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authorAllan Sandfeld Jensen <allan.jensen@theqtcompany.com>2015-01-14 11:17:47 +0100
committerAllan Sandfeld Jensen <allan.jensen@theqtcompany.com>2015-02-16 16:21:15 +0000
commit515e802ae20c045e5c47b400ee6ef6e92349c978 (patch)
treef9f4be4c9e360611b5823ef28c2cb293733aee42 /src/gui/math3d
parent3d835eb62e70435fe32318441dc7c10aba3a6fba (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 'src/gui/math3d')
-rw-r--r--src/gui/math3d/qmatrix4x4.cpp16
-rw-r--r--src/gui/math3d/qquaternion.cpp54
-rw-r--r--src/gui/math3d/qvector2d.cpp6
-rw-r--r--src/gui/math3d/qvector3d.cpp6
-rw-r--r--src/gui/math3d/qvector4d.cpp6
5 files changed, 44 insertions, 44 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp
index 42aae6c20c..c196f7cff8 100644
--- a/src/gui/math3d/qmatrix4x4.cpp
+++ b/src/gui/math3d/qmatrix4x4.cpp
@@ -1125,8 +1125,8 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
c = -1.0f;
} else {
float a = angle * M_PI / 180.0f;
- c = cosf(a);
- s = sinf(a);
+ c = std::cos(a);
+ s = std::sin(a);
}
if (x == 0.0f) {
if (y == 0.0f) {
@@ -1186,7 +1186,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
double(y) * double(y) +
double(z) * double(z);
if (!qFuzzyCompare(len, 1.0) && !qFuzzyIsNull(len)) {
- len = sqrt(len);
+ len = std::sqrt(len);
x = float(double(x) / len);
y = float(double(y) / len);
z = float(double(z) / len);
@@ -1234,8 +1234,8 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
c = -1.0f;
} else {
float a = angle * M_PI / 180.0f;
- c = cosf(a);
- s = sinf(a);
+ c = std::cos(a);
+ s = std::sin(a);
}
if (x == 0.0f) {
if (y == 0.0f) {
@@ -1282,7 +1282,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
double(y) * double(y) +
double(z) * double(z);
if (!qFuzzyCompare(len, 1.0) && !qFuzzyIsNull(len)) {
- len = sqrt(len);
+ len = std::sqrt(len);
x = float(double(x) / len);
y = float(double(y) / len);
z = float(double(z) / len);
@@ -1487,10 +1487,10 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP
// Construct the projection.
QMatrix4x4 m(1);
float radians = (verticalAngle / 2.0f) * M_PI / 180.0f;
- float sine = sinf(radians);
+ float sine = std::sin(radians);
if (sine == 0.0f)
return;
- float cotan = cosf(radians) / sine;
+ float cotan = std::cos(radians) / sine;
float clip = farPlane - nearPlane;
m.m[0][0] = cotan / aspectRatio;
m.m[1][0] = 0.0f;
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 0653ace5a4..f2e79cb834 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -219,7 +219,7 @@ QT_BEGIN_NAMESPACE
*/
float QQuaternion::length() const
{
- return qSqrt(xp * xp + yp * yp + zp * zp + wp * wp);
+ return std::sqrt(xp * xp + yp * yp + zp * zp + wp * wp);
}
/*!
@@ -252,7 +252,7 @@ QQuaternion QQuaternion::normalized() const
if (qFuzzyIsNull(len - 1.0f))
return *this;
else if (!qFuzzyIsNull(len))
- return *this / qSqrt(len);
+ return *this / std::sqrt(len);
else
return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -273,7 +273,7 @@ void QQuaternion::normalize()
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
- len = qSqrt(len);
+ len = std::sqrt(len);
xp /= len;
yp /= len;
@@ -386,8 +386,8 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
// We normalize the result just in case the values are close
// to zero, as suggested in the above FAQ.
