From 4634e628673e012a415a2289ab896c0415325fca Mon Sep 17 00:00:00 2001 From: wmayer Date: Mon, 12 May 2025 19:20:55 +0200 Subject: [PATCH] Base: Use i,j consistently for iterations Matrix4D As discussed in https://forum.freecad.org/viewtopic.php?t=65959 use consistently i,j to iterate over rows and columns --- src/Base/Matrix.cpp | 51 ++++++++++++++++++++--------------------- src/Base/Matrix.h | 56 ++++++++++++++++++++++----------------------- 2 files changed, 53 insertions(+), 54 deletions(-) diff --git a/src/Base/Matrix.cpp b/src/Base/Matrix.cpp index f6d0936867..a619fc7354 100644 --- a/src/Base/Matrix.cpp +++ b/src/Base/Matrix.cpp @@ -277,11 +277,11 @@ void Matrix4D::rotLine(const Vector3d& vec, double fAngle) double fsin {}; // set all entries to "0" - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - clMA.dMtrx4D[iz][is] = 0; - clMB.dMtrx4D[iz][is] = 0; - clMC.dMtrx4D[iz][is] = 0; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + clMA.dMtrx4D[i][j] = 0; + clMB.dMtrx4D[i][j] = 0; + clMC.dMtrx4D[i][j] = 0; } } @@ -313,10 +313,9 @@ void Matrix4D::rotLine(const Vector3d& vec, double fAngle) clMC.dMtrx4D[2][0] = -fsin * clRotAxis.y; clMC.dMtrx4D[2][1] = fsin * clRotAxis.x; - for (int iz = 0; iz < 3; iz++) { - for (int is = 0; is < 3; is++) { - clMRot.dMtrx4D[iz][is] = - clMA.dMtrx4D[iz][is] + clMB.dMtrx4D[iz][is] + clMC.dMtrx4D[iz][is]; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + clMRot.dMtrx4D[i][j] = clMA.dMtrx4D[i][j] + clMB.dMtrx4D[i][j] + clMC.dMtrx4D[i][j]; } } @@ -522,15 +521,15 @@ void Matrix4D::inverse() /**** Herausnehmen und Inversion der TranslationsMatrix aus der TransformationMatrix ****/ - for (int iz = 0; iz < 3; iz++) { - clInvTrlMat.dMtrx4D[iz][3] = -dMtrx4D[iz][3]; + for (int i = 0; i < 3; i++) { + clInvTrlMat.dMtrx4D[i][3] = -dMtrx4D[i][3]; } /**** Herausnehmen und Inversion der RotationsMatrix aus der TransformationMatrix ****/ - for (int iz = 0; iz < 3; iz++) { - for (int is = 0; is < 3; is++) { - clInvRotMat.dMtrx4D[iz][is] = dMtrx4D[is][iz]; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + clInvRotMat.dMtrx4D[i][j] = dMtrx4D[j][i]; } } @@ -651,36 +650,36 @@ void Matrix4D::inverseGauss() void Matrix4D::getMatrix(double dMtrx[16]) const { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx[4 * iz + is] = dMtrx4D[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx[4 * i + j] = dMtrx4D[i][j]; } } } void Matrix4D::setMatrix(const double dMtrx[16]) { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx4D[iz][is] = dMtrx[4 * iz + is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx4D[i][j] = dMtrx[4 * i + j]; } } } void Matrix4D::getGLMatrix(double dMtrx[16]) const { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx[iz + 4 * is] = dMtrx4D[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx[i + 4 * j] = dMtrx4D[i][j]; } } } void Matrix4D::setGLMatrix(const double dMtrx[16]) { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx4D[iz][is] = dMtrx[iz + 4 * is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx4D[i][j] = dMtrx[i + 4 * j]; } } } diff --git a/src/Base/Matrix.h b/src/Base/Matrix.h index 043b9de62e..41a9d52df2 100644 --- a/src/Base/Matrix.h +++ b/src/Base/Matrix.h @@ -241,9 +241,9 @@ inline Matrix4D Matrix4D::operator+(const Matrix4D& mat) const { Matrix4D clMat; - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] + mat[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + clMat.dMtrx4D[i][j] = dMtrx4D[i][j] + mat[i][j]; } } @@ -252,9 +252,9 @@ inline Matrix4D Matrix4D::operator+(const Matrix4D& mat) const inline Matrix4D& Matrix4D::operator+=(const Matrix4D& mat) { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx4D[iz][is] += mat[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx4D[i][j] += mat[i][j]; } } @@ -265,9 +265,9 @@ inline Matrix4D Matrix4D::operator-(const Matrix4D& mat) const { Matrix4D clMat; - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] - mat[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + clMat.dMtrx4D[i][j] = dMtrx4D[i][j] - mat[i][j]; } } @@ -276,9 +276,9 @@ inline Matrix4D Matrix4D::operator-(const Matrix4D& mat) const inline Matrix4D& Matrix4D::operator-=(const Matrix4D& mat) { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx4D[iz][is] -= mat[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx4D[i][j] -= mat[i][j]; } } @@ -289,11 +289,11 @@ inline Matrix4D& Matrix4D::operator*=(const Matrix4D& mat) { Matrix4D clMat; - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - clMat.dMtrx4D[iz][is] = 0; - for (int ie = 0; ie < 4; ie++) { - clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] * mat.dMtrx4D[ie][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + clMat.dMtrx4D[i][j] = 0; + for (int e = 0; e < 4; e++) { + clMat.dMtrx4D[i][j] += dMtrx4D[i][e] * mat.dMtrx4D[e][j]; } } } @@ -307,11 +307,11 @@ inline Matrix4D Matrix4D::operator*(const Matrix4D& mat) const { Matrix4D clMat; - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - clMat.dMtrx4D[iz][is] = 0; - for (int ie = 0; ie < 4; ie++) { - clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] * mat.dMtrx4D[ie][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + clMat.dMtrx4D[i][j] = 0; + for (int e = 0; e < 4; e++) { + clMat.dMtrx4D[i][j] += dMtrx4D[i][e] * mat.dMtrx4D[e][j]; } } } @@ -325,9 +325,9 @@ inline Matrix4D& Matrix4D::operator=(const Matrix4D& mat) return *this; } - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - dMtrx4D[iz][is] = mat.dMtrx4D[iz][is]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + dMtrx4D[i][j] = mat.dMtrx4D[i][j]; } } @@ -403,9 +403,9 @@ inline Matrix4D& Matrix4D::operator*=(double scalar) inline bool Matrix4D::operator==(const Matrix4D& mat) const { - for (int iz = 0; iz < 4; iz++) { - for (int is = 0; is < 4; is++) { - if (fabs(dMtrx4D[iz][is] - mat.dMtrx4D[iz][is]) > traits_type::epsilon()) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + if (fabs(dMtrx4D[i][j] - mat.dMtrx4D[i][j]) > traits_type::epsilon()) { return false; } }