diff options
Diffstat (limited to 'src/gui/math3d')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 145 | ||||
-rw-r--r-- | src/gui/math3d/qquaternion.cpp | 29 | ||||
-rw-r--r-- | src/gui/math3d/qvector2d.cpp | 6 | ||||
-rw-r--r-- | src/gui/math3d/qvector3d.cpp | 8 | ||||
-rw-r--r-- | src/gui/math3d/qvector4d.cpp | 16 |
5 files changed, 111 insertions, 93 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 2c3d616..031c5ef 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -40,6 +40,7 @@ ****************************************************************************/ #include "qmatrix4x4.h" +#include <private/qnumeric_p.h> #include <QtCore/qmath.h> #include <QtCore/qvariant.h> #include <QtGui/qmatrix.h> @@ -58,7 +59,7 @@ QT_BEGIN_NAMESPACE \sa QVector3D, QGenericMatrix */ -static const qreal inv_dist_to_plane = 1. / 1024.; +static const qreal inv_dist_to_plane = qreal(1.) / qreal(1024.); /*! \fn QMatrix4x4::QMatrix4x4() @@ -506,22 +507,23 @@ QMatrix4x4 QMatrix4x4::transposed() const */ QMatrix4x4& QMatrix4x4::operator/=(qreal divisor) { - m[0][0] /= divisor; - m[0][1] /= divisor; - m[0][2] /= divisor; - m[0][3] /= divisor; - m[1][0] /= divisor; - m[1][1] /= divisor; - m[1][2] /= divisor; - m[1][3] /= divisor; - m[2][0] /= divisor; - m[2][1] /= divisor; - m[2][2] /= divisor; - m[2][3] /= divisor; - m[3][0] /= divisor; - m[3][1] /= divisor; - m[3][2] /= divisor; - m[3][3] /= divisor; + const qreal inv_divisor = (1 / divisor); + m[0][0] *= inv_divisor; + m[0][1] *= inv_divisor; + m[0][2] *= inv_divisor; + m[0][3] *= inv_divisor; + m[1][0] *= inv_divisor; + m[1][1] *= inv_divisor; + m[1][2] *= inv_divisor; + m[1][3] *= inv_divisor; + m[2][0] *= inv_divisor; + m[2][1] *= inv_divisor; + m[2][2] *= inv_divisor; + m[2][3] *= inv_divisor; + m[3][0] *= inv_divisor; + m[3][1] *= inv_divisor; + m[3][2] *= inv_divisor; + m[3][3] *= inv_divisor; flagBits = General; return *this; } @@ -662,23 +664,24 @@ QMatrix4x4& QMatrix4x4::operator/=(qreal divisor) */ QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor) { + const qreal inv_divisor = (1 / divisor); QMatrix4x4 m(1); // The "1" says to not load the identity. - 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; - m.m[0][3] = matrix.m[0][3] / divisor; - m.m[1][0] = matrix.m[1][0] / divisor; - m.m[1][1] = matrix.m[1][1] / divisor; - m.m[1][2] = matrix.m[1][2] / divisor; - m.m[1][3] = matrix.m[1][3] / divisor; - m.m[2][0] = matrix.m[2][0] / divisor; - m.m[2][1] = matrix.m[2][1] / divisor; - m.m[2][2] = matrix.m[2][2] / divisor; - m.m[2][3] = matrix.m[2][3] / divisor; - m.m[3][0] = matrix.m[3][0] / divisor; - m.m[3][1] = matrix.m[3][1] / divisor; - m.m[3][2] = matrix.m[3][2] / divisor; - m.m[3][3] = matrix.m[3][3] / divisor; + m.m[0][0] = matrix.m[0][0] * inv_divisor; + m.m[0][1] = matrix.m[0][1] * inv_divisor; + m.m[0][2] = matrix.m[0][2] * inv_divisor; + m.m[0][3] = matrix.m[0][3] * inv_divisor; + m.m[1][0] = matrix.m[1][0] * inv_divisor; + m.m[1][1] = matrix.m[1][