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Changeset 4836 in orxonox.OLD for orxonox/trunk/src/lib/math


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Timestamp:
Jul 12, 2005, 12:33:16 AM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

Location:
orxonox/trunk/src/lib/math
Files:
4 edited

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Unmodified
Added
Removed
  • orxonox/trunk/src/lib/math/curve.cc

    r4746 r4836  
    3434
    3535/**
    36     \brief default constructor for a Curve
     36  * default constructor for a Curve
    3737*/
    3838Curve::Curve()
     
    4848
    4949/**
    50    \brief adds a new Node to the bezier Curve
    51    \param newNode a Vector to the position of the new node
     50 * adds a new Node to the bezier Curve
     51 * @param newNode a Vector to the position of the new node
    5252*/
    5353void Curve::addNode(const Vector& newNode)
     
    6565
    6666/**
    67    \brief adds a new Node to the bezier Curve
    68    \param newNode a Vector to the position of the new node
    69    \param insertPosition after the n-th node the new node will be inserted
     67 * adds a new Node to the bezier Curve
     68 * @param newNode a Vector to the position of the new node
     69 * @param insertPosition after the n-th node the new node will be inserted
    7070*/
    7171void Curve::addNode(const Vector& newNode, unsigned int insertPosition)
     
    111111
    112112/**
    113    \brief Finds a Node by its Number, and returns its Position
    114    \param nodeToFind the n'th node in the List of nodes
    115    \returns A Vector to the Position of the Node.
     113 * Finds a Node by its Number, and returns its Position
     114 * @param nodeToFind the n'th node in the List of nodes
     115 * @returns A Vector to the Position of the Node.
    116116*/
    117117Vector Curve::getNode(unsigned int nodeToFind)
     
    126126
    127127/**
    128    \brief Outputs information about the state of this Curve
     128 * Outputs information about the state of this Curve
    129129*/
    130130void Curve::debug()
     
    148148
    149149/**
    150    \brief Creates a new BezierCurve
     150 * Creates a new BezierCurve
    151151*/
    152152BezierCurve::BezierCurve ()
     
    157157
    158158/**
    159    \brief Creates a new BezierCurve-Derivation-Curve
     159 * Creates a new BezierCurve-Derivation-Curve
    160160*/
    161161BezierCurve::BezierCurve (int derivation)
     
    166166
    167167/**
    168    \brief Deletes a BezierCurve.
     168 * Deletes a BezierCurve.
    169169
    170170   It does this by freeing all the space taken over from the nodes
     
    185185
    186186/**
    187    \brief Rebuilds a Curve
     187 * Rebuilds a Curve
    188188*/
    189189void BezierCurve::rebuild()
     
    225225
    226226/**
    227    \brief calculates the Position on the curve
    228    \param t The position on the Curve (0<=t<=1)
    229    \return the Position on the Path
     227 * calculates the Position on the curve
     228 * @param t The position on the Curve (0<=t<=1)
     229 * @return the Position on the Path
    230230*/
    231231Vector BezierCurve::calcPos(float t)
     
    257257
    258258/**
    259    \brief Calulates the direction of the Curve at time t.
    260    \param t The time at which to evaluate the curve.
    261    \returns The valuated Vector.
     259 * Calulates the direction of the Curve at time t.
     260 * @param t The time at which to evaluate the curve.
     261 * @returns The valuated Vector.
    262262*/
    263263Vector BezierCurve::calcDir (float t)
     
    267267
    268268/**
    269    \brief Calulates the acceleration (second derivate) of the Curve at time t.
    270    \param t The time at which to evaluate the curve.
    271    \returns The valuated Vector.
     269 * Calulates the acceleration (second derivate) of the Curve at time t.
     270 * @param t The time at which to evaluate the curve.
     271 * @returns The valuated Vector.
    272272*/
    273273Vector BezierCurve::calcAcc (float t)
     
    277277
    278278/**
    279    \brief Calculates the Quaternion needed for our rotations
    280    \param t The time at which to evaluate the cuve.
    281    \returns The evaluated Quaternion.
     279 * Calculates the Quaternion needed for our rotations
     280 * @param t The time at which to evaluate the cuve.
     281 * @returns The evaluated Quaternion.
    282282*/
    283283Quaternion BezierCurve::calcQuat (float t)
  • orxonox/trunk/src/lib/math/curve.h

    r4746 r4836  
    22/*!
    33    \file curve.h
    4     \brief A basic 3D curve framework
     4  * A basic 3D curve framework
    55
    66    Contains classes to handle curves
     
