Index: GTP/trunk/App/Demos/Vis/CHC_revisited/Vector3.h
===================================================================
--- GTP/trunk/App/Demos/Vis/CHC_revisited/Vector3.h	(revision 2751)
+++ GTP/trunk/App/Demos/Vis/CHC_revisited/Vector3.h	(revision 2752)
@@ -67,5 +67,4 @@
 		return (const float*) this; 
 	}
-
 
 	const float &operator[] (const int inx) const 
@@ -81,5 +80,4 @@
 	}
 
-	
 	void SetValue(float a) 
 	{ 
@@ -90,5 +88,4 @@
 	*/
 	int DrivingAxis(void) const;
-
 	/** returns the axis, where the std::vector has the smallest value
 	*/
@@ -100,5 +97,4 @@
 		return (x > y) ? ( (x > z) ? x : z) : ( (y > z) ? y : z);
 	}
-	
 	/** Returns copy of this vector where all components are positiv.
 	*/
@@ -107,27 +103,10 @@
 		return Vector3(fabs(x), fabs(y), fabs(z));
 	}
-
-	// normalizes the std::vector of unit size corresponding to given std::vector
+	/** normalizes the std::vector of unit size corresponding to given std::vector
+	*/
 	inline void Normalize();
-
 	/** Returns false if this std::vector has a nan component.
 	*/
 	bool CheckValidity() const;
-
-	/**
-	===> Using ArbitraryNormal() for constructing coord systems 
-	===> is obsoleted by RightHandedBase() method (<JK> 12/20/03).   
-
-	Return an arbitrary normal to `v'.
-	In fact it tries v x (0,0,1) an if the result is too small,
-	it definitely does v x (0,1,0). It will always work for
-	non-degenareted std::vector and is much faster than to use
-	TangentVectors.
-
-	@param v(in) The std::vector we want to find normal for.
-	@return The normal std::vector to v.
-	*/
-	friend inline Vector3 ArbitraryNormal(const Vector3 &v); 
-
 	/**
 	Find a right handed coordinate system with (*this) being
@@ -152,4 +131,37 @@
 	*/
 	void RightHandedBase(Vector3& U, Vector3& V) const;
+	
+	
+	// Unary operators
+
+	Vector3 operator+ () const;
+	Vector3 operator- () const;
+
+	// Assignment operators
+	
+	Vector3& operator+= (const Vector3 &A);
+	Vector3& operator-= (const Vector3 &A);
+	Vector3& operator*= (const Vector3 &A);
+	Vector3& operator*= (float A);
+	Vector3& operator/= (float A);
+
+
+	//////////
+	//-- friends
+	
+	/**
+	===> Using ArbitraryNormal() for constructing coord systems 
+	===> is obsoleted by RightHandedBase() method (<JK> 12/20/03).   
+
+	Return an arbitrary normal to `v'.
+	In fact it tries v x (0,0,1) an if the result is too small,
+	it definitely does v x (0,1,0). It will always work for
+	non-degenareted std::vector and is much faster than to use
+	TangentVectors.
+
+	@param v(in) The std::vector we want to find normal for.
+	@return The normal std::vector to v.
+	*/
+	friend inline Vector3 ArbitraryNormal(const Vector3 &v); 
 
 	/// Transforms a std::vector to the global coordinate frame.
@@ -162,7 +174,7 @@
 	*/
 	friend inline Vector3 ToGlobalFrame(const Vector3& loc,
-		const Vector3& U,
-		const Vector3& V,
-		const Vector3& N);
+		                                const Vector3& U,
+										const Vector3& V,
+										const Vector3& N);
 
 	/// Transforms a std::vector to a local coordinate frame.
@@ -175,7 +187,7 @@
 	*/
 	friend inline Vector3 ToLocalFrame(const Vector3& loc,
-		const Vector3& U,
-		const Vector3& V,
-		const Vector3& N);
+                                	   const Vector3& U,
+									   const Vector3& V,
+									   const Vector3& N);
 
 	/// the magnitude=size of the std::vector
@@ -187,9 +199,7 @@
 	/// SqrMagnitude(v1-v2)
 	friend inline float SqrDistance(const Vector3 &v1, const Vector3 &v2);
-
-	// creates the std::vector of unit size corresponding to given std::vector
+	/// creates the std::vector of unit size corresponding to given std::vector
 	friend inline Vector3 Normalize(const Vector3 &A);
-
-	// Rotate a normal std::vector.
+	/// // Rotate a direction vector
 	friend Vector3 PlaneRotate(const Matrix4x4 &, const Vector3 &);
 
@@ -209,21 +219,11 @@
 	// to the vectors `N','D', and `V'. Then 'N', 'U', and 'V' create
 	// the orthonormal base in space R3.
-	friend void TangentVectors(Vector3 &U, 
- 		                       Vector3 &V, // output
+	friend void TangentVectors(Vector3 &U, Vector3 &V, // output
 							   const Vector3 &normal, // input
 							   const Vector3 &dirIncoming);
 
-	// Unary operators
-	Vector3 operator+ () const;
-	Vector3 operator- () const;
-
-	// Assignment operators
-	Vector3& operator+= (const Vector3 &A);
-	Vector3& operator-= (const Vector3 &A);
-	Vector3& operator*= (const Vector3 &A);
-	Vector3& operator*= (float A);
-	Vector3& operator/= (float A);
 
 	// Binary operators
+	
 	friend inline Vector3 operator+ (const Vector3 &A, const Vector3 &B);
 	friend inline Vector3 operator- (const Vector3 &A, const Vector3 &B);
