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 ++++++------- src/gui/math3d/qquaternion.cpp | 54 +++++++++++++++++++++--------------------- src/gui/math3d/qvector2d.cpp | 6 ++--- src/gui/math3d/qvector3d.cpp | 6 ++--- src/gui/math3d/qvector4d.cpp | 6 ++--- 5 files changed, 44 insertions(+), 44 deletions(-) (limited to 'src/gui/math3d') 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); -- cgit v1.2.3