    3636  void addNode(const Vector& newNode, unsigned int insertPosition);
    3737  Vector getNode(unsigned int nodeToFind);
    38   /** \returns the count of nodes in this curve */
     38  /** @returns the count of nodes in this curve */
    3939  inline int getNodeCount() const { return this->nodeCount; };
    40   /** \returns the directional Curve */
     40  /** @returns the directional Curve */
    4141  Curve* getDirCurve() const { return this->dirCurve; };
    4242
    43   /** \param t the value on the curve [0-1] \returns Vector to the position */
     43  /** @param t the value on the curve [0-1] @returns Vector to the position */
    4444  virtual Vector calcPos(float t) = 0;
    45   /** \param t the value on the curve [0-1] \returns the direction */
     45  /** @param t the value on the curve [0-1] @returns the direction */
    4646  virtual Vector calcDir(float t) = 0;
    47   /** \param t the value on the curve [0-1] \returns the acceleration */
     47  /** @param t the value on the curve [0-1] @returns the acceleration */
    4848  virtual Vector calcAcc(float t) = 0;
    49   /** \param t the value on the curve [0-1] \returns quaternion of the rotation */
     49  /** @param t the value on the curve [0-1] @returns quaternion of the rotation */
    5050  virtual Quaternion calcQuat(float t) = 0;
    5151
  • orxonox/trunk/src/lib/math/vector.cc

    r4746 r4836  
    2828/////////////
    2929/**
    30    \brief returns the this-vector normalized to length 1.0
     30 * returns the this-vector normalized to length 1.0
    3131*/
    3232Vector Vector::getNormalized() const
     
    4646
    4747/**
    48    \brief Vector is looking in the positive direction on all axes after this
     48 * Vector is looking in the positive direction on all axes after this
    4949*/
    5050Vector Vector::abs()
     
    5757
    5858/**
    59    \brief Outputs the values of the Vector
     59 * Outputs the values of the Vector
    6060*/
    6161void Vector::debug() const
     
    7171/////////////////
    7272/**
    73    \brief calculates a lookAt rotation
    74    \param dir: the direction you want to look
    75    \param up: specify what direction up should be
     73 * calculates a lookAt rotation
     74 * @param dir: the direction you want to look
     75 * @param up: specify what direction up should be
    7676
    7777   Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point
     
    112112
    113113/**
    114    \brief calculates a rotation from euler angles
    115    \param roll: the roll in radians
    116    \param pitch: the pitch in radians
    117    \param yaw: the yaw in radians
     114 * calculates a rotation from euler angles
     115 * @param roll: the roll in radians
     116 * @param pitch: the pitch in radians
     117 * @param yaw: the yaw in radians
    118118*/
    119119Quaternion::Quaternion (float roll, float pitch, float yaw)
     
    140140
    141141/**
    142    \brief rotates one Quaternion by another
    143    \param q: another Quaternion to rotate this by
    144    \return a quaternion that represents the first one rotated by the second one (WARUNING: this operation is not commutative! e.g. (A*B) != (B*A))
     142 * rotates one Quaternion by another
     143 * @param q: another Quaternion to rotate this by
     144 * @return a quaternion that represents the first one rotated by the second one (WARUNING: this operation is not commutative! e.g. (A*B) != (B*A))
    145145*/
    146146Quaternion Quaternion::operator*(const Quaternion& q) const
     
    167167
    168168/**
    169    \brief rotate a Vector by a Quaternion
    170    \param v: the Vector
    171    \return a new Vector representing v rotated by the Quaternion
     169 * rotate a Vector by a Quaternion
     170 * @param v: the Vector
     171 * @return a new Vector representing v rotated by the Quaternion
    172172*/
    173173
     
    183183
    184184/**
    185    \brief multiply a Quaternion with a real value
    186    \param f: a real value
    187    \return a new Quaternion containing the product
     185 * multiply a Quaternion with a real value
     186 * @param f: a real value
     187 * @return a new Quaternion containing the product
    188188*/
    189189Quaternion Quaternion::operator*(const float& f) const
     
