slideshow/source/engine/box2dtools.cxx |   22 ++++------------------
 1 file changed, 4 insertions(+), 18 deletions(-)

New commits:
commit c72cfece6a514cde1ccc79b855bc175bda4d0edf
Author:     Ashwani5009 <ashwani1235ku...@gmail.com>
AuthorDate: Sun Apr 7 10:30:31 2024 +0530
Commit:     Hossein <hoss...@libreoffice.org>
CommitDate: Wed Apr 17 08:55:12 2024 +0200

    Simplify nested for loops
    
    Nested for loops are replaced with direct distance checking between
    triangle vertices. The goal is to improve the code readability and
    efficiency in AddTriangleVectorToBody() function.
    
    Change-Id: I753253031738d49e7910f20110da7da07a10cb1b
    Reviewed-on: https://gerrit.libreoffice.org/c/core/+/165863
    Reviewed-by: Hossein <hoss...@libreoffice.org>
    Tested-by: Hossein <hoss...@libreoffice.org>

diff --git a/slideshow/source/engine/box2dtools.cxx 
b/slideshow/source/engine/box2dtools.cxx
index f747786d78a2..656e002137f0 100644
--- a/slideshow/source/engine/box2dtools.cxx
+++ b/slideshow/source/engine/box2dtools.cxx
@@ -92,24 +92,10 @@ void addTriangleVectorToBody(const 
basegfx::triangulator::B2DTriangleVector& rTr
                 convertB2DPointToBox2DVec2(aTriangle.getB(), fScaleFactor),
                 convertB2DPointToBox2DVec2(aTriangle.getC(), fScaleFactor) };
 
-        bool bValidPointDistance = true;
-
-        // check whether the triangle has degenerately close points
-        for (int nPointIndexA = 0; nPointIndexA < 3; nPointIndexA++)
-        {
-            for (int nPointIndexB = 0; nPointIndexB < 3; nPointIndexB++)
-            {
-                if (nPointIndexA == nPointIndexB)
-                    continue;
-
-                if (b2DistanceSquared(aTriangleVertices[nPointIndexA],
-                                      aTriangleVertices[nPointIndexB])
-                    < 0.003f)
-                {
-                    bValidPointDistance = false;
-                }
-            }
-        }
+        bool bValidPointDistance
+            = b2DistanceSquared(aTriangleVertices[0], aTriangleVertices[1]) > 
0.003f
+              && b2DistanceSquared(aTriangleVertices[0], aTriangleVertices[2]) 
> 0.003f
+              && b2DistanceSquared(aTriangleVertices[1], aTriangleVertices[2]) 
> 0.003f;
 
         if (bValidPointDistance)
         {

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