QBezier: inline fromPoints()
There's really no reason for it to be out-of-line, and we're going to use it in QBezier::split(), which is inline, and we want the optimizer to have a field day with the source, without a compiler firewall in the way. Change-Id: I49ae3a87fcce1e2dc87a9081f567503e5a98ef6b Reviewed-by: Edward Welbourne <edward.welbourne@qt.io> Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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@ -51,24 +51,6 @@ QT_BEGIN_NAMESPACE
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//#define QDEBUG_BEZIER
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/*!
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\internal
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*/
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QBezier QBezier::fromPoints(const QPointF &p1, const QPointF &p2,
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const QPointF &p3, const QPointF &p4)
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{
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QBezier b;
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b.x1 = p1.x();
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b.y1 = p1.y();
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b.x2 = p2.x();
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b.y2 = p2.y();
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b.x3 = p3.x();
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b.y3 = p3.y();
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b.x4 = p4.x();
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b.y4 = p4.y();
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return b;
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}
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/*!
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\internal
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*/
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@ -69,7 +69,8 @@ class Q_GUI_EXPORT QBezier
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{
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public:
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static QBezier fromPoints(const QPointF &p1, const QPointF &p2,
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const QPointF &p3, const QPointF &p4);
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const QPointF &p3, const QPointF &p4)
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{ return {p1.x(), p1.y(), p2.x(), p2.y(), p3.x(), p3.y(), p4.x(), p4.y()}; }
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static void coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal &d);
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