1] * inv_divisor; + m.m[1][2] = matrix.m[1][2] * inv_divisor; + m.m[1][3] = matrix.m[1][3] * inv_divisor; + m.m[2][0] = matrix.m[2][0] * inv_divisor; + m.m[2][1] = matrix.m[2][1] * inv_divisor; + m.m[2][2] = matrix.m[2][2] * inv_divisor; + m.m[2][3] = matrix.m[2][3] * inv_divisor; + m.m[3][0] = matrix.m[3][0] * inv_divisor; + m.m[3][1] = matrix.m[3][1] * inv_divisor; + m.m[3][2] = matrix.m[3][2] * inv_divisor; + m.m[3][3] = matrix.m[3][3] * inv_divisor; return m; } @@ -1011,7 +1014,7 @@ void QMatrix4x4::rotate(qreal angle, qreal x, qreal y, qreal z) s = 0.0f; c = -1.0f; } else { - qreal a = angle * M_PI / 180.0f; + qreal a = angle * Q_PI180; c = qCos(a); s = qSin(a); } @@ -1066,10 +1069,11 @@ void QMatrix4x4::rotate(qreal angle, qreal x, qreal y, qreal z) if (!quick) { qreal len = x * x + y * y + z * z; if (!qFuzzyIsNull(len - 1.0f) && !qFuzzyIsNull(len)) { + const qreal inv_len = 1 / len; len = qSqrt(len); - x /= len; - y /= len; - z /= len; + x *= inv_len; + y *= inv_len; + z *= inv_len; } ic = 1.0f - c; m.m[0][0] = x * x * ic + c; @@ -1118,7 +1122,7 @@ void QMatrix4x4::projectedRotate(qreal angle, qreal x, qreal y, qreal z) s = 0.0f; c = -1.0f; } else { - qreal a = angle * M_PI / 180.0f; + qreal a = angle * Q_PI180; c = qCos(a); s = qSin(a); } @@ -1169,10 +1173,11 @@ void QMatrix4x4::projectedRotate(qreal angle, qreal x, qreal y, qreal z) if (!quick) { qreal len = x * x + y * y + z * z; if (!qFuzzyIsNull(len - 1.0f) && !qFuzzyIsNull(len)) { + const qreal inv_len = 1 / len; len = qSqrt(len); - x /= len; - y /= len; - z /= len; + x *= inv_len; + y *= inv_len; + z *= inv_len; } ic = 1.0f - c; m.m[0][0] = x * x * ic + c; @@ -1299,35 +1304,39 @@ void QMatrix4x4::ortho(qreal left, qreal right, qreal bottom, qreal top, qreal n qreal width = right - left; qreal invheight = top - bottom; qreal clip = farPlane - nearPlane; + qreal inv_width = 1 / width; + qreal inv_invheight = 1 / invheight; + qreal inv_clip = 1 / clip; #ifndef QT_NO_VECTOR3D if (clip == 2.0f && (nearPlane + farPlane) == 0.0f) { // We can express this projection as a translate and scale // which will be more efficient to modify with further // transformations than producing a "General" matrix. + translate(QVector3D - (-(left + right) / width, - -(top + bottom) / invheight, + (-(left + right) * inv_width, + -(top + bottom) * inv_invheight, 0.0f)); scale(QVector3D - (2.0f / width, - 2.0f / invheight, + (2.0f * inv_width, + 2.0f * inv_invheight, -1.0f)); return; } #endif QMatrix4x4 m(1); - m.m[0][0] = 2.0f / width; + m.m[0][0] = 2.0f * inv_width; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; - m.m[3][0] = -(left + right) / width; + m.m[3][0] = -(left + right) * inv_width; m.m[0][1] = 0.0f; - m.m[1][1] = 2.0f / invheight; + m.m[1][1] = 2.0f * inv_invheight; m.m[2][1] = 0.0f; - m.m[3][1] = -(top + bottom) / invheight; + m.m[3][1] = -(top + bottom) * inv_invheight; m.m[0][2] = 0.0f; m.m[1][2] = 0.0f; - m.m[2][2] = -2.0f / clip; - m.m[3][2] = -(nearPlane + farPlane) / clip; + m.m[2][2] = -2.0f * inv_clip; + m.m[3][2] = -(nearPlane + farPlane) * inv_clip; m.m[0][3] = 0.0f; m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; @@ -1354,21 +1363,24 @@ void QMatrix4x4::frustum(qreal left, qreal right, qreal bottom, qreal top, qreal // Construct the projection. QMatrix4x4 m(1); - qreal width = right - left; - qreal invheight = top - bottom; - qreal clip = farPlane - nearPlane; - m.m[0][0] = 2.0f * nearPlane / width; + const qreal width = right - left; + const qreal invheight = top - bottom; + const qreal clip = farPlane - nearPlane; + const qreal inv_width = 1 / width; + const qreal inv_invheight = 1 / invheight; + const qreal inv_clip = 1 / clip; + m.m[0][0] = 2.0f * nearPlane * inv_width; m.m[1][0] = 0.0f; - m.m[2][0] = (left + right) / width; + m.m[2][0] = (left + right) * inv_width; m.m[3][0] = 0.0f; m.m[0][1] = 0.0f; - m.m[1][1] = 2.0f * nearPlane / invheight; - m.m[2][1] = (top + bottom) / invheight; + m.m[1][1] = 2.0f * nearPlane * inv_invheight; + m.m[2][1] = (top + bottom) * inv_invheight; m.m[3][1] = 0.0f; m.m[0][2] = 0.0f; m.m[1][2] = 0.0f; - m.m[2][2] = -(nearPlane + farPlane) / clip; - m.m[3][2] = -2.0f * nearPlane * farPlane / clip; + m.m[2][2] = -(nearPlane + farPlane) * inv_clip; + m.m[3][2] = -2.0f * nearPlane * farPlane * inv_clip; m.m[0][3] = 0.0f; m.m[1][3] = 0.0f; m.m[2][3] = -1.0f; @@ -1394,12 +1406,13 @@ void QMatrix4x4::perspective(qreal angle, qreal aspect, qreal nearPlane, qreal f // Construct the projection. QMatrix4x4 m(1); - qreal radians = (angle / 2.0f) * M_PI / 180.0f; - qreal sine = qSin(radians); + const qreal radians = (angle * 0.5f) * Q_PI180; + const qreal sine = qSin(radians); if (sine == 0.0f) return; - qreal cotan = qCos(radians) / sine; - qreal clip = farPlane - nearPlane; + const qreal cotan = qCos(radians) / sine; + const qreal clip = farPlane - nearPlane; + const qreal inv_clip = 1 / clip; m.m[0][0] = cotan / aspect; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; @@ -1410,8 +1423,8 @@ void QMatrix4x4::perspective(qreal angle, qreal aspect, qreal nearPlane, qreal f m.m[3][1] = 0.0f; m.m[0][2] = 0.0f; m.m[1][2] = 0.0f; - m.m[2][2] = -(nearPlane + farPlane) / clip; - m.m[3][2] = -(2.0f * nearPlane * farPlane) / clip; + m.m[2][2] = -(nearPlane + farPlane) * inv_clip; + m.m[3][2] = -(2.0f * nearPlane * farPlane) * inv_clip; m.m[0][3] = 0.0f; m.m[1][3] = 0.0f; m.m[2][3] = -1.0f; diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp index 626cb3c..da629e6 100644 --- a/src/gui/math3d/qquaternion.cpp +++ b/src/gui/math3d/qquaternion.cpp @@ -269,11 +269,12 @@ void QQuaternion::normalize() return; len = qSqrt(len); + const double inv_len = 1 / len; - xp /= len; - yp /= len; - zp /= len; - wp /= len; + xp *= inv_len; + yp *= inv_len; + zp *= inv_len; + wp *= inv_len; } /*! @@ -357,7 +358,7 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, qreal angle) // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56 // We