Cleaning up header comments.
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@ -38,7 +38,7 @@ namespace geom {
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/// Like vectors, quaternions carry an internal tolerance value ε that is used for
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/// floating point comparisons. The wr::math namespace contains the default values
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/// used for this; generally, a tolerance of 0.0001 is considered appropriate for
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/// the uses of this library. MATHJThe tolerance can be explicitly set with the
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/// the uses of this library. The tolerance can be explicitly set with the
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/// setEpsilon method.
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template<typename T>
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class Quaternion {
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@ -465,13 +465,6 @@ ShortestSLERP(Quaternion<T> p, Quaternion<T> q, T t)
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void Quaternion_SelfTest();
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// Helpful references for understanding quaternions:
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// + "Intro to Quaternions" - https://www.youtube.com/watch?v=fKIss4EV6ME
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// 15 minutes into this video I had a more intuitive understanding.
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// + "Quaternions and Rotations" - http://graphics.stanford.edu/courses/cs348a-17-winter/Papers/quaternion.pdf
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// + "Understanding Quaternions" - http://www.chrobotics.com/library/understanding-quaternions
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} // namespace geom
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} // namespace wr
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@ -25,10 +25,13 @@ namespace geom {
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/// @brief Vectors represent a direction and magnitude.
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///
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/// Vector provides a standard interface for dimensionless fixed-size
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/// vectors. Once instantiated, they cannot be modified. Note that while
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/// the type is generic, it's intended to be used with floating-point
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/// types. They can be indexed like arrays, and they contain an epsilon
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/// value that defines a tolerance for equality.
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/// vectors. Once instantiated, they cannot be modified.
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///
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/// Note that while the class is templated, it's intended to be used with
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/// floating-point types.
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///
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/// Vectors can be indexed like arrays, and they contain an epsilon value
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/// that defines a tolerance for equality.
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template <typename T, size_t N>
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class Vector {
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public:
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@ -314,9 +317,18 @@ public:
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/// Support array indexing into vector.
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///
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/// Note that the values of the vector cannot be modified. Instead,
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/// it's required to do something like the following:
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///
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/// ```
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/// Vector3d a {1.0, 2.0, 3.0};
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/// Vector3d b {a[0], a[1]*2.0, a[2]};
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/// ```
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///
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/// @param i The component index.
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/// @return The value of the vector component at i.
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T
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const T&
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operator[](size_t i) const
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{
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return this->arr[i];
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