From 515e802ae20c045e5c47b400ee6ef6e92349c978 Mon Sep 17 00:00:00 2001 From: Allan Sandfeld Jensen Date: Wed, 14 Jan 2015 11:17:47 +0100 Subject: Use C++ instead of 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 --- src/gui/math3d/qmatrix4x4.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/gui/math3d/qmatrix4x4.cpp') 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; -- cgit v1.2.3