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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-07-09 00:56:15 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-07-09 01:03:11 (GMT) |
commit | 6cb86a552f4f320b47232ef745ae897ad5ead591 (patch) | |
tree | d0e8a284bf89ebc211e5f4caf1dd2f301c960851 | |
parent | 6e35b15d75aeb140bf56690ce7369f54342c2739 (diff) | |
download | Qt-6cb86a552f4f320b47232ef745ae897ad5ead591.zip Qt-6cb86a552f4f320b47232ef745ae897ad5ead591.tar.gz Qt-6cb86a552f4f320b47232ef745ae897ad5ead591.tar.bz2 |
Remove some left-over mentions of fixed-point in math3d
Reviewed-by: trustme
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 7 | ||||
-rw-r--r-- | src/gui/math3d/qquaternion.cpp | 4 | ||||
-rw-r--r-- | src/gui/math3d/qvector2d.cpp | 4 | ||||
-rw-r--r-- | src/gui/math3d/qvector3d.cpp | 4 | ||||
-rw-r--r-- | src/gui/math3d/qvector4d.cpp | 4 | ||||
-rw-r--r-- | tests/auto/math3d/qmatrixnxn/tst_qmatrixnxn.cpp | 35 | ||||
-rw-r--r-- | tests/auto/math3d/qquaternion/tst_qquaternion.cpp | 4 | ||||
-rw-r--r-- | tests/auto/math3d/qvectornd/tst_qvectornd.cpp | 4 |
8 files changed, 23 insertions, 43 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index b998353..88f58c8 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -53,10 +53,6 @@ QT_BEGIN_NAMESPACE \brief The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space. \since 4.6 - The matrix elements are stored internally using the most efficient - numeric representation for the underlying hardware: floating-point - or fixed-point. - \sa QVector3D, QGenericMatrix */ @@ -308,8 +304,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform) // The 4x4 matrix inverse algorithm is based on that described at: // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q24 // Some optimization has been done to avoid making copies of 3x3 -// sub-matrices, to do calculations in fixed-point where required, -// and to unroll the loops. +// sub-matrices and to unroll the loops. // Calculate the determinant of a 3x3 sub-matrix. // | A B C | diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp index 9988e2b..d9d4160 100644 --- a/src/gui/math3d/qquaternion.cpp +++ b/src/gui/math3d/qquaternion.cpp @@ -55,10 +55,6 @@ QT_BEGIN_NAMESPACE Quaternions are used to represent rotations in 3D space, and consist of a 3D rotation axis specified by the x, y, and z coordinates, and a scalar representing the rotation angle. - - The components of a quaternion are stored internally using the most - efficient representation for the GL rendering engine, which will be - either floating-point or fixed-point. */ /*! diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp index 9b5d123..b492aa8 100644 --- a/src/gui/math3d/qvector2d.cpp +++ b/src/gui/math3d/qvector2d.cpp @@ -57,9 +57,7 @@ QT_BEGIN_NAMESPACE The QVector2D class can also be used to represent vertices in 2D space. We therefore do not need to provide a separate vertex class. - The coordinates are stored internally using the most efficient - representation for the GL rendering engine, which will be either - floating-point or fixed-point. + \sa QVector3D, QVector4D, QQuaternion */ /*! diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp index 977152a..95550cd 100644 --- a/src/gui/math3d/qvector3d.cpp +++ b/src/gui/math3d/qvector3d.cpp @@ -61,9 +61,7 @@ QT_BEGIN_NAMESPACE The QVector3D class can also be used to