Base: fix many lint warnings in Matrix class
This commit is contained in:
@@ -67,7 +67,7 @@ public:
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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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/// Construction
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Matrix4D (const Matrix4D& rclMtrx);
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Matrix4D (const Matrix4D& mat);
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/// Construction with an Axis
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Matrix4D (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle);
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Matrix4D (const Vector3d& rclBase, const Vector3d& rclDir, double fAngle);
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@@ -77,28 +77,28 @@ public:
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/** @name Operators */
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//@{
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/// Matrix addition
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inline Matrix4D operator + (const Matrix4D& rclMtrx) const;
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inline Matrix4D& operator += (const Matrix4D& rclMtrx);
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inline Matrix4D operator + (const Matrix4D& mat) const;
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inline Matrix4D& operator += (const Matrix4D& mat);
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/// Matrix subtraction
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inline Matrix4D operator - (const Matrix4D& rclMtrx) const;
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inline Matrix4D& operator -= (const Matrix4D& rclMtrx);
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inline Matrix4D operator - (const Matrix4D& mat) const;
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inline Matrix4D& operator -= (const Matrix4D& mat);
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/// Matrix multiplication
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inline Matrix4D& operator *= (const Matrix4D& rclMtrx);
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inline Matrix4D& operator *= (const Matrix4D& mat);
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/// Assignment
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inline Matrix4D& operator = (const Matrix4D& rclMtrx);
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inline Matrix4D& operator = (const Matrix4D& mat);
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/// Matrix multiplication
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inline Matrix4D operator * (const Matrix4D& rclMtrx) const;
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inline Matrix4D operator * (const Matrix4D& mat) const;
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/// Multiplication matrix with vector
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inline Vector3f operator * (const Vector3f& rclVct) const;
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inline Vector3d operator * (const Vector3d& rclVct) const;
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inline Vector3f operator * (const Vector3f& vec) const;
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inline Vector3d operator * (const Vector3d& vec) const;
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inline void multVec(const Vector3d & src, Vector3d & dst) const;
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inline void multVec(const Vector3f & src, Vector3f & dst) const;
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inline Matrix4D operator * (double) const;
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inline Matrix4D& operator *= (double);
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/// Comparison
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inline bool operator != (const Matrix4D& rclMtrx) const;
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inline bool operator != (const Matrix4D& mat) const;
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/// Comparison
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inline bool operator == (const Matrix4D& rclMtrx) const;
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inline bool operator == (const Matrix4D& mat) const;
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/// Index operator
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inline double* operator [] (unsigned short usNdx);
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/// Index operator
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@@ -154,16 +154,16 @@ public:
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void move (double x, double y, double z)
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{ move(Vector3d(x,y,z)); }
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/// moves the coordinatesystem for the vector
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void move (const Vector3f& rclVct);
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void move (const Vector3d& rclVct);
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void move (const Vector3f& vec);
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void move (const Vector3d& vec);
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/// scale for the vector
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void scale (float x, float y, float z)
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{ scale(Vector3f(x,y,z)); }
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void scale (double x, double y, double z)
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{ scale(Vector3d(x,y,z)); }
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/// scale for the x,y,z value
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void scale (const Vector3f& rclVct);
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void scale (const Vector3d& rclVct);
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void scale (const Vector3f& vec);
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void scale (const Vector3d& vec);
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/// uniform scale
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void scale (float scalexyz)
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{ scale(Vector3f(scalexyz, scalexyz, scalexyz)); }
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@@ -178,9 +178,9 @@ public:
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/// Rotate around the Z axis (in transformed space) for the given value in radians
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void rotZ (double fAngle);
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/// Rotate around an arbitrary axis passing the origin in radians
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void rotLine (const Vector3f& rclVct, float fAngle);
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void rotLine (const Vector3f& vec, float fAngle);
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/// Rotate around an arbitrary axis passing the origin in radians
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void rotLine (const Vector3d& rclVct, double fAngle);
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void rotLine (const Vector3d& vec, double fAngle);
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/// Rotate around an arbitrary axis that needn't necessarily pass the origin in radians
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void rotLine (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle);
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/// Rotate around an arbitrary axis that needn't necessarily pass the origin in radians
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@@ -189,8 +189,8 @@ public:
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bool toAxisAngle (Vector3f& rclBase, Vector3f& rclDir, float& fAngle, float& fTranslation) const;
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bool toAxisAngle (Vector3d& rclBase, Vector3d& rclDir, double& fAngle, double& fTranslation) const;
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/// transform (move,scale,rotate) around a point
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void transform (const Vector3f& rclVct, const Matrix4D& rclMtrx);
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void transform (const Vector3d& rclVct, const Matrix4D& rclMtrx);
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void transform (const Vector3f& vec, const Matrix4D& mat);
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void transform (const Vector3d& vec, const Matrix4D& mat);
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/// Matrix is expected to have a 3x3 rotation submatrix.
