inline void Vector::Normalize(void)
{
float m = (float) sqrt(x * x + y * y + z * z);
- if (m <= tol) m = 1;
+ if (m <= tol)
+ m = 1;
x /= m;
y /= m;
z /= m;
- if (fabs(x) < tol) x = 0.0f;
- if (fabs(y) < tol) y = 0.0f;
- if (fabs(z) < tol) z = 0.0f;
+ if (fabs(x) < tol)
+ x = 0.0f;
+ if (fabs(y) < tol)
+ y = 0.0f;
+ if (fabs(z) < tol)
+ z = 0.0f;
}
inline void Vector::Reverse(void)
e31 * e12 * e23 -
e31 * e22 * e13;
- if (d == 0) d = 1;
+ if (d == 0)
+ d = 1;
return Matrix3x3( (e22 * e33 - e23 * e32) / d,
-(e12 * e33 - e13 * e32) / d,