/**
* @brief A four dimensional vector.
*
- * Components can be used as position or offset (x,y,z,w); color (r,g,b,a) or texture coords(s,t,p,q)
+ * Components can be used as position or offset (x,y,z,w); color (r,g,b,a) or texture coords(s,t,p,q).
* @SINCE_1_0.0
*/
struct DALI_IMPORT_API Vector4
* @brief Conversion constructor from four floats.
*
* @SINCE_1_0.0
- * @param [in] x (or r/s) component
- * @param [in] y (or g/t) component
- * @param [in] z (or b/p) component
- * @param [in] w (or a/q) component
+ * @param[in] x x (or r/s) component
+ * @param[in] y y (or g/t) component
+ * @param[in] z z (or b/p) component
+ * @param[in] w w (or a/q) component
*/
explicit Vector4(float x, float y, float z, float w)
: x(x),
* @brief Conversion constructor from an array of four floats.
*
* @SINCE_1_0.0
- * @param [in] array Array of either xyzw/rgba/stpq
+ * @param[in] array Array of either xyzw/rgba/stpq
*/
explicit Vector4(const float* array)
: x(array[0]),
* @brief Conversion constructor from Vector2.
*
* @SINCE_1_0.0
- * @param [in] vec2 Vector2 to copy from, z and w are initialized to 0
+ * @param[in] vec2 Vector2 to copy from, z and w are initialized to 0
*/
explicit Vector4( const Vector2& vec2 );
* @brief Conversion constructor from Vector3.
*
* @SINCE_1_0.0
- * @param [in] vec3 Vector3 to copy from, w is initialized to 0
+ * @param[in] vec3 Vector3 to copy from, w is initialized to 0
*/
explicit Vector4( const Vector3& vec3 );
* @brief Assignment operator.
*
* @SINCE_1_0.0
- * @param [in] array Array of floats
- * @return itself
+ * @param[in] array Array of floats
+ * @return Itself
*/
Vector4& operator=(const float* array)
{
/**
* @brief Assignment operator.
*
- * Only sets x and y. z and w are left as they were
+ * Only sets x and y. z and w are left as they were.
* @SINCE_1_0.0
- * @param [in] vec2 A reference to assign from.
- * @return itself
+ * @param[in] vec2 A reference to assign from
+ * @return Itself
*/
Vector4& operator=(const Vector2& vec2 );
/**
* @brief Assignment operator.
*
- * Only sets x and y and z. w is left as it was
+ * Only sets x and y and z. w is left as it was.
* @SINCE_1_0.0
- * @param [in] vec3 A reference to assign from
- * @return itself
+ * @param[in] vec3 A reference to assign from
+ * @return Itself
*/
Vector4& operator=(const Vector3& vec3 );
* @brief Addition operator.
*
* @SINCE_1_0.0
- * @param[in] rhs Vector to add.
+ * @param[in] rhs Vector to add
* @return A vector containing the result of the addition
*/
Vector4 operator+(const Vector4 & rhs) const
* @brief Addition assignment operator.
*
* @SINCE_1_0.0
- * @param[in] rhs Vector to add.
- * @return itself
+ * @param[in] rhs Vector to add
+ * @return Itself
*/
Vector4& operator+=(const Vector4& rhs)
{
* @brief Subtraction operator.
*
* @SINCE_1_0.0
- * @param[in] rhs The vector to subtract
+ * @param[in] rhs The vector to subtract
* @return A vector containing the result of the subtraction
*/
Vector4 operator-(const Vector4& rhs) const
*
* @SINCE_1_0.0
* @param[in] rhs The vector to subtract
- * @return itself
+ * @return Itself
*/
Vector4& operator-=(const Vector4& rhs)
{
*
* @SINCE_1_0.0
* @param[in] rhs The vector to multiply
- * @return itself
+ * @return Itself
*/
Vector4& operator*=(const Vector4& rhs)
{
*
* @SINCE_1_0.0
* @param[in] rhs The float value to scale the vector
- * @return itself
+ * @return Itself
*/
Vector4& operator*=(float rhs)
{
*
* @SINCE_1_0.0
* @param[in] rhs The vector to divide
- * @return itself
+ * @return Itself
*/
Vector4& operator/=(const Vector4& rhs)
{
*
* @SINCE_1_0.0
* @param[in] rhs The float value to scale the vector by
- * @return itself
+ * @return Itself
*/
Vector4& operator/=(float rhs)
{
* @brief Unary negation operator.
