[QQuaternion] Fix naming of the new methods
According to the Qt naming policy, methods that return value(s) via the mutable parameter(s) should have "get" prefix to mention that. [ChangeLog][QtGui][QQuaternion] Added methods to convert a quaternion to/from Euler angles and to/from rotation matrix. Change-Id: I95704e1f4623dc4ca54cd237ea203539fb60d452 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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@ -363,7 +363,7 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
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#ifndef QT_NO_VECTOR3D
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/*!
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\fn void QQuaternion::toAxisAndAngle(QVector3D *axis, float *angle) const
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\fn void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const
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\since 5.5
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\overload
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@ -377,7 +377,7 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
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Creates a normalized quaternion that corresponds to rotating through
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\a angle degrees about the specified 3D \a axis.
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\sa toAxisAndAngle()
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\sa getAxisAndAngle()
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*/
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QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
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{
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@ -402,7 +402,7 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
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\sa fromAxisAndAngle()
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*/
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void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) const
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void QQuaternion::getAxisAndAngle(float *x, float *y, float *z, float *angle) const
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{
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Q_ASSERT(x && y && z && angle);
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@ -433,7 +433,7 @@ void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) con
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Creates a normalized quaternion that corresponds to rotating through
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\a angle degrees about the 3D axis (\a x, \a y, \a z).
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\sa toAxisAndAngle()
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\sa getAxisAndAngle()
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*/
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QQuaternion QQuaternion::fromAxisAndAngle
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(float x, float y, float z, float angle)
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@ -485,7 +485,7 @@ QQuaternion QQuaternion::fromAxisAndAngle
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\sa fromEulerAngles()
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*/
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void QQuaternion::toEulerAngles(float *pitch, float *yaw, float *roll) const
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void QQuaternion::getEulerAngles(float *pitch, float *yaw, float *roll) const
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{
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Q_ASSERT(pitch && yaw && roll);
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@ -543,7 +543,7 @@ void QQuaternion::toEulerAngles(float *pitch, float *yaw, float *roll) const
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\a roll degrees around the z axis, \a pitch degrees around the x axis,
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and \a yaw degrees around the y axis (in that order).
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\sa toEulerAngles()
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\sa getEulerAngles()
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*/
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QQuaternion QQuaternion::fromEulerAngles(float pitch, float yaw, float roll)
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{
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@ -115,10 +115,10 @@ public:
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operator QVariant() const;
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#ifndef QT_NO_VECTOR3D
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inline void toAxisAndAngle(QVector3D *axis, float *angle) const;
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inline void getAxisAndAngle(QVector3D *axis, float *angle) const;
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static QQuaternion fromAxisAndAngle(const QVector3D& axis, float angle);
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#endif
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void toAxisAndAngle(float *x, float *y, float *z, float *angle) const;
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void getAxisAndAngle(float *x, float *y, float *z, float *angle) const;
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static QQuaternion fromAxisAndAngle
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(float x, float y, float z, float angle);
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@ -126,7 +126,7 @@ public:
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inline QVector3D toEulerAngles() const;
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static inline QQuaternion fromEulerAngles(const QVector3D &eulerAngles);
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#endif
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void toEulerAngles(float *pitch, float *yaw, float *roll) const;
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void getEulerAngles(float *pitch, float *yaw, float *roll) const;
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static QQuaternion fromEulerAngles(float pitch, float yaw, float roll);
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QMatrix3x3 toRotationMatrix() const;
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@ -308,17 +308,17 @@ inline QVector3D QQuaternion::vector() const
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return QVector3D(xp, yp, zp);
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}
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inline void QQuaternion::toAxisAndAngle(QVector3D *axis, float *angle) const
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inline void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const
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{
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float aX, aY, aZ;
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toAxisAndAngle(&aX, &aY, &aZ, angle);
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getAxisAndAngle(&aX, &aY, &aZ, angle);
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*axis = QVector3D(aX, aY, aZ);
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}
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inline QVector3D QQuaternion::toEulerAngles() const
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{
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float pitch, yaw, roll;
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toEulerAngles(&pitch, &yaw, &roll);
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getEulerAngles(&pitch, &yaw, &roll);
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return QVector3D(pitch, yaw, roll);
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}
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@ -727,7 +727,7 @@ void tst_QQuaternion::fromAxisAndAngle()
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{
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QVector3D answerAxis;
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float answerAngle;
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answer.toAxisAndAngle(&answerAxis, &answerAngle);
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answer.getAxisAndAngle(&answerAxis, &answerAngle);
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QVERIFY(qFuzzyCompare(answerAxis.x(), vector.x()));
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QVERIFY(qFuzzyCompare(answerAxis.y(), vector.y()));
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QVERIFY(qFuzzyCompare(answerAxis.z(), vector.z()));
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@ -743,7 +743,7 @@ void tst_QQuaternion::fromAxisAndAngle()
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{
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float answerAxisX, answerAxisY, answerAxisZ;
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float answerAngle;
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answer.toAxisAndAngle(&answerAxisX, &answerAxisY, &answerAxisZ, &answerAngle);
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answer.getAxisAndAngle(&answerAxisX, &answerAxisY, &answerAxisZ, &answerAngle);
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QVERIFY(qFuzzyCompare(answerAxisX, vector.x()));
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QVERIFY(qFuzzyCompare(answerAxisY, vector.y()));
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QVERIFY(qFuzzyCompare(answerAxisZ, vector.z()));
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@ -872,7 +872,7 @@ void tst_QQuaternion::fromEulerAngles()
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{
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float answerPitch, answerYaw, answerRoll;
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answer.toEulerAngles(&answerPitch, &answerYaw, &answerRoll);
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answer.getEulerAngles(&answerPitch, &answerYaw, &answerRoll);
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QVERIFY(myFuzzyCompareDegrees(answerPitch, pitch));
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QVERIFY(myFuzzyCompareDegrees(answerYaw, yaw));
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QVERIFY(myFuzzyCompareDegrees(answerRoll, roll));
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