float a = (angle / 2.0f) * M_PI / 180.0f;
- float s = sinf(a);
- float c = cosf(a);
+ float s = std::sin(a);
+ float c = std::cos(a);
QVector3D ax = axis.normalized();
return QQuaternion(c, ax.x() * s, ax.y() * s, ax.z() * s).normalized();
}
@@ -415,12 +415,12 @@ void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) con
*y = yp;
*z = zp;
if (!qFuzzyIsNull(length - 1.0f)) {
- length = sqrtf(length);
+ length = std::sqrt(length);
*x /= length;
*y /= length;
*z /= length;
}
- *angle = 2.0f * acosf(wp);
+ *angle = 2.0f * std::acos(wp);
} else {
// angle is 0 (mod 2*pi), so any axis will fit
*x = *y = *z = *angle = 0.0f;
@@ -438,15 +438,15 @@ void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) con
QQuaternion QQuaternion::fromAxisAndAngle
(float x, float y, float z, float angle)
{
- float length = qSqrt(x * x + y * y + z * z);
+ float length = std::sqrt(x * x + y * y + z * z);
if (!qFuzzyIsNull(length - 1.0f) && !qFuzzyIsNull(length)) {
x /= length;
y /= length;
z /= length;
}
float a = (angle / 2.0f) * M_PI / 180.0f;
- float s = sinf(a);
- float c = cosf(a);
+ float s = std::sin(a);
+ float c = std::cos(a);
return QQuaternion(c, x * s, y * s, z * s).normalized();
}
@@ -515,20 +515,20 @@ void QQuaternion::toEulerAngles(float *pitch, float *yaw, float *roll) const
zw /= lengthSquared;
}
- *pitch = asinf(-2.0f * (yz - xw));
+ *pitch = std::asin(-2.0f * (yz - xw));
if (*pitch < M_PI_2) {
if (*pitch > -M_PI_2) {
- *yaw = atan2f(2.0f * (xz + yw), 1.0f - 2.0f * (xx + yy));
- *roll = atan2f(2.0f * (xy + zw), 1.0f - 2.0f * (xx + zz));
+ *yaw = std::atan2(2.0f * (xz + yw), 1.0f - 2.0f * (xx + yy));
+ *roll = std::atan2(2.0f * (xy + zw), 1.0f - 2.0f * (xx + zz));
} else {
// not a unique solution
*roll = 0.0f;
- *yaw = -atan2f(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
+ *yaw = -std::atan2(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
}
} else {
// not a unique solution
*roll = 0.0f;
- *yaw = atan2f(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
+ *yaw = std::atan2(-2.0f * (xy - zw), 1.0f - 2.0f * (yy + zz));
}
*pitch = qRadiansToDegrees(*pitch);
@@ -558,12 +558,12 @@ QQuaternion QQuaternion::fromEulerAngles(float pitch, float yaw, float roll)
yaw *= 0.5f;
roll *= 0.5f;
- const float c1 = cosf(yaw);
- const float s1 = sinf(yaw);
- const float c2 = cosf(roll);
- const float s2 = sinf(roll);
- const float c3 = cosf(pitch);
- const float s3 = sinf(pitch);
+ const float c1 = std::cos(yaw);
+ const float s1 = std::sin(yaw);
+ const float c2 = std::cos(roll);
+ const float s2 = std::sin(roll);
+ const float c3 = std::cos(pitch);
+ const float s3 = std::sin(pitch);
const float c1c2 = c1 * c2;
const float s1s2 = s1 * s2;
@@ -635,7 +635,7 @@ QQuaternion QQuaternion::fromRotationMatrix(const QMatrix3x3 &rot3x3)
const float trace = rot3x3(0, 0) + rot3x3(1, 1) + rot3x3(2, 2);
if (trace > 0.00000001f) {
- const float s = 2.0f * sqrtf(trace + 1.0f);
+ const float s = 2.0f * std::sqrt(trace + 1.0f);
scalar = 0.25f * s;
axis[0] = (rot3x3(2, 1) - rot3x3(1, 2)) / s;
axis[1] = (rot3x3(0, 2) - rot3x3(2, 0)) / s;
@@ -650,7 +650,7 @@ QQuaternion QQuaternion::fromRotationMatrix(const QMatrix3x3 &rot3x3)
int j = s_next[i];
int k = s_next[j];
- const float s = 2.0f * sqrtf(rot3x3(i, i) - rot3x3(j, j) - rot3x3(k, k) + 1.0f);