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void inverse ();
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/// Matrix is expected to have a 3x3 rotation submatrix.
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@@ -210,55 +210,55 @@ private:
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double dMtrx4D[4][4];
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};
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inline Matrix4D Matrix4D::operator + (const Matrix4D& rclMtrx) const
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inline Matrix4D Matrix4D::operator + (const Matrix4D& mat) const
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{
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Matrix4D clMat;
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] + rclMtrx[iz][is];
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clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] + mat[iz][is];
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}
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}
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return clMat;
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}
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inline Matrix4D& Matrix4D::operator += (const Matrix4D& rclMtrx)
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inline Matrix4D& Matrix4D::operator += (const Matrix4D& mat)
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{
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx4D[iz][is] += rclMtrx[iz][is];
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dMtrx4D[iz][is] += mat[iz][is];
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}
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}
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return *this;
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}
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inline Matrix4D Matrix4D::operator - (const Matrix4D& rclMtrx) const
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inline Matrix4D Matrix4D::operator - (const Matrix4D& mat) const
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{
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Matrix4D clMat;
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] - rclMtrx[iz][is];
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clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] - mat[iz][is];
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}
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}
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return clMat;
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}
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inline Matrix4D& Matrix4D::operator -= (const Matrix4D& rclMtrx)
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inline Matrix4D& Matrix4D::operator -= (const Matrix4D& mat)
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{
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx4D[iz][is] -= rclMtrx[iz][is];
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dMtrx4D[iz][is] -= mat[iz][is];
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}
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}
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return *this;
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}
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inline Matrix4D& Matrix4D::operator *= (const Matrix4D& rclMtrx)
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inline Matrix4D& Matrix4D::operator *= (const Matrix4D& mat)
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{
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Matrix4D clMat;
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@@ -266,8 +266,7 @@ inline Matrix4D& Matrix4D::operator *= (const Matrix4D& rclMtrx)
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for (int is = 0; is < 4; is++) {
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clMat.dMtrx4D[iz][is] = 0;
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for (int ie = 0; ie < 4; ie++) {
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clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] *
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rclMtrx.dMtrx4D[ie][is];
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clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] * mat.dMtrx4D[ie][is];
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}
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}
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}
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@@ -277,7 +276,7 @@ inline Matrix4D& Matrix4D::operator *= (const Matrix4D& rclMtrx)
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return *this;
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}
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inline Matrix4D Matrix4D::operator * (const Matrix4D& rclMtrx) const
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inline Matrix4D Matrix4D::operator * (const Matrix4D& mat) const
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{
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Matrix4D clMat;
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@@ -285,8 +284,7 @@ inline Matrix4D Matrix4D::operator * (const Matrix4D& rclMtrx) const
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for (int is = 0; is < 4; is++) {
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clMat.dMtrx4D[iz][is] = 0;
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for (int ie = 0; ie < 4; ie++) {
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clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] *
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rclMtrx.dMtrx4D[ie][is];
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clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] * mat.dMtrx4D[ie][is];
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}
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}
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}
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@@ -294,51 +292,51 @@ inline Matrix4D Matrix4D::operator * (const Matrix4D& rclMtrx) const
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return clMat;
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}
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inline Matrix4D& Matrix4D::operator= (const Matrix4D& rclMtrx)
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inline Matrix4D& Matrix4D::operator= (const Matrix4D& mat)
