Base: Simplify Base::Matrix4D
As discussed in https://forum.freecad.org/viewtopic.php?t=65959 reduce code duplications
This commit is contained in:
@@ -277,13 +277,9 @@ void Matrix4D::rotLine(const Vector3d& vec, double fAngle)
|
||||
double fsin {};
|
||||
|
||||
// set all entries to "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;
|
||||
}
|
||||
}
|
||||
clMA.nullify();
|
||||
clMB.nullify();
|
||||
clMC.nullify();
|
||||
|
||||
// ** normalize the rotation axis
|
||||
clRotAxis.Normalize();
|
||||
@@ -623,7 +619,7 @@ void Matrix4D::inverseOrthogonal()
|
||||
{
|
||||
Base::Vector3d vec(dMtrx4D[0][3], dMtrx4D[1][3], dMtrx4D[2][3]);
|
||||
transpose();
|
||||
vec = this->operator*(vec);
|
||||
multVec(vec, vec);
|
||||
dMtrx4D[0][3] = -vec.x;
|
||||
dMtrx4D[3][0] = 0;
|
||||
dMtrx4D[1][3] = -vec.y;
|
||||
|
||||
@@ -239,15 +239,8 @@ private:
|
||||
|
||||
inline Matrix4D Matrix4D::operator+(const Matrix4D& mat) const
|
||||
{
|
||||
Matrix4D clMat;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
clMat.dMtrx4D[i][j] = dMtrx4D[i][j] + mat[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
return clMat;
|
||||
Matrix4D newMat(*this);
|
||||
return newMat += mat;
|
||||
}
|
||||
|
||||
inline Matrix4D& Matrix4D::operator+=(const Matrix4D& mat)
|
||||
@@ -263,15 +256,8 @@ inline Matrix4D& Matrix4D::operator+=(const Matrix4D& mat)
|
||||
|
||||
inline Matrix4D Matrix4D::operator-(const Matrix4D& mat) const
|
||||
{
|
||||
Matrix4D clMat;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
clMat.dMtrx4D[i][j] = dMtrx4D[i][j] - mat[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
return clMat;
|
||||
Matrix4D newMat(*this);
|
||||
return newMat -= mat;
|
||||
}
|
||||
|
||||
inline Matrix4D& Matrix4D::operator-=(const Matrix4D& mat)
|
||||
@@ -287,19 +273,7 @@ inline Matrix4D& Matrix4D::operator-=(const Matrix4D& mat)
|
||||
|
||||
inline Matrix4D& Matrix4D::operator*=(const Matrix4D& mat)
|
||||
{
|
||||
Matrix4D clMat;
|
||||
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
(*this) = clMat;
|
||||
|
||||
(*this) = (*this) * mat;
|
||||
return *this;
|
||||
}
|
||||
|
||||
@@ -336,23 +310,16 @@ inline Matrix4D& Matrix4D::operator=(const Matrix4D& mat)
|
||||
|
||||
inline Vector3f Matrix4D::operator*(const Vector3f& vec) const
|
||||
{
|
||||
// clang-format off
|
||||
double sx = static_cast<double>(vec.x);
|
||||
double sy = static_cast<double>(vec.y);
|
||||
double sz = static_cast<double>(vec.z);
|
||||
return Vector3f(static_cast<float>(dMtrx4D[0][0] * sx + dMtrx4D[0][1] * sy + dMtrx4D[0][2] * sz + dMtrx4D[0][3]),
|
||||
static_cast<float>(dMtrx4D[1][0] * sx + dMtrx4D[1][1] * sy + dMtrx4D[1][2] * sz + dMtrx4D[1][3]),
|
||||
static_cast<float>(dMtrx4D[2][0] * sx + dMtrx4D[2][1] * sy + dMtrx4D[2][2] * sz + dMtrx4D[2][3]));
|
||||
// clang-format on
|
||||
Vector3f dst;
|
||||
multVec(vec, dst);
|
||||
return dst;
|
||||
}
|
||||
|
||||
inline Vector3d Matrix4D::operator*(const Vector3d& vec) const
|
||||
{
|
||||
// clang-format off
|
||||
return Vector3d((dMtrx4D[0][0] * vec.x + dMtrx4D[0][1] * vec.y + dMtrx4D[0][2] * vec.z + dMtrx4D[0][3]),
|
||||
(dMtrx4D[1][0] * vec.x + dMtrx4D[1][1] * vec.y + dMtrx4D[1][2] * vec.z + dMtrx4D[1][3]),
|
||||
(dMtrx4D[2][0] * vec.x + dMtrx4D[2][1] * vec.y + dMtrx4D[2][2] * vec.z + dMtrx4D[2][3]));
|
||||
// clang-format on
|
||||
Vector3d dst;
|
||||
multVec(vec, dst);
|
||||
return dst;
|
||||
}
|
||||
|
||||
inline void Matrix4D::multVec(const Vector3d& src, Vector3d& dst) const
|
||||
@@ -379,14 +346,8 @@ inline void Matrix4D::multVec(const Vector3f& src, Vector3f& dst) const
|
||||
|
||||
inline Matrix4D Matrix4D::operator*(double scalar) const
|
||||
{
|
||||
Matrix4D matrix;
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
for (unsigned int j = 0; j < 4; j++) {
|
||||
matrix.dMtrx4D[i][j] = dMtrx4D[i][j] * scalar;
|
||||
}
|
||||
}
|
||||
|
||||
return matrix;
|
||||
Matrix4D newMat(*this);
|
||||
return newMat *= scalar;
|
||||
}
|
||||
|
||||
inline Matrix4D& Matrix4D::operator*=(double scalar)
|
||||
@@ -421,7 +382,7 @@ inline bool Matrix4D::operator!=(const Matrix4D& mat) const
|
||||
|
||||
inline Vector3f& operator*=(Vector3f& vec, const Matrix4D& mat)
|
||||
{
|
||||
vec = mat * vec;
|
||||
mat.multVec(vec, vec);
|
||||
return vec;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user