Base: improve initialization according to cpp core guidelines
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@@ -34,59 +34,49 @@
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using namespace Base;
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Matrix4D::Matrix4D ()
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: dMtrx4D{{1.,0.,0.,0.},
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{0.,1.,0.,0.},
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{0.,0.,1.,0.},
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{0.,0.,0.,1.}}
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{
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setToUnity();
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}
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Matrix4D::Matrix4D (float a11, float a12, float a13, float a14,
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float a21, float a22, float a23, float a24,
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float a31, float a32, float a33, float a34,
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float a41, float a42, float a43, float a44 )
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float a41, float a42, float a43, float a44)
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: dMtrx4D{{a11,a12,a13,a14},
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{a21,a22,a23,a24},
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{a31,a32,a33,a34},
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{a41,a42,a43,a44}}
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{
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dMtrx4D[0][0] = static_cast<double>(a11);
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dMtrx4D[0][1] = static_cast<double>(a12);
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dMtrx4D[0][2] = static_cast<double>(a13);
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dMtrx4D[0][3] = static_cast<double>(a14);
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dMtrx4D[1][0] = static_cast<double>(a21);
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dMtrx4D[1][1] = static_cast<double>(a22);
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dMtrx4D[1][2] = static_cast<double>(a23);
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dMtrx4D[1][3] = static_cast<double>(a24);
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dMtrx4D[2][0] = static_cast<double>(a31);
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dMtrx4D[2][1] = static_cast<double>(a32);
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dMtrx4D[2][2] = static_cast<double>(a33);
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dMtrx4D[2][3] = static_cast<double>(a34);
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dMtrx4D[3][0] = static_cast<double>(a41);
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dMtrx4D[3][1] = static_cast<double>(a42);
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dMtrx4D[3][2] = static_cast<double>(a43);
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dMtrx4D[3][3] = static_cast<double>(a44);
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}
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Matrix4D::Matrix4D (double a11, double a12, double a13, double a14,
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double a21, double a22, double a23, double a24,
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double a31, double a32, double a33, double a34,
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double a41, double a42, double a43, double a44 )
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: dMtrx4D{{a11,a12,a13,a14},
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{a21,a22,a23,a24},
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{a31,a32,a33,a34},
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{a41,a42,a43,a44}}
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{
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dMtrx4D[0][0] = a11; dMtrx4D[0][1] = a12; dMtrx4D[0][2] = a13; dMtrx4D[0][3] = a14;
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dMtrx4D[1][0] = a21; dMtrx4D[1][1] = a22; dMtrx4D[1][2] = a23; dMtrx4D[1][3] = a24;
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dMtrx4D[2][0] = a31; dMtrx4D[2][1] = a32; dMtrx4D[2][2] = a33; dMtrx4D[2][3] = a34;
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dMtrx4D[3][0] = a41; dMtrx4D[3][1] = a42; dMtrx4D[3][2] = a43; dMtrx4D[3][3] = a44;
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}
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Matrix4D::Matrix4D (const Matrix4D& rclMtrx)
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Matrix4D::Matrix4D (const Matrix4D& rclMtrx) : Matrix4D()
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{
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(*this) = rclMtrx;
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}
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Matrix4D::Matrix4D (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle)
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: Matrix4D()
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{
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setToUnity();
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this->rotLine(rclBase,rclDir,fAngle);
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}
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Matrix4D::Matrix4D (const Vector3d& rclBase, const Vector3d& rclDir, double fAngle)
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: Matrix4D()
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{
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setToUnity();
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this->rotLine(rclBase,rclDir,fAngle);
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}
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