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{
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx4D[iz][is] = rclMtrx.dMtrx4D[iz][is];
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dMtrx4D[iz][is] = mat.dMtrx4D[iz][is];
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}
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}
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return *this;
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}
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inline Vector3f Matrix4D::operator* (const Vector3f& rclVct) const
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inline Vector3f Matrix4D::operator* (const Vector3f& vec) const
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{
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double x = static_cast<double>(rclVct.x);
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double y = static_cast<double>(rclVct.y);
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double z = static_cast<double>(rclVct.z);
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double sx = static_cast<double>(vec.x);
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double sy = static_cast<double>(vec.y);
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double sz = static_cast<double>(vec.z);
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return Vector3f(
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static_cast<float>(dMtrx4D[0][0]*x + dMtrx4D[0][1]*y +
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dMtrx4D[0][2]*z + dMtrx4D[0][3]),
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static_cast<float>(dMtrx4D[1][0]*x + dMtrx4D[1][1]*y +
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dMtrx4D[1][2]*z + dMtrx4D[1][3]),
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static_cast<float>(dMtrx4D[2][0]*x + dMtrx4D[2][1]*y +
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dMtrx4D[2][2]*z + dMtrx4D[2][3])
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static_cast<float>(dMtrx4D[0][0]*sx + dMtrx4D[0][1]*sy +
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dMtrx4D[0][2]*sz + dMtrx4D[0][3]),
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static_cast<float>(dMtrx4D[1][0]*sx + dMtrx4D[1][1]*sy +
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dMtrx4D[1][2]*sz + dMtrx4D[1][3]),
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static_cast<float>(dMtrx4D[2][0]*sx + dMtrx4D[2][1]*sy +
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dMtrx4D[2][2]*sz + dMtrx4D[2][3])
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);
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}
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inline Vector3d Matrix4D::operator* (const Vector3d& rclVct) const
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inline Vector3d Matrix4D::operator* (const Vector3d& vec) const
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{
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return Vector3d((dMtrx4D[0][0]*rclVct.x + dMtrx4D[0][1]*rclVct.y +
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dMtrx4D[0][2]*rclVct.z + dMtrx4D[0][3]),
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(dMtrx4D[1][0]*rclVct.x + dMtrx4D[1][1]*rclVct.y +
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dMtrx4D[1][2]*rclVct.z + dMtrx4D[1][3]),
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(dMtrx4D[2][0]*rclVct.x + dMtrx4D[2][1]*rclVct.y +
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dMtrx4D[2][2]*rclVct.z + dMtrx4D[2][3]));
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return Vector3d((dMtrx4D[0][0]*vec.x + dMtrx4D[0][1]*vec.y +
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dMtrx4D[0][2]*vec.z + dMtrx4D[0][3]),
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(dMtrx4D[1][0]*vec.x + dMtrx4D[1][1]*vec.y +
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dMtrx4D[1][2]*vec.z + dMtrx4D[1][3]),
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(dMtrx4D[2][0]*vec.x + dMtrx4D[2][1]*vec.y +
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dMtrx4D[2][2]*vec.z + dMtrx4D[2][3]));
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}
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inline void Matrix4D::multVec(const Vector3d & src, Vector3d & dst) const
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{
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double x = (dMtrx4D[0][0]*src.x + dMtrx4D[0][1]*src.y +
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dMtrx4D[0][2]*src.z + dMtrx4D[0][3]);
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double y = (dMtrx4D[1][0]*src.x + dMtrx4D[1][1]*src.y +
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dMtrx4D[1][2]*src.z + dMtrx4D[1][3]);
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double z = (dMtrx4D[2][0]*src.x + dMtrx4D[2][1]*src.y +
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dMtrx4D[2][2]*src.z + dMtrx4D[2][3]);
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dst.Set(x,y,z);
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double dx = (dMtrx4D[0][0]*src.x + dMtrx4D[0][1]*src.y +
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dMtrx4D[0][2]*src.z + dMtrx4D[0][3]);
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double dy = (dMtrx4D[1][0]*src.x + dMtrx4D[1][1]*src.y +
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dMtrx4D[1][2]*src.z + dMtrx4D[1][3]);
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double dz = (dMtrx4D[2][0]*src.x + dMtrx4D[2][1]*src.y +
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dMtrx4D[2][2]*src.z + dMtrx4D[2][3]);
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dst.Set(dx,dy,dz);
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}
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inline void Matrix4D::multVec(const Vector3f & src, Vector3f & dst) const
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@@ -347,15 +345,15 @@ inline void Matrix4D::multVec(const Vector3f & src, Vector3f & dst) const
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double sy = static_cast<double>(src.y);
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double sz = static_cast<double>(src.z);
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double x = (dMtrx4D[0][0]*sx + dMtrx4D[0][1]*sy +
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dMtrx4D[0][2]*sz + dMtrx4D[0][3]);
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double y = (dMtrx4D[1][0]*sx + dMtrx4D[1][1]*sy +
