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Side by Side Diff: third_party/WebKit/Source/platform/geometry/FloatPoint3D.h

Issue 2392543003: reflow comments in platform/geometry (Closed)
Patch Set: Created 4 years, 2 months ago
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1 /* 1 /*
2 Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox@kde.org> 2 Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox@kde.org>
3 2004, 2005 Rob Buis <buis@kde.org> 3 2004, 2005 Rob Buis <buis@kde.org>
4 2005 Eric Seidel <eric@webkit.org> 4 2005 Eric Seidel <eric@webkit.org>
5 2010 Zoltan Herczeg <zherczeg@webkit.org> 5 2010 Zoltan Herczeg <zherczeg@webkit.org>
6 6
7 This library is free software; you can redistribute it and/or 7 This library is free software; you can redistribute it and/or
8 modify it under the terms of the GNU Library General Public 8 modify it under the terms of the GNU Library General Public
9 License as published by the Free Software Foundation; either 9 License as published by the Free Software Foundation; either
10 version 2 of the License, or (at your option) any later version. 10 version 2 of the License, or (at your option) any later version.
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66 } 66 }
67 67
68 bool isZero() const { return !m_x && !m_y && !m_z; } 68 bool isZero() const { return !m_x && !m_y && !m_z; }
69 69
70 void normalize(); 70 void normalize();
71 71
72 float dot(const FloatPoint3D& a) const { 72 float dot(const FloatPoint3D& a) const {
73 return m_x * a.x() + m_y * a.y() + m_z * a.z(); 73 return m_x * a.x() + m_y * a.y() + m_z * a.z();
74 } 74 }
75 75
76 // Compute the angle (in radians) between this and y. If either vector is the zero vector, 76 // Compute the angle (in radians) between this and y. If either vector is the
77 // return an angle of 0. 77 // zero vector, return an angle of 0.
78 float angleBetween(const FloatPoint3D& y) const; 78 float angleBetween(const FloatPoint3D& y) const;
79 79
80 // Sets this FloatPoint3D to the cross product of the passed two. 80 // Sets this FloatPoint3D to the cross product of the passed two.
81 // It is safe for "this" to be the same as either or both of the 81 // It is safe for "this" to be the same as either or both of the
82 // arguments. 82 // arguments.
83 void cross(const FloatPoint3D& a, const FloatPoint3D& b) { 83 void cross(const FloatPoint3D& a, const FloatPoint3D& b) {
84 float x = a.y() * b.z() - a.z() * b.y(); 84 float x = a.y() * b.z() - a.z() * b.y();
85 float y = a.z() * b.x() - a.x() * b.z(); 85 float y = a.z() * b.x() - a.x() * b.z();
86 float z = a.x() * b.y() - a.y() * b.x(); 86 float z = a.x() * b.y() - a.y() * b.x();
87 m_x = x; 87 m_x = x;
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155 return (*this - a).length(); 155 return (*this - a).length();
156 } 156 }
157 157
158 // Redeclared here to avoid ODR issues. 158 // Redeclared here to avoid ODR issues.
159 // See platform/testing/GeometryPrinters.h. 159 // See platform/testing/GeometryPrinters.h.
160 void PrintTo(const FloatPoint3D&, std::ostream*); 160 void PrintTo(const FloatPoint3D&, std::ostream*);
161 161
162 } // namespace blink 162 } // namespace blink
163 163
164 #endif // FloatPoint3D_h 164 #endif // FloatPoint3D_h
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