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authorLars Knoll <lars.knoll@qt.io>2020-03-01 17:22:06 +0100
committerLars Knoll <lars.knoll@qt.io>2020-11-19 12:28:45 +0100
commit3c525f2a21d0e010f0a33128d032cbef8553d3cc (patch)
tree9b173722825ffd2608c440c1b8b0dbeff31fece8 /src
parentbfceaf7eb3445e44a1e4d26fecd65cbd6e926928 (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.cpp42
-rw-r--r--src/gui/math3d/qmatrix4x4.h20
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;
}