From 0a01396e60e0f214d37a740549b88baf913b2747 Mon Sep 17 00:00:00 2001 From: Edward Welbourne Date: Thu, 3 Dec 2020 11:43:28 +0100 Subject: [PATCH] Purge double-spaces in qvectornd.cpp sentence-ends Change-Id: I4b5692334a12374b8a6b4910d411d0eab240ce4b Reviewed-by: Paul Wicking --- src/gui/math3d/qvectornd.cpp | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/src/gui/math3d/qvectornd.cpp b/src/gui/math3d/qvectornd.cpp index 8685645a86..1c456a9d6d 100644 --- a/src/gui/math3d/qvectornd.cpp +++ b/src/gui/math3d/qvectornd.cpp @@ -200,7 +200,7 @@ QT_BEGIN_NAMESPACE Returns the normalized unit vector form of this vector. - If this vector is null, then a null vector is returned. If the length + If this vector is null, then a null vector is returned. If the length of the vector is very close to 1, then the vector will be returned as-is. Otherwise the normalized form of the vector of length 1 will be returned. @@ -210,7 +210,7 @@ QT_BEGIN_NAMESPACE /*! \fn void QVector2D::normalize() - Normalizes the currect vector in place. Nothing happens if this + Normalizes the currect vector in place. Nothing happens if this vector is a null vector or the length of the vector is very close to 1. \sa length(), normalized() @@ -502,7 +502,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) \inmodule QtGui Vectors are one of the main building blocks of 3D representation and - drawing. They consist of three coordinates, traditionally called + drawing. They consist of three coordinates, traditionally called x, y, and z. The QVector3D class can also be used to represent vertices in 3D space. @@ -550,7 +550,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) /*! \fn QVector3D::QVector3D(QVector2D vector) - Constructs a 3D vector from the specified 2D \a vector. The z + Constructs a 3D vector from the specified 2D \a vector. The z coordinate is set to zero. \sa toVector2D() @@ -559,7 +559,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) /*! \fn QVector3D::QVector3D(QVector2D vector, float zpos) - Constructs a 3D vector from the specified 2D \a vector. The z + Constructs a 3D vector from the specified 2D \a vector. The z coordinate is set to \a zpos. \sa toVector2D() @@ -571,7 +571,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) /*! \fn QVector3D::QVector3D(QVector4D vector) - Constructs a 3D vector from the specified 4D \a vector. The w + Constructs a 3D vector from the specified 4D \a vector. The w coordinate is dropped. \sa toVector4D() @@ -658,7 +658,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) Returns the normalized unit vector form of this vector. - If this vector is null, then a null vector is returned. If the length + If this vector is null, then a null vector is returned. If the length of the vector is very close to 1, then the vector will be returned as-is. Otherwise the normalized form of the vector of length 1 will be returned. @@ -668,7 +668,7 @@ QDataStream &operator>>(QDataStream &stream, QVector2D &vector) /*! \fn void QVector3D::normalize() - Normalizes the currect vector in place. Nothing happens if this + Normalizes the currect vector in place. Nothing happens if this vector is a null vector or the length of the vector is very close to 1. \sa length(), normalized() @@ -851,7 +851,7 @@ QVector3D QVector3D::unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &pr \fn float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const Returns the distance from this vertex to a plane defined by - the vertex \a plane and a \a normal unit vector. The \a normal + the vertex \a plane and a \a normal unit vector. The \a normal parameter is assumed to have been normalized to a unit vector. The return value will be negative if the vertex is below the plane, @@ -1166,7 +1166,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) /*! \fn QVector4D::QVector4D(QVector2D vector) - Constructs a 4D vector from the specified 2D \a vector. The z + Constructs a 4D vector from the specified 2D \a vector. The z and w coordinates are set to zero. \sa toVector2D() @@ -1175,7 +1175,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) /*! \fn QVector4D::QVector4D(QVector2D vector, float zpos, float wpos) - Constructs a 4D vector from the specified 2D \a vector. The z + Constructs a 4D vector from the specified 2D \a vector. The z and w coordinates are set to \a zpos and \a wpos respectively. \sa toVector2D() @@ -1188,7 +1188,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) /*! \fn QVector4D::QVector4D(QVector3D vector) - Constructs a 4D vector from the specified 3D \a vector. The w + Constructs a 4D vector from the specified 3D \a vector. The w coordinate is set to zero. \sa toVector3D() @@ -1197,7 +1197,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) /*! \fn QVector4D::QVector4D(QVector3D vector, float wpos) - Constructs a 4D vector from the specified 3D \a vector. The w + Constructs a 4D vector from the specified 3D \a vector. The w coordinate is set to \a wpos. \sa toVector3D() @@ -1317,7 +1317,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) Returns the normalized unit vector form of this vector. - If this vector is null, then a null vector is returned. If the length + If this vector is null, then a null vector is returned. If the length of the vector is very close to 1, then the vector will be returned as-is. Otherwise the normalized form of the vector of length 1 will be returned. @@ -1327,7 +1327,7 @@ QDataStream &operator>>(QDataStream &stream, QVector3D &vector) /*! \fn void QVector4D::normalize() - Normalizes the currect vector in place. Nothing happens if this + Normalizes the currect vector in place. Nothing happens if this vector is a null vector or the length of the vector is very close to 1. \sa length(), normalized() @@ -1529,7 +1529,7 @@ bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept \fn QVector3D QVector4D::toVector3DAffine() const Returns the 3D vector form of this 4D vector, dividing the x, y, and - z coordinates by the w coordinate. Returns a null vector if w is zero. + z coordinates by the w coordinate. Returns a null vector if w is zero. \sa toVector3D(), toVector2DAffine(), toPoint() */