diff options
author | Allan Sandfeld Jensen <allan.jensen@theqtcompany.com> | 2015-01-14 11:17:47 +0100 |
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committer | Allan Sandfeld Jensen <allan.jensen@theqtcompany.com> | 2015-02-16 16:21:15 +0000 |
commit | 515e802ae20c045e5c47b400ee6ef6e92349c978 (patch) | |
tree | f9f4be4c9e360611b5823ef28c2cb293733aee42 /examples/widgets/graphicsview/boxes/trackball.cpp | |
parent | 3d835eb62e70435fe32318441dc7c10aba3a6fba (diff) |
Use C++ <cmath> instead of <math.h>
Including math.h can pollute the default namespace, and break
some compilers if cmath versions of the method are declared as using.
Switching to C++ math functions also greatly simplifies handling of
float qreal as C++ automatically chooses the right method.
[ChangeLog][QtCore][QtMath] qmath.h no longer includes math.h, so any
sources depending on that indirect inclusion may fail to build.
Change-Id: I4d0e331dafba354ec05dc5052e61ef4ff8d387fe
Reviewed-by: Rafael Roquetto <rafael.roquetto@kdab.com>
Diffstat (limited to 'examples/widgets/graphicsview/boxes/trackball.cpp')
-rw-r--r-- | examples/widgets/graphicsview/boxes/trackball.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/examples/widgets/graphicsview/boxes/trackball.cpp b/examples/widgets/graphicsview/boxes/trackball.cpp index 2267636fa4..b1159b4989 100644 --- a/examples/widgets/graphicsview/boxes/trackball.cpp +++ b/examples/widgets/graphicsview/boxes/trackball.cpp @@ -33,6 +33,7 @@ #include "trackball.h" #include "scene.h" +#include <cmath> //============================================================================// // TrackBall // @@ -94,19 +95,19 @@ void TrackBall::move(const QPointF& p, const QQuaternion &transformation) QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f); float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D); if (sqrZ > 0) - lastPos3D.setZ(sqrt(sqrZ)); + lastPos3D.setZ(std::sqrt(sqrZ)); else lastPos3D.normalize(); QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f); sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D); if (sqrZ > 0) - currentPos3D.setZ(sqrt(sqrZ)); + currentPos3D.setZ(std::sqrt(sqrZ)); else currentPos3D.normalize(); m_axis = QVector3D::crossProduct(lastPos3D, currentPos3D); - float angle = 180 / PI * asin(sqrt(QVector3D::dotProduct(m_axis, m_axis))); + float angle = 180 / PI * std::asin(std::sqrt(QVector3D::dotProduct(m_axis, m_axis))); m_angularVelocity = angle / msecs; m_axis.normalize(); |