Refactor old code documentation
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@@ -455,11 +455,7 @@ public:
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}
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public:
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// Restricts a value to be within a specified range
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// @param v The value to clamp
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// @param min The minimum value,
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// @param max The maximum value
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// @returns Clamped value
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// Restricts a value to be within a specified range (inclusive min/max).
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static Vector4Base Clamp(const Vector4Base& v, const Vector4Base& min, const Vector4Base& max)
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{
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Vector4Base result;
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@@ -467,21 +463,13 @@ public:
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return result;
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}
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// Restricts a value to be within a specified range
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// @param v The value to clamp
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// @param min The minimum value,
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// @param max The maximum value
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// @param result When the method completes, contains the clamped value
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// Restricts a value to be within a specified range (inclusive min/max).
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static void Clamp(const Vector4Base& v, const Vector4Base& min, const Vector4Base& max, Vector4Base& result)
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{
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result = Vector4Base(Math::Clamp(v.X, min.X, max.X), Math::Clamp(v.Y, min.Y, max.Y), Math::Clamp(v.Z, min.Z, max.Z), Math::Clamp(v.W, min.W, max.W));
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}
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// Performs a linear interpolation between two vectors
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// @param start Start vector
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// @param end End vector
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// @param amount Value between 0 and 1 indicating the weight of end
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// @param result When the method completes, contains the linear interpolation of the two vectors
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// Performs a linear interpolation between two vectors.
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static void Lerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result)
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{
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result.X = Math::Lerp(start.X, end.X, amount);
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@@ -490,13 +478,7 @@ public:
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result.W = Math::Lerp(start.W, end.W, amount);
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}
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// <summary>
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// Performs a linear interpolation between two vectors.
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// </summary>
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// @param start Start vector,
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// @param end End vector,
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// @param amount Value between 0 and 1 indicating the weight of @paramref end"/>,
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// @returns The linear interpolation of the two vectors
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static Vector4Base Lerp(const Vector4Base& start, const Vector4Base& end, T amount)
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{
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Vector4Base result;
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@@ -558,7 +540,7 @@ inline Vector4Base<T> operator/(typename TOtherFloat<T>::Type a, const Vector4Ba
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template<typename T>
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inline uint32 GetHash(const Vector4Base<T>& key)
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{
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return (((((*(uint32*)&key.X * 397) ^ *(uint32*)&key.Y) * 397) ^ *(uint32*)&key.Z) * 397) ^*(uint32*)&key.W;
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return (((((*(uint32*)&key.X * 397) ^ *(uint32*)&key.Y) * 397) ^ *(uint32*)&key.Z) * 397) ^ *(uint32*)&key.W;
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}
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namespace Math
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