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
This commit is contained in:
wmayer
2025-05-12 19:20:55 +02:00
committed by Ladislav Michl
parent 2f736ded84
commit 4634e62867
2 changed files with 53 additions and 54 deletions

View File

@@ -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];
}
}
}