    196196
    197197/**
    198    \brief divide a Quaternion by a real value
    199    \param f: a real value
    200    \return a new Quaternion containing the quotient
     198 * divide a Quaternion by a real value
     199 * @param f: a real value
     200 * @return a new Quaternion containing the quotient
    201201*/
    202202Quaternion Quaternion::operator/(const float& f) const
     
    210210
    211211/**
    212    \brief calculate the conjugate value of the Quaternion
    213    \return the conjugate Quaternion
     212 * calculate the conjugate value of the Quaternion
     213 * @return the conjugate Quaternion
    214214*/
    215215/*
     
    223223
    224224/**
    225    \brief calculate the norm of the Quaternion
    226    \return the norm of The Quaternion
     225 * calculate the norm of the Quaternion
     226 * @return the norm of The Quaternion
    227227*/
    228228float Quaternion::norm() const
     
    232232
    233233/**
    234    \brief calculate the inverse value of the Quaternion
    235    \return the inverse Quaternion
     234 * calculate the inverse value of the Quaternion
     235 * @return the inverse Quaternion
    236236
    237237        Note that this is equal to conjugate() if the Quaternion's norm is 1
     
    248248
    249249/**
    250    \brief convert the Quaternion to a 4x4 rotational glMatrix
    251    \param m: a buffer to store the Matrix in
     250 * convert the Quaternion to a 4x4 rotational glMatrix
     251 * @param m: a buffer to store the Matrix in
    252252*/
    253253void Quaternion::matrix (float m[4][4]) const
     
    277277
    278278/**
    279    \brief performs a smooth move.
    280    \param from  where
    281    \param to where
    282    \param t the time this transformation should take value [0..1]
    283 
    284    \returns the Result of the smooth move
     279 * performs a smooth move.
     280 * @param from  where
     281 * @param to where
     282 * @param t the time this transformation should take value [0..1]
     283
     284 * @returns the Result of the smooth move
    285285*/
    286286Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t)
     
    339339
    340340/**
    341    \brief convert a rotational 4x4 glMatrix into a Quaternion
    342    \param m: a 4x4 matrix in glMatrix order
     341 * convert a rotational 4x4 glMatrix into a Quaternion
     342 * @param m: a 4x4 matrix in glMatrix order
    343343*/
    344344Quaternion::Quaternion (float m[4][4])
     
    389389
    390390/**
    391    \brief outputs some nice formated debug information about this quaternion
     391 * outputs some nice formated debug information about this quaternion
    392392*/
    393393void Quaternion::debug()
     
    398398
    399399/**
    400    \brief create a rotation from a vector
    401    \param v: a vector
     400 * create a rotation from a vector
     401 * @param v: a vector
    402402*/
    403403Rotation::Rotation (const Vector& v)
     
    421421
    422422/**
    423    \brief creates a rotation from an axis and an angle (radians!)
    424    \param axis: the rotational axis
    425    \param angle: the angle in radians
     423 * creates a rotation from an axis and an angle (radians!)
     424 * @param axis: the rotational axis
     425 * @param angle: the angle in radians
    426426*/
    427427Rotation::Rotation (const Vector& axis, float angle)
     
    442442
    443443/**
    444    \brief creates a rotation from euler angles (pitch/yaw/roll)
    445    \param pitch: rotation around z (in radians)
    446    \param yaw: rotation around y (in radians)
    447    \param roll: rotation around x (in radians)
     444 * creates a rotation from euler angles (pitch/yaw/roll)
     445 * @param pitch: rotation around z (in radians)
     446 * @param yaw: rotation around y (in radians)
     447 * @param roll: rotation around x (in radians)
    448448*/
    449449Rotation::Rotation ( float pitch, float yaw, float roll)
     
    468468
    469469/**
    470    \brief creates a nullrotation (an identity rotation)
     470 * creates a nullrotation (an identity rotation)
    471471*/
    472472Rotation::Rotation ()
     
    484484
    485485/**
    486    \brief fills the specified buffer with a 4x4 glmatrix
    487    \param buffer: Pointer to an array of 16 floats
     486 * fills the specified buffer with a 4x4 glmatrix
     487 * @param buffer: Pointer to an array of 16 floats
    488488
    489489   Use this to get the rotation in a gl-compatible format
     
    510510
    511511/**
    512    \brief multiplies two rotational matrices
    513    \param r: another Rotation
    514    \return the matrix product of the Rotations
     512 * multiplies two rotational matrices
     513 * @param r: another Rotation
     514 * @return the matrix product of the Rotations
    515515
    516516   Use this to rotate one rotation by another
     
