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 e9ef35c53d
commit 7998f57048
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];
}
}
}

View File

@@ -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;
}
}