normalize the result just in case the values are close // to zero, as suggested in the above FAQ. - qreal a = (angle / 2.0f) * M_PI / 180.0f; + qreal a = (angle * 0.5f) * Q_PI180; qreal s = qSin(a); qreal c = qCos(a); QVector3D ax = axis.normalized(); @@ -375,11 +376,12 @@ QQuaternion QQuaternion::fromAxisAndAngle { qreal length = qSqrt(x * x + y * y + z * z); if (!qFuzzyIsNull(length - 1.0f) && !qFuzzyIsNull(length)) { - x /= length; - y /= length; - z /= length; + const qreal inv_length = 1 / length; + x *= inv_length; + y *= inv_length; + z *= inv_length; } - qreal a = (angle / 2.0f) * M_PI / 180.0f; + qreal a = (angle * 0.5f) * Q_PI180; qreal s = qSin(a); qreal c = qCos(a); return QQuaternion(c, x * s, y * s, z * s).normalized(); @@ -516,12 +518,13 @@ QQuaternion QQuaternion::slerp // then revert to simple linear interpolation. qreal factor1 = 1.0f - t; qreal factor2 = t; - if ((1.0f - dot) > 0.0000001) { + if ((1.0f - dot) > qreal(0.0000001)) { qreal angle = qreal(qAcos(dot)); qreal sinOfAngle = qreal(qSin(angle)); - if (sinOfAngle > 0.0000001) { - factor1 = qreal(qSin((1.0f - t) * angle)) / sinOfAngle; - factor2 = qreal(qSin(t * angle)) / sinOfAngle; + if (sinOfAngle > qreal(0.0000001)) { + const qreal inv_sinOfAngle = 1 / sinOfAngle; + factor1 = qreal(qSin((1.0f - t) * angle)) * inv_sinOfAngle; + factor2 = qreal(qSin(t * angle)) * inv_sinOfAngle; } } diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp index 2555a6f..a959979 100644 --- a/src/gui/math3d/qvector2d.cpp +++ b/src/gui/math3d/qvector2d.cpp @@ -216,9 +216,9 @@ void QVector2D::normalize() return; len = qSqrt(len); - - xp /= len; - yp /= len; + const double inv_len = 1 / len; + xp *= inv_len; + yp *= inv_len; } /*! diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp index 9552e3a..a8cc807 100644 --- a/src/gui/math3d/qvector3d.cpp +++ b/src/gui/math3d/qvector3d.cpp @@ -233,10 +233,10 @@ void QVector3D::normalize() return; len = qSqrt(len); - - xp /= len; - yp /= len; - zp /= len; + const double inv_len = 1 / len; + xp *= inv_len; + yp *= inv_len; + zp *= inv_len; } /*! diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp index 1691a6d..e4b2b82 100644 --- a/src/gui/math3d/qvector4d.cpp +++ b/src/gui/math3d/qvector4d.cpp @@ -285,11 +285,11 @@ void QVector4D::normalize() return; len = qSqrt(len); - - xp /= len; - yp /= len; - zp /= len; - wp /= len; + const double inv_len = 1 / len; + xp *= inv_len; + yp *= inv_len; + zp *= inv_len; + wp *= inv_len; } /*! @@ -459,7 +459,8 @@ QVector2D QVector4D::toVector2DAffine() const { if (qIsNull(wp)) return QVector2D(); - return QVector2D(xp / wp, yp / wp, 1); + const qreal inv_wp = 1 / wp; + return QVector2D(xp * inv_wp, yp * inv_wp, 1); } #endif @@ -486,7 +487,8 @@ QVector3D QVector4D::toVector3DAffine() const { if (qIsNull(wp)) return QVector3D(); - return QVector3D(xp / wp, yp / wp, zp / wp, 1); + const qreal inv_wp = 1 / wp; + return QVector3D(xp * inv_wp, yp * inv_wp, zp * inv_wp, 1); } #endif |