    537537
    538538/**
    539    \brief rotates the vector by the given rotation
    540    \param v: a vector
    541    \param r: a rotation
    542    \return the rotated vector
     539 * rotates the vector by the given rotation
     540 * @param v: a vector
     541 * @param r: a rotation
     542 * @return the rotated vector
    543543*/
    544544Vector rotateVector( const Vector& v, const Rotation& r)
     
    554554
    555555/**
    556    \brief calculate the distance between two lines
    557    \param l: the other line
    558    \return the distance between the lines
     556 * calculate the distance between two lines
     557 * @param l: the other line
     558 * @return the distance between the lines
    559559*/
    560560float Line::distance (const Line& l) const
     
    569569
    570570/**
    571    \brief calculate the distance between a line and a point
    572    \param v: the point
    573    \return the distance between the Line and the point
     571 * calculate the distance between a line and a point
     572 * @param v: the point
     573 * @return the distance between the Line and the point
    574574*/
    575575float Line::distancePoint (const Vector& v) const
     
    581581
    582582/**
    583    \brief calculate the distance between a line and a point
    584    \param v: the point
    585    \return the distance between the Line and the point
     583 * calculate the distance between a line and a point
     584 * @param v: the point
     585 * @return the distance between the Line and the point
    586586 */
    587587float Line::distancePoint (const sVec3D& v) const
     
    594594
    595595/**
    596    \brief calculate the two points of minimal distance of two lines
    597    \param l: the other line
    598    \return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance
     596 * calculate the two points of minimal distance of two lines
     597 * @param l: the other line
     598 * @return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance
    599599*/
    600600Vector* Line::footpoints (const Line& l) const
     
    618618
    619619/**
    620    \brief rotate the line by given rotation
    621    \param rot: a rotation
     620 * rotate the line by given rotation
     621 * @param rot: a rotation
    622622*/
    623623void Line::rotate (const Rotation& rot)
     
    630630
    631631/**
    632    \brief create a plane from three points
    633    \param a: first point
    634    \param b: second point
    635    \param c: third point
     632 * create a plane from three points
     633 * @param a: first point
     634 * @param b: second point
     635 * @param c: third point
    636636*/
    637637Plane::Plane (Vector a, Vector b, Vector c)
     
    642642
    643643/**
    644    \brief create a plane from anchor point and normal
    645    \param norm: normal vector
    646    \param p: anchor point
     644 * create a plane from anchor point and normal
     645 * @param norm: normal vector
     646 * @param p: anchor point
    647647*/
    648648Plane::Plane (Vector norm, Vector p)
     
    654654
    655655/**
    656     \brief create a plane from anchor point and normal
    657     \param norm: normal vector
    658     \param p: anchor point
     656  * create a plane from anchor point and normal
     657  * @param norm: normal vector
     658  * @param p: anchor point
    659659*/
    660660Plane::Plane (Vector norm, sVec3D g)
     
    667667
    668668/**
    669    \brief returns the intersection point between the plane and a line
    670    \param l: a line
     669 * returns the intersection point between the plane and a line
     670 * @param l: a line
    671671*/
    672672Vector Plane::intersectLine (const Line& l) const
     
    678678
    679679/**
    680    \brief returns the distance between the plane and a point
    681    \param p: a Point
    682    \return the distance between the plane and the point (can be negative)
     680 * returns the distance between the plane and a point
     681 * @param p: a Point
     682 * @return the distance between the plane and the point (can be negative)
    683683*/
    684684float Plane::distancePoint (const Vector& p) const
     
    691691
    692692/**
    693    \brief returns the distance between the plane and a point
    694    \param p: a Point
    695    \return the distance between the plane and the point (can be negative)
     693 * returns the distance between the plane and a point
     694 * @param p: a Point
     695 * @return the distance between the plane and the point (can be negative)
    696696 */
    697697float Plane::distancePoint (const sVec3D& p) const
     
