diff --git a/Geo/SVector3.h b/Geo/SVector3.h index ea3d59bec30bdbb51f5c07fd3ebd4634bfdc076f..842229e455665bcc244fcc59e49ed87c9967d8c4 100644 --- a/Geo/SVector3.h +++ b/Geo/SVector3.h @@ -27,14 +27,14 @@ class SVector3 { inline double x(void) const { return P.x(); } inline double y(void) const { return P.y(); } inline double z(void) const { return P.z(); } - inline double norm() { return sqrt(P[0] * P[0] + P[1] * P[1] + P[2] * P[2]); } + inline double norm() const { return sqrt(P[0] * P[0] + P[1] * P[1] + P[2] * P[2]); } inline double normSq() { return (P[0] * P[0] + P[1] * P[1] + P[2] * P[2]); } - double normalize() - { + double normalize() + { double n = norm(); if(n){ P[0] /= n; P[1] /= n; P[2] /= n; } return n; } - void negate() { P[0] = -P[0]; P[1] = -P[1]; P[2] = -P[2]; } + void negate() { P[0] = -P[0]; P[1] = -P[1]; P[2] = -P[2]; } // why both [] and (), why not double &operator[](int i){ return P[i]; } double operator[](int i) const { return P[i]; } @@ -46,7 +46,7 @@ class SVector3 { return *this; } SVector3 & operator -= (const SVector3 &a) - { + { P[0] -= a[0]; P[1] -= a[1]; P[2] -= a[2]; return *this; } @@ -80,8 +80,8 @@ inline double normSq(const SVector3 &v) { return dot(v, v); } inline SVector3 crossprod(const SVector3 &a, const SVector3 &b) -{ return SVector3(a.y() * b.z() - b.y() * a.z(), - -(a.x() * b.z() - b.x() * a.z()), +{ return SVector3(a.y() * b.z() - b.y() * a.z(), + -(a.x() * b.z() - b.x() * a.z()), a.x() * b.y() - b.x() * a.y()); } inline SVector3 operator*(double m,const SVector3 &v)