+ const float s = 2.0f * std::sqrt(rot3x3(i, i) - rot3x3(j, j) - rot3x3(k, k) + 1.0f);
axis[i] = 0.25f * s;
scalar = (rot3x3(k, j) - rot3x3(j, k)) / s;
axis[j] = (rot3x3(j, i) + rot3x3(i, j)) / s;
@@ -792,11 +792,11 @@ QQuaternion QQuaternion::slerp
float factor1 = 1.0f - t;
float factor2 = t;
if ((1.0f - dot) > 0.0000001) {
- float angle = acosf(dot);
- float sinOfAngle = sinf(angle);
+ float angle = std::acos(dot);
+ float sinOfAngle = std::sin(angle);
if (sinOfAngle > 0.0000001) {
- factor1 = sinf((1.0f - t) * angle) / sinOfAngle;
- factor2 = sinf(t * angle) / sinOfAngle;
+ factor1 = std::sin((1.0f - t) * angle) / sinOfAngle;
+ factor2 = std::sin(t * angle) / sinOfAngle;
}
}
diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp
index bad46c6e0b..fe4c9f8cc2 100644
--- a/src/gui/math3d/qvector2d.cpp
+++ b/src/gui/math3d/qvector2d.cpp
@@ -189,7 +189,7 @@ float QVector2D::length() const
// Need some extra precision if the length is very small.
double len = double(xp) * double(xp) +
double(yp) * double(yp);
- return float(sqrt(len));
+ return float(std::sqrt(len));
}
/*!
@@ -220,7 +220,7 @@ QVector2D QVector2D::normalized() const
if (qFuzzyIsNull(len - 1.0f)) {
return *this;
} else if (!qFuzzyIsNull(len)) {
- double sqrtLen = sqrt(len);
+ double sqrtLen = std::sqrt(len);
return QVector2D(float(double(xp) / sqrtLen), float(double(yp) / sqrtLen));
} else {
return QVector2D();
@@ -241,7 +241,7 @@ void QVector2D::normalize()
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
- len = sqrt(len);
+ len = std::sqrt(len);
xp = float(double(xp) / len);
yp = float(double(yp) / len);
diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp
index fa09a43480..a93d994a70 100644
--- a/src/gui/math3d/qvector3d.cpp
+++ b/src/gui/math3d/qvector3d.cpp
@@ -235,7 +235,7 @@ QVector3D QVector3D::normalized() const
if (qFuzzyIsNull(len - 1.0f)) {
return *this;
} else if (!qFuzzyIsNull(len)) {
- double sqrtLen = sqrt(len);
+ double sqrtLen = std::sqrt(len);
return QVector3D(float(double(xp) / sqrtLen),
float(double(yp) / sqrtLen),
float(double(zp) / sqrtLen));
@@ -259,7 +259,7 @@ void QVector3D::normalize()
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
- len = sqrt(len);
+ len = std::sqrt(len);
xp = float(double(xp) / len);
yp = float(double(yp) / len);
@@ -679,7 +679,7 @@ float QVector3D::length() const
double len = double(xp) * double(xp) +
double(yp) * double(yp) +
double(zp) * double(zp);
- return float(sqrt(len));
+ return float(std::sqrt(len));
}
/*!
diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp
index 1eed1c1301..6afe9b8cad 100644
--- a/src/gui/math3d/qvector4d.cpp
+++ b/src/gui/math3d/qvector4d.cpp
@@ -256,7 +256,7 @@ float QVector4D::length() const
double(yp) * double(yp) +
double(zp) * double(zp) +
double(wp) * double(wp);
- return float(sqrt(len));
+ return float(std::sqrt(len));
}
/*!
@@ -289,7 +289,7 @@ QVector4D QVector4D::normalized() const
if (qFuzzyIsNull(len - 1.0f)) {
return *this;
} else if (!qFuzzyIsNull(len)) {
- double sqrtLen = sqrt(len);
+ double sqrtLen = std::sqrt(len);
return QVector4D(float(double(xp) / sqrtLen),
float(double(yp) / sqrtLen),
float(double(zp) / sqrtLen),
@@ -315,7 +315,7 @@ void QVector4D::normalize()
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
- len = sqrt(len);
+ len = std::sqrt(len);
xp = float(double(xp) / len);
yp = float(double(yp) / len);