From cfed344344b996aea1e6388031dc20b1d15a25f3 Mon Sep 17 00:00:00 2001 From: Stanislaw Halik Date: Tue, 18 Aug 2015 08:51:28 +0200 Subject: simple-mat: replace initializer_list with variadic ctor Gives us type safety rather than argument count mismatch. Also there's no more narrowing conversion issue. Replace usages. Explicitly delete initializer_list ctor. --- pose-widget/glwidget.cpp | 40 ++++++++++++++++++---------------------- 1 file changed, 18 insertions(+), 22 deletions(-) (limited to 'pose-widget/glwidget.cpp') diff --git a/pose-widget/glwidget.cpp b/pose-widget/glwidget.cpp index 6c04c4e6..334c845b 100755 --- a/pose-widget/glwidget.cpp +++ b/pose-widget/glwidget.cpp @@ -45,14 +45,10 @@ void GLWidget::rotateBy(float xAngle, float yAngle, float zAngle, float x, float float c3 = cos(zAngle / 57.295781); float s3 = sin(zAngle / 57.295781); - float foo[] = { - c2*c3, -c2*s3, s2, - c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1, - s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2, - }; - - rotation = rmat(foo); - translation = vec3({x, y, z}); + rotation = rmat(c2*c3, -c2*s3, s2, + c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1, + s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2); + translation = vec3(x, y, z); update(); } @@ -68,8 +64,8 @@ public: const vec2& p3) { origin = p1; - v0 = vec2({ p3.x() - p1.x(), p3.y() - p1.y() }); - v1 = vec2({ p2.x() - p1.x(), p2.y() - p1.y() }); + v0 = vec2(p3.x() - p1.x(), p3.y() - p1.y()); + v1 = vec2(p2.x() - p1.x(), p2.y() - p1.y()); dot00 = v0.dot(v0); dot01 = v0.dot(v1); dot11 = v1.dot(v1); @@ -82,7 +78,7 @@ public: const num dot02 = v0.dot(v2); const num u = (dot11 * dot02 - dot01 * dot12) * invDenom; const num v = (dot00 * dot12 - dot01 * dot02) * invDenom; - uv = vec2({u, v}); + uv = vec2(u, v); return (u >= 0) && (v >= 0) && (u + v <= 1); } @@ -107,19 +103,19 @@ void GLWidget::project_quad_texture() { const int sx = width(), sy = height(); vec2 pt[4]; const vec3 corners[] = { - vec3({0., 0, 0}), - vec3({sx-1, 0, 0}), - vec3({0, sy-1, 0}), - vec3({sx-1, sy-1, 0.}) + vec3(0., 0, 0), + vec3(sx-1, 0, 0), + vec3(0, sy-1, 0), + vec3(sx-1, sy-1, 0.) }; for (int i = 0; i < 4; i++) { - pt[i] = project(vec3({corners[i].x() - sx/2, corners[i].y() - sy/2, 0})); + pt[i] = project(vec3(corners[i].x() - sx/2, corners[i].y() - sy/2, 0)); pt[i].x() += sx/2.; pt[i].y() += sy/2.; } - vec3 normal1({0, 0, 1}); + vec3 normal1(0, 0, 1); vec3 normal2; { vec3 foo[3]; @@ -137,15 +133,15 @@ void GLWidget::project_quad_texture() { vec2 p2[4]; for (int i = 0; i < 4; i++) - p2[i] = vec2({pt[i].x(), pt[i].y()}); + p2[i] = vec2(pt[i].x(), pt[i].y()); QImage texture(QSize(sx, sy), QImage::Format_RGB888); QColor bgColor = palette().color(QPalette::Current, QPalette::Window); texture.fill(bgColor); const vec2 projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } }; const vec2 origs[2][3] = { - { vec2({0, 0}), vec2({ow-1, 0}), vec2({0, oh-1}) }, - { vec2({ow-1, oh-1}), vec2({ow-1, 0}), vec2({0, oh-1}) } + { vec2(0, 0), vec2(ow-1, 0), vec2(0, oh-1) }, + { vec2(ow-1, oh-1), vec2(ow-1, 0), vec2(0, oh-1) } }; const Triangle triangles[2] = { Triangle(projected[0][0], projected[0][1], projected[0][2]), @@ -167,7 +163,7 @@ void GLWidget::project_quad_texture() { for (int y = 0; y < sy; y++) for (int x = 0; x < sx; x++) { - vec2 pos({x, y}); + vec2 pos(x, y); for (int i = 0; i < 2; i++) { vec2 uv; if (triangles[i].barycentric_coords(pos, uv)) @@ -205,7 +201,7 @@ GLWidget::vec2 GLWidget::project(const vec3 &point) num y = h * translation.y() / 2 / -40; if (std::abs(y) > h/2) y = y > 0 ? h/2 : h/-2; - return vec2 { z * (ret.x() + x), z * (ret.y() + y) }; + return vec2(z * (ret.x() + x), z * (ret.y() + y)); } GLWidget::vec3 GLWidget::project2(const vec3 &point) -- cgit v1.2.3