    705705
    706706/**
    707    \brief returns the side a point is located relative to a Plane
    708    \param p: a Point
    709    \return 0 if the point is contained within the Plane, positive(negative) if the point is in the positive(negative) semi-space of the Plane
     707 * returns the side a point is located relative to a Plane
     708 * @param p: a Point
     709 * @return 0 if the point is contained within the Plane, positive(negative) if the point is in the positive(negative) semi-space of the Plane
    710710*/
    711711float Plane::locatePoint (const Vector& p) const
  • orxonox/trunk/src/lib/math/vector.h

    r4611 r4836  
    11/*!
    22    \file vector.h
    3     \brief A basic 3D math framework
     3  * A basic 3D math framework
    44
    55    Contains classes to handle vectors, lines, rotations and planes
     
    2727  ~Vector () {}
    2828
    29   /** \param index The index of the "array" \returns the x/y/z coordinate */
     29  /** @param index The index of the "array" @returns the x/y/z coordinate */
    3030  inline float operator[] (float index) const {if( index == 0) return this->x; if( index == 1) return this->y; if( index == 2) return this->z; }
    31   /**  \param v The vector to add \returns the addition between two vectors (this + v) */
     31  /*** @param v The vector to add @returns the addition between two vectors (this + v) */
    3232  inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); };
    33   /**  \param v The vector to add \returns the addition between two vectors (this + v) */
     33  /*** @param v The vector to add @returns the addition between two vectors (this + v) */
    3434  inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); };
    35   /** \param v The vector to add  \returns the addition between two vectors (this += v) */
     35  /** @param v The vector to add  @returns the addition between two vectors (this += v) */
    3636  inline const Vector& operator+= (const Vector& v) { this->x += v.x; this->y += v.y; this->z += v.z; return *this; };
    37   /** \param v The vector to substract  \returns the substraction between two vectors (this - v) */
     37  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
    3838  inline const Vector& operator+= (const sVec3D& v) { this->x += v[0]; this->y += v[1]; this->z += v[2]; return *this; };
    39   /** \param v The vector to substract  \returns the substraction between two vectors (this - v) */
     39  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
    4040  inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); }
    41   /** \param v The vector to substract  \returns the substraction between two vectors (this - v) */
     41  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
    4242  inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); }
    43   /** \param v The vector to substract  \returns the substraction between two vectors (this -= v) */
     43  /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */
    4444  inline const Vector& operator-= (const Vector& v) { this->x -= v.x; this->y -= v.y; this->z -= v.z; return *this; };
    45   /** \param v The vector to substract  \returns the substraction between two vectors (this -= v) */
     45  /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */
    4646  inline const Vector& operator-= (const sVec3D& v) { this->x -= v[0]; this->y -= v[1]; this->z -= v[2]; return *this; };
    47   /** \param v the second vector  \returns The dotProduct between two vector (this (dot) v) */
     47  /** @param v the second vector  @returns The dotProduct between two vector (this (dot) v) */
    4848  inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; };
    49   /** \todo strange */
     49  /** @todo strange */
    5050  inline const Vector& operator*= (const Vector& v) { this->x *= v.x; this->y *= v.y; this->z *= v.z; return *this; };
    51   /** \param f a factor to multiply the vector with \returns the vector multiplied by f (this * f) */
     51  /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */
    5252  inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); };
    53   /** \param f a factor to multiply the vector with \returns the vector multiplied by f (this *= f) */
     53  /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */
    5454  inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; };
    55   /** \param f a factor to divide the vector with \returns the vector divided by f (this / f) */
     55  /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */
    5656  inline Vector operator/ (float f) const {if (unlikely(f == 0.0)) return Vector(0,0,0); else return Vector(this->x / f, this->y / f, this->z / f); };
    57   /** \param f a factor to divide the vector with \returns the vector divided by f (this /= f) */
     57  /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */
    5858  inline const Vector& operator/= (float f) {if (unlikely(f == 0.0)) {this->x=0;this->y=0;this->z=0;} else {this->x /= f; this->y /= f; this->z /= f;} return *this; };
    59   /** \brief copy constructor \todo (i do not know it this is faster) \param v the vector to assign to this vector. \returns the vector v */
     59  /** \brief copy constructor @todo (i do not know it this is faster) @param v the vector to assign to this vector. @returns the vector v */
    6060  inline const Vector& operator= (const Vector& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; };
    61   /** \brief copy constructor  \param v the sVec3D to assign to this vector. \returns the vector v */
     61  /** \brief copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */
    6262  inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; }
    63   /** \param v: the other vector \return the dot product of the vectors */
     63  /** @param v: the other vector \return the dot product of the vectors */
    6464  float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; };
    65   /** \param v: the corss-product partner \returns the cross-product between this and v (this (x) v) */
     65  /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */
    6666  inline Vector cross (const Vector& v) const { return Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); }
    67   /** \brief scales the this vector with v  \param v the vector to scale this with */
     67  /** \brief scales the this vector with v* @param v the vector to scale this with */
    6868  void scale(const Vector& v) {   x *= v.x;  y *= v.y; z *= v.z; };
    69   /** \returns the length of the vector */
     69  /** @returns the length of the vector */
    7070  inline float len() const { return sqrt (x*x+y*y+z*z); }
    7171  /** \brief normalizes the vector */
     