represent vertices in 3D space. We therefore do not need to provide a separate vertex class. - The coordinates are stored internally using the most efficient - representation for the GL rendering engine, which will be either - floating-point or fixed-point. + \sa QVector2D, QVector4D, QQuaternion */ /*! diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp index a28d2a1..1f7d921 100644 --- a/src/gui/math3d/qvector4d.cpp +++ b/src/gui/math3d/qvector4d.cpp @@ -57,10 +57,6 @@ QT_BEGIN_NAMESPACE The QVector4D class can also be used to represent vertices in 4D space. We therefore do not need to provide a separate vertex class. - The coordinates are stored internally using the most efficient - representation for the GL rendering engine, which will be either - floating-point or fixed-point. - \sa QQuaternion, QVector2D, QVector3D */ diff --git a/tests/auto/math3d/qmatrixnxn/tst_qmatrixnxn.cpp b/tests/auto/math3d/qmatrixnxn/tst_qmatrixnxn.cpp index 7facf4a..d799c1b 100644 --- a/tests/auto/math3d/qmatrixnxn/tst_qmatrixnxn.cpp +++ b/tests/auto/math3d/qmatrixnxn/tst_qmatrixnxn.cpp @@ -172,22 +172,22 @@ private slots: private: static void setMatrix(QMatrix2x2& m, const qreal *values); - static void setMatrixFixed(QMatrix2x2& m, const qreal *values); + static void setMatrixDirect(QMatrix2x2& m, const qreal *values); static bool isSame(const QMatrix2x2& m, const qreal *values); static bool isIdentity(const QMatrix2x2& m); static void setMatrix(QMatrix3x3& m, const qreal *values); - static void setMatrixFixed(QMatrix3x3& m, const qreal *values); + static void setMatrixDirect(QMatrix3x3& m, const qreal *values); static bool isSame(const QMatrix3x3& m, const qreal *values); static bool isIdentity(const QMatrix3x3& m); static void setMatrix(QMatrix4x4& m, const qreal *values); - static void setMatrixFixed(QMatrix4x4& m, const qreal *values); + static void setMatrixDirect(QMatrix4x4& m, const qreal *values); static bool isSame(const QMatrix4x4& m, const qreal *values); static bool isIdentity(const QMatrix4x4& m); static void setMatrix(QMatrix4x3& m, const qreal *values); - static void setMatrixFixed(QMatrix4x3& m, const qreal *values); + static void setMatrixDirect(QMatrix4x3& m, const qreal *values); static bool isSame(const QMatrix4x3& m, const qreal *values); static bool isIdentity(const QMatrix4x3& m); }; @@ -321,8 +321,9 @@ void tst_QMatrix::setMatrix(QMatrix4x3& m, const qreal *values) } // Set a matrix to a specified array of values, which are assumed -// to be in row-major order. This sets the values using fixed-point. -void tst_QMatrix::setMatrixFixed(QMatrix2x2& m, const qreal *values) +// to be in row-major order. This sets the values directly into +// the internal data() array. +void tst_QMatrix::setMatrixDirect(QMatrix2x2& m, const qreal *values) { float *data = m.data(); for (int row = 0; row < 2; ++row) { @@ -331,7 +332,7 @@ void tst_QMatrix::setMatrixFixed(QMatrix2x2& m, const qreal *values) } } } -void tst_QMatrix::setMatrixFixed(QMatrix3x3& m, const qreal *values) +void tst_QMatrix::setMatrixDirect(QMatrix3x3& m, const qreal *values) { float *data = m.data(); for (int row = 0; row < 3; ++row) { @@ -340,7 +341,7 @@ void tst_QMatrix::setMatrixFixed(QMatrix3x3& m, const qreal *values) } } } -void tst_QMatrix::setMatrixFixed(QMatrix4x4& m, const qreal *values) +void tst_QMatrix::setMatrixDirect(QMatrix4x4& m, const qreal *values) { float *data = m.data(); for (int row = 0; row < 4; ++row) { @@ -349,7 +350,7 @@ void tst_QMatrix::setMatrixFixed(QMatrix4x4& m, const qreal *values) } } } -void tst_QMatrix::setMatrixFixed(QMatrix4x3& m, const qreal *values) +void tst_QMatrix::setMatrixDirect(QMatrix4x3& m, const qreal *values) { float *data = m.data(); for (int row = 0; row < 3; ++row) { @@ -359,8 +360,8 @@ void tst_QMatrix::setMatrixFixed(QMatrix4x3& m, const qreal *values) } } -// qFuzzyCompare isn't quite "fuzzy" enough to handle conversion -// to fixed-point and back again. So create "fuzzier" compares. +// qFuzzyCompare isn't always "fuzzy" enough to handle conversion +// between float, double, and qreal. So create "fuzzier" compares. static bool fuzzyCompare(float x, float y, qreal epsilon = 0.001) { float diff = x - y; @@ -511,7 +512,7 @@ void tst_QMatrix::create2x2() QVERIFY(!m2.isIdentity()); QMatrix2x2 m3; - setMatrixFixed(m3, uniqueValues2); + setMatrixDirect(m3, uniqueValues2); QVERIFY(isSame(m3, uniqueValues2)); QMatrix2x2 m4(m3); @@ -546,7 +547,7 @@ void tst_QMatrix::create3x3() QVERIFY(!m2.isIdentity()); QMatrix3x3 m3; - setMatrixFixed(m3, uniqueValues3); + setMatrixDirect(m3, uniqueValues3); QVERIFY(isSame(m3, uniqueValues3)); QMatrix3x3 m4(m3); @@ -581,7 +582,7 @@ void tst_QMatrix::create4x4() QVERIFY(!m2.isIdentity()); QMatrix4x4 m3; - setMatrixFixed(m3, uniqueValues4); + setMatrixDirect(m3, uniqueValues4); QVERIFY(isSame(m3, uniqueValues4)); QMatrix4x4 m4(m3); @@ -623,7 +624,7 @@ void tst_QMatrix::create4x3() QVERIFY(!m2.isIdentity()); QMatrix4x3 m3; - setMatrixFixed(m3, uniqueValues4x3); + setMatrixDirect(m3, uniqueValues4x3); QVERIFY(isSame(m3, uniqueValues4x3)); QMatrix4x3 m4(m3); @@ -2961,10 +2962,6 @@ void tst_QMatrix::extractTranslation() QVERIFY(fuzzyCompare(vec.y(), y, epsilon)); QVERIFY(fuzzyCompare(vec.z(), z, epsilon)); - // Have to be careful with numbers here, it is really easy to blow away - // the precision of a fixed pointer number, especially when doing distance - // formula for vector normalization - QMatrix4x4 lookAt; QVector3D eye(1.5f, -2.5f, 2.5f); lookAt.lookAt(eye, diff --git a/tests/auto/math3d/qquaternion/tst_qquaternion.cpp b/tests/auto/math3d/qquaternion/tst_qquaternion.cpp index 395032f..16b87a1 100644 --- a/tests/auto/math3d/qquaternion/tst_qquaternion.cpp +++ b/tests/auto/math3d/qquaternion/tst_qquaternion.cpp @@ -95,8 +95,8 @@ private slots: void nlerp(); }; -// qFuzzyCompare isn't quite "fuzzy" enough to handle conversion -// to fixed-point and back again. So create "fuzzier" compares. +// qFuzzyCompare isn't always "fuzzy" enough to handle conversion +// between float, double, and qreal. So create "fuzzier" compares. static bool fuzzyCompare(float x, float y) { float diff = x - y; diff --git a/tests/auto/math3d/qvectornd/tst_qvectornd.cpp b/tests/auto/math3d/qvectornd/tst_qvectornd.cpp index 0eb5b07..9c1ea83 100644 --- a/tests/auto/math3d/qvectornd/tst_qvectornd.cpp +++ b/tests/auto/math3d/qvectornd/tst_qvectornd.cpp @@ -139,8 +139,8 @@ private slots: void dotProduct4(); }; -// qFuzzyCompare isn't quite "fuzzy" enough to handle conversion -// to fixed-point and back again. So create "fuzzier" compares. +// qFuzzyCompare isn't always "fuzzy" enough to handle conversion +// between float, double, and qreal. So create "fuzzier" compares. static bool fuzzyCompare(float x, float y) { float diff = x - y; |