q ) const; ///< Returns q * this * q.Conjucated() aka returns a rotated this. 18 muls, 12 adds
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void rotate( const Quat& q );
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- Vec3 lerp( const Vec3& v1, float t ) const; // return lerp( this, v1, t )
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+ Vec3 lerp( const Vec3& v1, float t ) const; ///< return lerp( this, v1, t )
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void print() const;
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// transformations. The faster way is by far the mat4 * vec3 or the Transformed( Vec3, Mat3 )
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Vec3 getTransformed( const Vec3& translate, const Mat3& rotate, float scale ) const;
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@@ -70,7 +70,7 @@ class Vec3
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void transform( const Vec3& translate, const Quat& rotate, float scale );
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Vec3 getTransformed( const Vec3& translate, const Quat& rotate ) const;
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void transform( const Vec3& translate, const Quat& rotate );
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- Vec3 getTransformed( const Mat4& transform ) const; // 9 muls, 9 adds
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+ Vec3 getTransformed( const Mat4& transform ) const; ///< 9 muls, 9 adds
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void transform( const Mat4& transform );
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};
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