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dMtrx4D[1][2]*sz + dMtrx4D[1][3]);
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double z = (dMtrx4D[2][0]*sx + dMtrx4D[2][1]*sy +
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dMtrx4D[2][2]*sz + dMtrx4D[2][3]);
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dst.Set(static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z));
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double dx = (dMtrx4D[0][0]*sx + dMtrx4D[0][1]*sy +
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dMtrx4D[0][2]*sz + dMtrx4D[0][3]);
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double dy = (dMtrx4D[1][0]*sx + dMtrx4D[1][1]*sy +
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dMtrx4D[1][2]*sz + dMtrx4D[1][3]);
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double dz = (dMtrx4D[2][0]*sx + dMtrx4D[2][1]*sy +
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dMtrx4D[2][2]*sz + dMtrx4D[2][3]);
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dst.Set(static_cast<float>(dx),
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static_cast<float>(dy),
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static_cast<float>(dz));
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}
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inline Matrix4D Matrix4D::operator * (double scalar) const
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@@ -382,11 +380,11 @@ inline Matrix4D& Matrix4D::operator *= (double scalar)
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return *this;
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}
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inline bool Matrix4D::operator== (const Matrix4D& rclMtrx) const
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inline bool Matrix4D::operator== (const Matrix4D& mat) const
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{
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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if (fabs(dMtrx4D[iz][is] - rclMtrx.dMtrx4D[iz][is]) > traits_type::epsilon())
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if (fabs(dMtrx4D[iz][is] - mat.dMtrx4D[iz][is]) > traits_type::epsilon())
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return false;
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}
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}
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@@ -394,16 +392,15 @@ inline bool Matrix4D::operator== (const Matrix4D& rclMtrx) const
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return true;
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}
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inline bool Matrix4D::operator!= (const Matrix4D& rclMtrx) const
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inline bool Matrix4D::operator!= (const Matrix4D& mat) const
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{
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return !( (*this) == rclMtrx );
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return !((*this) == mat);
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}
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inline Vector3f& operator*= (Vector3f& rclVect,
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const Matrix4D& rclMtrx)
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inline Vector3f& operator*= (Vector3f& vec, const Matrix4D& mat)
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{
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rclVect = rclMtrx * rclVect;
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return rclVect;
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vec = mat * vec;
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return vec;
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}
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inline double* Matrix4D::operator[] (unsigned short usNdx)
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@@ -431,25 +428,25 @@ inline Vector3d Matrix4D::trace() const
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return Vector3d(dMtrx4D[0][0], dMtrx4D[1][1], dMtrx4D[2][2]);
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}
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inline void Matrix4D::setRow(unsigned short usNdx, const Vector3d& v)
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inline void Matrix4D::setRow(unsigned short usNdx, const Vector3d& vec)
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{
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dMtrx4D[usNdx][0] = v.x;
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dMtrx4D[usNdx][1] = v.y;
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dMtrx4D[usNdx][2] = v.z;
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dMtrx4D[usNdx][0] = vec.x;
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dMtrx4D[usNdx][1] = vec.y;
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dMtrx4D[usNdx][2] = vec.z;
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}
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inline void Matrix4D::setCol(unsigned short usNdx, const Vector3d& v)
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inline void Matrix4D::setCol(unsigned short usNdx, const Vector3d& vec)
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{
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dMtrx4D[0][usNdx] = v.x;
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dMtrx4D[1][usNdx] = v.y;
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dMtrx4D[2][usNdx] = v.z;
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dMtrx4D[0][usNdx] = vec.x;
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dMtrx4D[1][usNdx] = vec.y;
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dMtrx4D[2][usNdx] = vec.z;
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}
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inline void Matrix4D::setTrace(const Vector3d& v)
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inline void Matrix4D::setTrace(const Vector3d& vec)
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{
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dMtrx4D[0][0] = v.x;
|
||||
dMtrx4D[1][1] = v.y;
|
||||
dMtrx4D[2][2] = v.z;
|
||||
dMtrx4D[0][0] = vec.x;
|
||||
dMtrx4D[1][1] = vec.y;
|
||||
dMtrx4D[2][2] = vec.z;
|
||||
}
|
||||
|
||||
} // namespace Base
|
||||
|
||||
Reference in New Issue
Block a user