spatial/{r2,r3}: fix/clarify doc comments
MODIFY
spatial/r2/vector.go
spatial/r2/vector.go
@@ -56,7 +56,7 @@ func Norm(p Vec) float64 {
return math.Hypot(p.X, p.Y)
}
-// Norm returns the Euclidean squared norm of p
+// Norm2 returns the Euclidean squared norm of p
// |p|^2 = p_x^2 + p_y^2.
func Norm2(p Vec) float64 {
return p.X*p.X + p.Y*p.Y
@@ -96,7 +96,8 @@ func NewRotation(alpha float64, p Vec) Rotation {
return Rotation{sin: sin, cos: cos, p: p}
}
-// Rotate returns the rotated vector according to the definition of rot.
+// Rotate returns p rotated according to the parameters used to construct
+// the receiver.
func (r Rotation) Rotate(p Vec) Vec {
if r.isIdentity() {
return p

MODIFY
spatial/r3/vector.go
spatial/r3/vector.go
@@ -67,7 +67,7 @@ func Norm(p Vec) float64 {
return math.Hypot(p.X, math.Hypot(p.Y, p.Z))
}
-// Norm returns the Euclidean squared norm of p
+// Norm2 returns the Euclidean squared norm of p
// |p|^2 = p_x^2 + p_y^2 + p_z^2.
func Norm2(p Vec) float64 {
return p.X*p.X + p.Y*p.Y + p.Z*p.Z
@@ -121,7 +121,8 @@ func NewRotation(alpha float64, axis Vec) Rotation {
return Rotation(q)
}
-// Rotate returns the rotated vector according to the definition of rot.
+// Rotate returns p rotated according to the parameters used to construct
+// the receiver.
func (r Rotation) Rotate(p Vec) Vec {
if r.isIdentity() {
return p

spatial/{r2,r3}: fix/clarify doc comments