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authorPiotr Dziwinski <piotrdz@gmail.com>2012-07-06 19:00:22 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-07-06 19:00:22 +0200
commit32043605153543bd72eb012ff310367299ad4e8f (patch)
tree91371b113a60d6069dd7d90d0819e4ea3bfdf58d /src/math/vector.h
parente8c9945e13fca88a6f8232838682df0654437f3e (diff)
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Refactoring in math & texture modules
- moved texture-related structs to texture.h & code to texture.cpp - cleaned up texture test code - added Math:: namespace qualifiers to math modules for clarity
Diffstat (limited to 'src/math/vector.h')
-rw-r--r--src/math/vector.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/math/vector.h b/src/math/vector.h
index baba6bb..41f11a8 100644
--- a/src/math/vector.h
+++ b/src/math/vector.h
@@ -205,7 +205,7 @@ struct Vector
}; // struct Point
//! Checks if two vectors are equal within given \a tolerance
-inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOLERANCE)
+inline bool VectorsEqual(const Math::Vector &a, const Math::Vector &b, float tolerance = TOLERANCE)
{
return IsEqual(a.x, b.x, tolerance)
&& IsEqual(a.y, b.y, tolerance)
@@ -213,7 +213,7 @@ inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOL
}
//! Convenience function for getting normalized vector
-inline Vector Normalize(const Vector &v)
+inline Vector Normalize(const Math::Vector &v)
{
Vector result = v;
result.Normalize();
@@ -221,25 +221,25 @@ inline Vector Normalize(const Vector &v)
}
//! Convenience function for calculating dot product
-inline float DotProduct(const Vector &left, const Vector &right)
+inline float DotProduct(const Math::Vector &left, const Math::Vector &right)
{
return left.DotMultiply(right);
}
//! Convenience function for calculating cross product
-inline Vector CrossProduct(const Vector &left, const Vector &right)
+inline Vector CrossProduct(const Math::Vector &left, const Math::Vector &right)
{
return left.CrossMultiply(right);
}
//! Convenience function for calculating angle (in radians) between two vectors
-inline float Angle(const Vector &a, const Vector &b)
+inline float Angle(const Math::Vector &a, const Math::Vector &b)
{
return a.Angle(b);
}
//! Returns the distance between the ends of two vectors
-inline float Distance(const Vector &a, const Vector &b)
+inline float Distance(const Math::Vector &a, const Math::Vector &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) +