* @brief Constructor.
*
* @since_tizen 2.4
- * @param [in] x (or width) component
- * @param [in] y (or height) component
- * @param [in] z (or depth) component
+ * @param [in] x x or width component
+ * @param [in] y y or height component
+ * @param [in] z z or depth component
*/
explicit Vector3(float x, float y, float z)
: x(x),
* @brief Conversion constructor from an array of three floats.
*
* @since_tizen 2.4
- * @param [in] array of xyz
+ * @param [in] array Array of xyz
*/
explicit Vector3(const float* array)
: x(array[0]),
* @brief Assignment operator.
*
* @since_tizen 2.4
- * @param[in] array of floats
- * @return itself
+ * @param[in] array Array of floats
+ * @return Itself
*/
Vector3& operator=(const float* array)
{
* @brief Assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs vector to assign.
- * @return itself
+ * @param[in] rhs Vector to assign.
+ * @return Itself
*/
Vector3& operator=(const Vector2& rhs);
* @brief Assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs vector to assign.
- * @return itself
+ * @param[in] rhs Vector to assign.
+ * @return Itself
*/
Vector3& operator=(const Vector4& rhs);
* @brief Addition operator.
*
* @since_tizen 2.4
- * @param[in] rhs vector to add.
+ * @param[in] rhs Vector to add.
* @return A vector containing the result of the addition
*/
Vector3 operator+(const Vector3& rhs) const
* @brief Addition assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs vector to add.
- * @return itself
+ * @param[in] rhs Vector to add.
+ * @return Itself
*/
Vector3& operator+=(const Vector3& rhs)
{
* @brief Subtraction operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to subtract
+ * @param[in] rhs The vector to subtract
* @return A vector containing the result of the subtraction
*/
Vector3 operator-(const Vector3& rhs) const
* @brief Subtraction assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to subtract
- * @return itself
+ * @param[in] rhs The vector to subtract
+ * @return Itself
*/
Vector3& operator-=(const Vector3& rhs)
{
* @brief Multiplication operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to multiply
+ * @param[in] rhs The vector to multiply
* @return A vector containing the result of the multiplication
*/
Vector3 operator*(const Vector3& rhs) const
* @brief Multiplication operator.
*
* @since_tizen 2.4
- * @param[in] rhs the float value to scale the vector
+ * @param[in] rhs The float value to scale the vector
* @return A vector containing the result of the scaling
*/
Vector3 operator*(float rhs) const
* @brief Multiplication assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to multiply
- * @return itself
+ * @param[in] rhs The vector to multiply
+ * @return Itself
*/
Vector3& operator*=(const Vector3& rhs)
{
* @brief Multiplication assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the float value to scale the vector
- * @return itself
+ * @param[in] rhs The float value to scale the vector
+ * @return Itself
*/
Vector3& operator*=(float rhs)
{
* @brief Multiplication assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the Quaternion value to multiply the vector by
- * @return itself
+ * @param[in] rhs The Quaternion value to multiply the vector by
+ * @return Itself
*/
Vector3& operator*=(const Quaternion& rhs);
* @brief Division operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to divide
+ * @param[in] rhs The vector to divide
* @return A vector containing the result of the division
*/
Vector3 operator/(const Vector3& rhs) const
* @brief Division assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the vector to divide
- * @return itself
+ * @param[in] rhs The vector to divide
+ * @return Itself
*/
Vector3& operator/=(const Vector3& rhs)
{
* @brief Division assignment operator.
*
* @since_tizen 2.4
- * @param[in] rhs the float value to scale the vector by
- * @return itself
+ * @param[in] rhs The float value to scale the vector by
+ * @return Itself
*/
Vector3& operator/=(float rhs)
{
*
* @since_tizen 2.4
* @param[in] rhs The vector to test against
- * @return true if the vectors are equal
+ * @return True if the vectors are equal
*/
bool operator==(const Vector3& rhs) const;
*
* @since_tizen 2.4
* @param[in] rhs The vector to test against
- * @return true if the vectors are not equal
+ * @return True if the vectors are not equal
*/
bool operator!=(const Vector3& rhs) const
{
*
* Asserts if index is out of range. Should be 0, 1 or 2
* @since_tizen 2.4
- * @param[in] index Subscript
+ * @param[in] index Subscript index
* @return The float at the given index.
*/
const float& operator[](const unsigned int index) const
* This is great for lighting, threshold testing the angle between two unit vectors,
* calculating the distance between two points in a particular direction.
