diff options
author | Lars Knoll <lars.knoll@qt.io> | 2020-03-01 17:22:06 +0100 |
---|---|---|
committer | Lars Knoll <lars.knoll@qt.io> | 2020-11-19 12:28:45 +0100 |
commit | 3c525f2a21d0e010f0a33128d032cbef8553d3cc (patch) | |
tree | 9b173722825ffd2608c440c1b8b0dbeff31fece8 /src | |
parent | bfceaf7eb3445e44a1e4d26fecd65cbd6e926928 (diff) |
Get rid of the QMatrix4x4(int) constructor
QMatrix4x4(Qt::Uninitialized) does the same thing.
Change-Id: Ie226690f417505f082cb69fdb476e34db2b19c15
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
Diffstat (limited to 'src')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 42 | ||||
-rw-r--r-- | src/gui/math3d/qmatrix4x4.h | 20 |
2 files changed, 27 insertions, 35 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 4d0143425e..56a10b72c9 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -389,7 +389,7 @@ QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const *invertible = true; return orthonormalInverse(); } else if (flagBits < Perspective) { - QMatrix4x4 inv(1); // The "1" says to not load the identity. + QMatrix4x4 inv(Qt::Uninitialized); double mm[4][4]; copyToDoubles(m, mm); @@ -425,7 +425,7 @@ QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const return inv; } - QMatrix4x4 inv(1); // The "1" says to not load the identity. + QMatrix4x4 inv(Qt::Uninitialized); double mm[4][4]; copyToDoubles(m, mm); @@ -527,7 +527,7 @@ QMatrix3x3 QMatrix4x4::normalMatrix() const */ QMatrix4x4 QMatrix4x4::transposed() const { - QMatrix4x4 result(1); // The "1" says to not load the identity. + QMatrix4x4 result(Qt::Uninitialized); for (int row = 0; row < 4; ++row) { for (int col = 0; col < 4; ++col) { result.m[col][row] = m[row][col]; @@ -726,7 +726,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor) */ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor) { - QMatrix4x4 m(1); // The "1" says to not load the identity. + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = matrix.m[0][0] / divisor; m.m[0][1] = matrix.m[0][1] / divisor; m.m[0][2] = matrix.m[0][2] / divisor; @@ -1159,7 +1159,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) z = float(double(z) / len); } float ic = 1.0f - c; - QMatrix4x4 rot(1); // The "1" says to not load the identity. + QMatrix4x4 rot(Qt::Uninitialized); rot.m[0][0] = x * x * ic + c; rot.m[1][0] = x * y * ic - z * s; rot.m[2][0] = x * z * ic + y * s; @@ -1254,8 +1254,8 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) y = float(double(y) / len); z = float(double(z) / len); } - float ic = 1.0f - c; - QMatrix4x4 rot(1); // The "1" says to not load the identity. + const float ic = 1.0f - c; + QMatrix4x4 rot(Qt::Uninitialized); rot.m[0][0] = x * x * ic + c; rot.m[1][0] = x * y * ic - z * s; rot.m[2][0] = 0.0f; @@ -1391,10 +1391,10 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n return; // Construct the projection. - float width = right - left; - float invheight = top - bottom; - float clip = farPlane - nearPlane; - QMatrix4x4 m(1); + const float width = right - left; + const float invheight = top - bottom; + const float clip = farPlane - nearPlane; + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = 2.0f / width; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; @@ -1432,10 +1432,10 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float return; // Construct the projection. - QMatrix4x4 m(1); - float width = right - left; - float invheight = top - bottom; - float clip = farPlane - nearPlane; + QMatrix4x4 m(Qt::Uninitialized); + const float width = right - left; + const float invheight = top - bottom; + const float clip = farPlane - nearPlane; m.m[0][0] = 2.0f * nearPlane / width; m.m[1][0] = 0.0f; m.m[2][0] = (left + right) / width; @@ -1475,9 +1475,9 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP return; // Construct the projection. - QMatrix4x4 m(1); - float radians = qDegreesToRadians(verticalAngle / 2.0f); - float sine = std::sin(radians); + QMatrix4x4 m(Qt::Uninitialized); + const float radians = qDegreesToRadians(verticalAngle / 2.0f); + const float sine = std::sin(radians); if (sine == 0.0f) return; float cotan = std::cos(radians) / sine; @@ -1525,7 +1525,7 @@ void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVe QVector3D side = QVector3D::crossProduct(forward, up).normalized(); QVector3D upVector = QVector3D::crossProduct(side, forward); - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = side.x(); m.m[1][0] = side.y(); m.m[2][0] = side.z(); @@ -1574,7 +1574,7 @@ void QMatrix4x4::viewport(float left, float bottom, float width, float height, f const float w2 = width / 2.0f; const float h2 = height / 2.0f; - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = w2; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; @@ -1864,7 +1864,7 @@ QRectF QMatrix4x4::mapRect(const QRectF& rect) const // of just rotations and translations. QMatrix4x4 QMatrix4x4::orthonormalInverse() const { - QMatrix4x4 result(1); // The '1' says not to load identity + QMatrix4x4 result(Qt::Uninitialized); result.m[0][0] = m[0][0]; result.m[1][0] = m[0][1]; diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h index 03ce6faed8..2a448f0baf 100644 --- a/src/gui/math3d/qmatrix4x4.h +++ b/src/gui/math3d/qmatrix4x4.h @@ -205,9 +205,6 @@ private: float m[4][4]; // Column-major order to match OpenGL. Flags flagBits; - // Construct without initializing identity matrix. - explicit QMatrix4x4(int) { } - QMatrix4x4 orthonormalInverse() const; }; @@ -587,7 +584,7 @@ inline bool QMatrix4x4::operator!=(const QMatrix4x4& other) const inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) { - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = m1.m[0][0] + m2.m[0][0]; m.m[0][1] = m1.m[0][1] + m2.m[0][1]; m.m[0][2] = m1.m[0][2] + m2.m[0][2]; @@ -604,13 +601,12 @@ inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) m.m[3][1] = m1.m[3][1] + m2.m[3][1]; m.m[3][2] = m1.m[3][2] + m2.m[3][2]; m.m[3][3] = m1.m[3][3] + m2.m[3][3]; - m.flagBits = QMatrix4x4::General; return m; } inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) { - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = m1.m[0][0] - m2.m[0][0]; m.m[0][1] = m1.m[0][1] - m2.m[0][1]; m.m[0][2] = m1.m[0][2] - m2.m[0][2]; @@ -627,7 +623,6 @@ inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) m.m[3][1] = m1.m[3][1] - m2.m[3][1]; m.m[3][2] = m1.m[3][2] - m2.m[3][2]; m.m[3][3] = m1.m[3][3] - m2.m[3][3]; - m.flagBits = QMatrix4x4::General; return m; } @@ -647,7 +642,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) return m; } - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = m1.m[0][0] * m2.m[0][0] + m1.m[1][0] * m2.m[0][1] + m1.m[2][0] * m2.m[0][2] @@ -947,7 +942,7 @@ inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point) inline QMatrix4x4 operator-(const QMatrix4x4& matrix) { - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = -matrix.m[0][0]; m.m[0][1] = -matrix.m[0][1]; m.m[0][2] = -matrix.m[0][2]; @@ -964,13 +959,12 @@ inline QMatrix4x4 operator-(const QMatrix4x4& matrix) m.m[3][1] = -matrix.m[3][1]; m.m[3][2] = -matrix.m[3][2]; m.m[3][3] = -matrix.m[3][3]; - m.flagBits = QMatrix4x4::General; return m; } inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) { - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = matrix.m[0][0] * factor; m.m[0][1] = matrix.m[0][1] * factor; m.m[0][2] = matrix.m[0][2] * factor; @@ -987,13 +981,12 @@ inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) m.m[3][1] = matrix.m[3][1] * factor; m.m[3][2] = matrix.m[3][2] * factor; m.m[3][3] = matrix.m[3][3] * factor; - m.flagBits = QMatrix4x4::General; return m; } inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) { - QMatrix4x4 m(1); + QMatrix4x4 m(Qt::Uninitialized); m.m[0][0] = matrix.m[0][0] * factor; m.m[0][1] = matrix.m[0][1] * factor; m.m[0][2] = matrix.m[0][2] * factor; @@ -1010,7 +1003,6 @@ inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) m.m[3][1] = matrix.m[3][1] * factor; m.m[3][2] = matrix.m[3][2] * factor; m.m[3][3] = matrix.m[3][3] * factor; - m.flagBits = QMatrix4x4::General; return m; } |