Index: Source/platform/transforms/TransformationMatrix.cpp |
diff --git a/Source/platform/transforms/TransformationMatrix.cpp b/Source/platform/transforms/TransformationMatrix.cpp |
index 3efc3a8d0d4df9535041470519f24d44eeccd3bc..e73988f216eb9ae077d80ba699dc4ca08ba5d4a4 100644 |
--- a/Source/platform/transforms/TransformationMatrix.cpp |
+++ b/Source/platform/transforms/TransformationMatrix.cpp |
@@ -42,8 +42,6 @@ |
#include <emmintrin.h> |
#endif |
-using namespace std; |
- |
namespace blink { |
// |
@@ -261,7 +259,7 @@ static void v4MulPointByMatrix(const Vector4 p, const TransformationMatrix::Matr |
static double v3Length(Vector3 a) |
{ |
- return sqrt((a[0] * a[0]) + (a[1] * a[1]) + (a[2] * a[2])); |
+ return std::sqrt((a[0] * a[0]) + (a[1] * a[1]) + (a[2] * a[2])); |
} |
static void v3Scale(Vector3 v, double desiredLength) |
@@ -437,25 +435,25 @@ static bool decompose(const TransformationMatrix::Matrix4& mat, TransformationMa |
t = row[0][0] + row[1][1] + row[2][2] + 1.0; |
if (t > 1e-4) { |
- s = 0.5 / sqrt(t); |
+ s = 0.5 / std::sqrt(t); |
w = 0.25 / s; |
x = (row[2][1] - row[1][2]) * s; |
y = (row[0][2] - row[2][0]) * s; |
z = (row[1][0] - row[0][1]) * s; |
} else if (row[0][0] > row[1][1] && row[0][0] > row[2][2]) { |
- s = sqrt (1.0 + row[0][0] - row[1][1] - row[2][2]) * 2.0; // S=4*qx |
+ s = std::sqrt(1.0 + row[0][0] - row[1][1] - row[2][2]) * 2.0; // S=4*qx |
x = 0.25 * s; |
y = (row[0][1] + row[1][0]) / s; |
z = (row[0][2] + row[2][0]) / s; |
w = (row[2][1] - row[1][2]) / s; |
} else if (row[1][1] > row[2][2]) { |
- s = sqrt (1.0 + row[1][1] - row[0][0] - row[2][2]) * 2.0; // S=4*qy |
+ s = std::sqrt(1.0 + row[1][1] - row[0][0] - row[2][2]) * 2.0; // S=4*qy |
x = (row[0][1] + row[1][0]) / s; |
y = 0.25 * s; |
z = (row[1][2] + row[2][1]) / s; |
w = (row[0][2] - row[2][0]) / s; |
} else { |
- s = sqrt(1.0 + row[2][2] - row[0][0] - row[1][1]) * 2.0; // S=4*qz |
+ s = std::sqrt(1.0 + row[2][2] - row[0][0] - row[1][1]) * 2.0; // S=4*qz |
x = (row[0][2] + row[2][0]) / s; |
y = (row[1][2] + row[2][1]) / s; |
z = 0.25 * s; |
@@ -493,10 +491,10 @@ static void slerp(double qa[4], const double qb[4], double t) |
if (angle + 1.0 > .05) { |
if (1.0 - angle >= .05) { |
- th = acos (angle); |
- invth = 1.0 / sin (th); |
- scale = sin (th * (1.0 - t)) * invth; |
- invscale = sin (th * t) * invth; |
+ th = std::acos(angle); |
+ invth = 1.0 / std::sin(th); |
+ scale = std::sin(th * (1.0 - t)) * invth; |
+ invscale = std::sin(th * t) * invth; |
} else { |
scale = 1.0 - t; |
invscale = t; |
@@ -506,8 +504,8 @@ static void slerp(double qa[4], const double qb[4], double t) |
by = ax; |
bz = -aw; |
bw = az; |
- scale = sin(piDouble * (.5 - t)); |
- invscale = sin (piDouble * t); |
+ scale = std::sin(piDouble * (.5 - t)); |
+ invscale = std::sin(piDouble * t); |
} |
cx = ax * scale + bx * invscale; |
@@ -622,7 +620,7 @@ FloatQuad TransformationMatrix::projectQuad(const FloatQuad& q, bool* clamped) c |
static float clampEdgeValue(float f) |
{ |
ASSERT(!std::isnan(f)); |
- return min<float>(max<float>(f, (-LayoutUnit::max() / 2).toFloat()), (LayoutUnit::max() / 2).toFloat()); |
+ return std::min<float>(std::max<float>(f, (-LayoutUnit::max() / 2).toFloat()), (LayoutUnit::max() / 2).toFloat()); |
} |
LayoutRect TransformationMatrix::clampedBoundsOfProjectedQuad(const FloatQuad& q) const |
@@ -761,7 +759,7 @@ TransformationMatrix& TransformationMatrix::scale3d(double sx, double sy, double |
TransformationMatrix& TransformationMatrix::rotate3d(double x, double y, double z, double angle) |
{ |
// Normalize the axis of rotation |
- double length = sqrt(x * x + y * y + z * z); |
+ double length = std::sqrt(x * x + y * y + z * z); |
if (length == 0) { |
// A direction vector that cannot be normalized, such as [0, 0, 0], will cause the rotation to not be applied. |
return *this; |
@@ -774,8 +772,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double x, double y, double |
// Angles are in degrees. Switch to radians. |
angle = deg2rad(angle); |
- double sinTheta = sin(angle); |
- double cosTheta = cos(angle); |
+ double sinTheta = std::sin(angle); |
+ double cosTheta = std::cos(angle); |
TransformationMatrix mat; |
@@ -854,8 +852,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double rx, double ry, doubl |
TransformationMatrix mat; |
- double sinTheta = sin(rz); |
- double cosTheta = cos(rz); |
+ double sinTheta = std::sin(rz); |
+ double cosTheta = std::cos(rz); |
mat.m_matrix[0][0] = cosTheta; |
mat.m_matrix[0][1] = sinTheta; |
@@ -872,8 +870,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double rx, double ry, doubl |
TransformationMatrix rmat(mat); |
- sinTheta = sin(ry); |
- cosTheta = cos(ry); |
+ sinTheta = std::sin(ry); |
+ cosTheta = std::cos(ry); |
mat.m_matrix[0][0] = cosTheta; |
mat.m_matrix[0][1] = 0.0; |
@@ -890,8 +888,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double rx, double ry, doubl |
rmat.multiply(mat); |
- sinTheta = sin(rx); |
- cosTheta = cos(rx); |
+ sinTheta = std::sin(rx); |
+ cosTheta = std::cos(rx); |
mat.m_matrix[0][0] = 1.0; |
mat.m_matrix[0][1] = 0.0; |
@@ -969,8 +967,8 @@ TransformationMatrix& TransformationMatrix::skew(double sx, double sy) |
sy = deg2rad(sy); |
TransformationMatrix mat; |
- mat.m_matrix[0][1] = tan(sy); // note that the y shear goes in the first row |
- mat.m_matrix[1][0] = tan(sx); // and the x shear in the second row |
+ mat.m_matrix[0][1] = std::tan(sy); // note that the y shear goes in the first row |
+ mat.m_matrix[1][0] = std::tan(sx); // and the x shear in the second row |
multiply(mat); |
return *this; |