* @since_tizen 2.4
- * @param [in] other the other vector
- * @return the dot product
+ * @param [in] other The other vector
+ * @return The dot product
*/
float Dot(const Vector3& other) const;
* two vectors. This is great for calculating normals and making matrices orthogonal.
*
* @since_tizen 2.4
- * @param [in] other the other vector
- * @return the cross product
+ * @param [in] other The other vector
+ * @return The cross product
*/
Vector3 Cross(const Vector3& other) const;
* @brief Returns the length of the vector.
*
* @since_tizen 2.4
- * @return the length of the vector
+ * @return The length of the vector
*/
float Length() const;
* This is more efficient than Length() for threshold
* testing as it avoids the use of a square root.
* @since_tizen 2.4
- * @return the length of the vector squared.
+ * @return The length of the vector squared.
*/
float LengthSquared() const;
* @brief Clamps the vector between minimum and maximum vectors.
*
* @since_tizen 2.4
- * @param [in] min the minimum vector
- * @param [in] max the maximum vector
+ * @param [in] min The minimum vector
+ * @param [in] max The maximum vector
*/
void Clamp( const Vector3& min, const Vector3& max );
* 1: y (or height, or g)
* 2: z (or depth, or b)
* @since_tizen 2.4
- * @return the vector contents as an array of 3 floats.
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The vector contents as an array of 3 floats.
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
const float* AsFloat() const {return &x;}
* 1: y (or height, or g)
* 2: z (or depth, or b)
* @since_tizen 2.4
- * @return the vector contents as an array of 3 floats.
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The vector contents as an array of 3 floats.
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
float* AsFloat() {return &x;}
* @brief Returns the x & y components (or width & height, or r & g) as a Vector2.
*
* @since_tizen 2.4
- * @return the partial vector contents as Vector2 (x,y)
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The partial vector contents as Vector2 (x,y)
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
const Vector2& GetVectorXY() const {return reinterpret_cast<const Vector2&>(x);}
* @brief Returns the x & y components (or width & height, or r & g) as a Vector2.
*
* @since_tizen 2.4
- * @return the partial vector contents as Vector2 (x,y)
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The partial vector contents as Vector2 (x,y)
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
Vector2& GetVectorXY() {return reinterpret_cast<Vector2&>(x);}
* @brief Returns the y & z components (or height & depth, or g & b) as a Vector2.
*
* @since_tizen 2.4
- * @return the partial vector contents as Vector2 (y,z)
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The partial vector contents as Vector2 (y,z)
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
const Vector2& GetVectorYZ() const {return reinterpret_cast<const Vector2&>(y);}
* @brief Returns the y & z components (or height & depth, or g & b) as a Vector2.
*
* @since_tizen 2.4
- * @return the partial vector contents as Vector2 (y,z)
- * @note inlined for performance reasons (generates less code than a function call)
+ * @return The partial vector contents as Vector2 (y,z)
+ * @note Inlined for performance reasons (generates less code than a function call)
*/
Vector2& GetVectorYZ() {return reinterpret_cast<Vector2&>(y);}
*
* If a=0,1,2 and b=2,1,0 returns a vector of 2,1,2.
* @since_tizen 2.4
- * @param [in] a a vector
- * @param [in] b a vector
- * @return a vector containing the minimum of each component from a and b
+ * @param [in] a A vector
+ * @param [in] b A vector
+ * @return A vector containing the minimum of each component from a and b
*/
inline Vector3 Min( const Vector3& a, const Vector3& b )
{
*
* If a=0,1 and b=1,0 returns a vector of 1,1
* @since_tizen 2.4
- * @param [in] a a vector
- * @param [in] b a vector
- * @return a vector containing the maximum of each component from a and b
+ * @param [in] a A vector
+ * @param [in] b A vector
+ * @return A vector containing the maximum of each component from a and b
*/
inline Vector3 Max( const Vector3& a, const Vector3& b )
{
* @brief Clamps each of vector v's components between minimum and maximum values.
*
* @since_tizen 2.4
- * @param [in] v a vector
- * @param [in] min the minimum value
- * @param [in] max the maximum value
- * @return a vector containing the clamped components of v
+ * @param [in] v A vector
+ * @param [in] min The minimum value
+ * @param [in] max The maximum value
+ * @return A vector containing the clamped components of v
*/
DALI_IMPORT_API Vector3 Clamp( const Vector3& v, const float& min, const float& max );