    9393
    9494/**
    95    \brief calculate the angle between two vectors in radiances
    96    \param v1: a vector
    97    \param v2: another vector
    98    \return the angle between the vectors in radians
     95 * calculate the angle between two vectors in radiances
     96 * @param v1: a vector
     97 * @param v2: another vector
     98 * @return the angle between the vectors in radians
    9999*/
    100100inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); };
    101101/**
    102    \brief calculate the angle between two vectors in degrees
    103    \param v1: a vector
    104    \param v2: another vector
    105    \return the angle between the vectors in degrees
     102 * calculate the angle between two vectors in degrees
     103 * @param v1: a vector
     104 * @param v2: another vector
     105 * @return the angle between the vectors in degrees
    106106*/
    107107inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; };
     
    117117  /** \brief creates a Default quaternion (multiplicational identity Quaternion)*/
    118118  inline Quaternion () { w = 1; v = Vector(0,0,0); }
    119   /** \brief creates a Quaternion looking into the direction v \param v: the direction \param f: the value */
     119  /** \brief creates a Quaternion looking into the direction v @param v: the direction @param f: the value */
    120120  inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; }
    121121  Quaternion (float m[4][4]);
    122   /** \brief turns a rotation along an axis into a Quaternion \param angle: the amount of radians to rotate \param axis: the axis to rotate around */
     122  /** \brief turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */
    123123  inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); }
    124124  Quaternion (const Vector& dir, const Vector& up);
    125125  Quaternion (float roll, float pitch, float yaw);
    126126  Quaternion operator/ (const float& f) const;
    127   /** \param f: the value to divide by \returns the quaternion devided by f (this /= f) */
     127  /** @param f: the value to divide by @returns the quaternion devided by f (this /= f) */
    128128  inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;}
    129129  Quaternion operator* (const float& f) const;
    130   /** \param f: the value to multiply by \returns the quaternion multiplied by f (this *= f) */
     130  /** @param f: the value to multiply by @returns the quaternion multiplied by f (this *= f) */
    131131  inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;}
    132132  Quaternion operator* (const Quaternion& q) const;
    133   /** \param q: the Quaternion to multiply by \returns the quaternion multiplied by q (this *= q) */
     133  /** @param q: the Quaternion to multiply by @returns the quaternion multiplied by q (this *= q) */
    134134  inline const Quaternion operator*= (const Quaternion& q) {*this = *this * q; return *this; };
    135   /** \param q the Quaternion to add to this \returns the quaternion added with q (this + q) */
     135  /** @param q the Quaternion to add to this @returns the quaternion added with q (this + q) */
    136136  inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); };
    137   /** \param q the Quaternion to add to this \returns the quaternion added with q (this += q) */
     137  /** @param q the Quaternion to add to this @returns the quaternion added with q (this += q) */
    138138  inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; };
    139   /** \param q the Quaternion to substrace from this \returns the quaternion substracted by q (this - q) */
     139  /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this - q) */
    140140  inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); }
    141   /** \param q the Quaternion to substrace from this \returns the quaternion substracted by q (this -= q) */
     141  /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this -= q) */
    142142  inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; };
    143   /** \brief copy constructor \param q: the Quaternion to set this to. \returns the Quaternion q (or this) */
     143  /** \brief copy constructor @param q: the Quaternion to set this to. @returns the Quaternion q (or this) */
    144144  inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;}
    145   /** \brief conjugates this Quaternion \returns the conjugate */
     145  /** \brief conjugates this Quaternion @returns the conjugate */
    146146  inline Quaternion conjugate () const {  Quaternion r(*this);  r.v = Vector() - r.v;  return r;}
    147147  Quaternion inverse () const;
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