*
* @SINCE_1_0.0
- * @return the negative value
+ * @return The negative value
*/
Vector4 operator-() const
{
/**
* @brief Equality operator.
*
- * Utilises appropriate machine epsilon values.
+ * Utilizes appropriate machine epsilon values.
*
* @SINCE_1_0.0
* @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 Vector4 &rhs) const;
/**
* @brief Inequality operator.
*
- * Utilises appropriate machine epsilon values.
+ * Utilizes appropriate machine epsilon values.
*
* @SINCE_1_0.0
* @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 Vector4 &rhs) const
{
/**
* @brief Const array subscript operator overload.
*
- * Asserts if index is out of range. Should be 0, 1, 2 or 3
+ * Asserts if index is out of range. Should be 0, 1, 2 or 3.
* @SINCE_1_0.0
* @param[in] index Subscript index
- * @return The float at the given index
+ * @return The float at the given index
*/
const float& operator[](const unsigned int index) const
{
/**
* @brief Mutable array subscript operator overload.
*
- * Asserts if index is out of range. Should be 0, 1, 2 or 3
+ * Asserts if index is out of range. Should be 0, 1, 2 or 3.
* @SINCE_1_0.0
* @param[in] index Subscript index
- * @return The float at the given index
+ * @return The float at the given index
*/
float& operator[](const unsigned int index)
{
* This is great for lighting, threshold testing the angle between two unit vectors,
* calculating the distance between two points in a particular direction.
* @SINCE_1_0.0
- * @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;
* This is great for lighting, threshold testing the angle between two unit vectors,
* calculating the distance between two points in a particular direction.
* @SINCE_1_0.0
- * @param [in] other The other vector
- * @return the dot product
+ * @param[in] other The other vector
+ * @return The dot product
*/
float Dot(const Vector4& other) const;
* @brief Returns the 4d dot product of this vector and another vector.
*
* @SINCE_1_0.0
- * @param [in] other The other vector
- * @return the dot product
+ * @param[in] other The other vector
+ * @return The dot product
*/
float Dot4(const Vector4& other) const;
* two vectors. This is great for calculating normals and making matrices orthogonal.
*
* @SINCE_1_0.0
- * @param [in] other The other vector
+ * @param[in] other The other vector
* @return A vector containing the cross product
*/
Vector4 Cross(const Vector4& other) const;
* @brief Returns the length of the vector.
*
* @SINCE_1_0.0
- * @return the length.
+ * @return The length
*/
float Length() const;
* This is faster than using Length() when performing
* threshold checks as it avoids use of the square root.
* @SINCE_1_0.0
- * @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_1_0.0
- * @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 Vector4& min, const Vector4& max );
* @endcode
*
* @SINCE_1_0.0
- * @return the vector contents as an array of 4 floats.
+ * @return The vector contents as an array of 4 floats
* @note inlined for performance reasons (generates less code than a function call)
*/
const float* AsFloat() const {return &x;}
* @endcode
*
* @SINCE_1_0.0
- * @return the vector contents as an array of 4 floats.
+ * @return The vector contents as an array of 4 floats
* @note inlined for performance reasons (generates less code than a function call)
*/
float* AsFloat() {return &x;}
* @brief Print a Vector4.
*
* @SINCE_1_0.0
- * @param [in] o The output stream operator.
- * @param [in] vector The vector to print.
- * @return The output stream operator.
+ * @param[in] o The output stream operator
+ * @param[in] vector The vector to print
+ * @return The output stream operator
*/
DALI_IMPORT_API std::ostream& operator<<(std::ostream& o, const Vector4& vector);
/**
* @brief Returns a vector with components set to the minimum of the corresponding component in a and b.
*
- * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 0,0,1,2
+ * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 0,0,1,2.
* @SINCE_1_0.0
- * @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 Vector4 Min( const Vector4& a, const Vector4& b )
{
/**
* @brief Returns a vector with components set to the maximum of the corresponding component in a and b.
*
- * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 4,1,2,3
+ * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 4,1,2,3.
* @SINCE_1_0.0
- * @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 Vector4 Max( const Vector4& a, const Vector4& b )
{
* @brief Clamps each of vector v's components between minimum and maximum values.
*
* @SINCE_1_0.0
- * @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 Vector4 Clamp( const Vector4& v, const float& min, const float& max );