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| |
| #ifndef QMATRIX4X4_H |
| #define QMATRIX4X4_H |
| |
| #include <QtGui/qvector3d.h> |
| #include <QtGui/qvector4d.h> |
| #include <QtGui/qquaternion.h> |
| #include <QtGui/qgenericmatrix.h> |
| #include <QtCore/qrect.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| |
| #ifndef QT_NO_MATRIX4X4 |
| |
| class QMatrix; |
| class QTransform; |
| class QVariant; |
| |
| class Q_GUI_EXPORT QMatrix4x4 |
| { |
| public: |
| inline QMatrix4x4() { setToIdentity(); } |
| explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {} |
| explicit QMatrix4x4(const float *values); |
| inline QMatrix4x4(float m11, float m12, float m13, float m14, |
| float m21, float m22, float m23, float m24, |
| float m31, float m32, float m33, float m34, |
| float m41, float m42, float m43, float m44); |
| |
| template <int N, int M> |
| explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix); |
| |
| QMatrix4x4(const float *values, int cols, int rows); |
| QMatrix4x4(const QTransform& transform); |
| QMatrix4x4(const QMatrix& matrix); |
| |
| inline const float& operator()(int row, int column) const; |
| inline float& operator()(int row, int column); |
| |
| #ifndef QT_NO_VECTOR4D |
| inline QVector4D column(int index) const; |
| inline void setColumn(int index, const QVector4D& value); |
| |
| inline QVector4D row(int index) const; |
| inline void setRow(int index, const QVector4D& value); |
| #endif |
| |
| inline bool isAffine() const; |
| |
| inline bool isIdentity() const; |
| inline void setToIdentity(); |
| |
| inline void fill(float value); |
| |
| double determinant() const; |
| QMatrix4x4 inverted(bool *invertible = 0) const; |
| QMatrix4x4 transposed() const; |
| QMatrix3x3 normalMatrix() const; |
| |
| inline QMatrix4x4& operator+=(const QMatrix4x4& other); |
| inline QMatrix4x4& operator-=(const QMatrix4x4& other); |
| inline QMatrix4x4& operator*=(const QMatrix4x4& other); |
| inline QMatrix4x4& operator*=(float factor); |
| QMatrix4x4& operator/=(float divisor); |
| inline bool operator==(const QMatrix4x4& other) const; |
| inline bool operator!=(const QMatrix4x4& other) const; |
| |
| friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2); |
| friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2); |
| friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2); |
| #ifndef QT_NO_VECTOR3D |
| friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); |
| friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); |
| #endif |
| #ifndef QT_NO_VECTOR4D |
| friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); |
| friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); |
| #endif |
| friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix); |
| friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix); |
| friend QMatrix4x4 operator-(const QMatrix4x4& matrix); |
| friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point); |
| friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point); |
| friend QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix); |
| friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor); |
| friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); |
| |
| friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2); |
| |
| #ifndef QT_NO_VECTOR3D |
| void scale(const QVector3D& vector); |
| void translate(const QVector3D& vector); |
| void rotate(float angle, const QVector3D& vector); |
| #endif |
| void scale(float x, float y); |
| void scale(float x, float y, float z); |
| void scale(float factor); |
| void translate(float x, float y); |
| void translate(float x, float y, float z); |
| void rotate(float angle, float x, float y, float z = 0.0f); |
| #ifndef QT_NO_QUATERNION |
| void rotate(const QQuaternion& quaternion); |
| #endif |
| |
| void ortho(const QRect& rect); |
| void ortho(const QRectF& rect); |
| void ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane); |
| void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane); |
| void perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane); |
| #ifndef QT_NO_VECTOR3D |
| void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up); |
| #endif |
| void viewport(const QRectF &rect); |
| void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f); |
| void flipCoordinates(); |
| |
| void copyDataTo(float *values) const; |
| |
| QMatrix toAffine() const; |
| QTransform toTransform() const; |
| QTransform toTransform(float distanceToPlane) const; |
| |
| QPoint map(const QPoint& point) const; |
| QPointF map(const QPointF& point) const; |
| #ifndef QT_NO_VECTOR3D |
| QVector3D map(const QVector3D& point) const; |
| QVector3D mapVector(const QVector3D& vector) const; |
| #endif |
| #ifndef QT_NO_VECTOR4D |
| QVector4D map(const QVector4D& point) const; |
| #endif |
| QRect mapRect(const QRect& rect) const; |
| QRectF mapRect(const QRectF& rect) const; |
| |
| template <int N, int M> |
| QGenericMatrix<N, M, float> toGenericMatrix() const; |
| |
| inline float *data(); |
| inline const float *data() const { return *m; } |
| inline const float *constData() const { return *m; } |
| |
| void optimize(); |
| |
| operator QVariant() const; |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); |
| #endif |
| |
| private: |
| float m[4][4]; // Column-major order to match OpenGL. |
| int flagBits; // Flag bits from the enum below. |
| |
| // When matrices are multiplied, the flag bits are or-ed together. |
| enum { |
| Identity = 0x0000, // Identity matrix |
| Translation = 0x0001, // Contains a translation |
| Scale = 0x0002, // Contains a scale |
| Rotation2D = 0x0004, // Contains a rotation about the Z axis |
| Rotation = 0x0008, // Contains an arbitrary rotation |
| Perspective = 0x0010, // Last row is different from (0, 0, 0, 1) |
| General = 0x001f // General matrix, unknown contents |
| }; |
| |
| // Construct without initializing identity matrix. |
| explicit QMatrix4x4(int) { } |
| |
| QMatrix4x4 orthonormalInverse() const; |
| |
| void projectedRotate(float angle, float x, float y, float z); |
| |
| friend class QGraphicsRotation; |
| }; |
| |
| Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE); |
| |
| inline QMatrix4x4::QMatrix4x4 |
| (float m11, float m12, float m13, float m14, |
| float m21, float m22, float m23, float m24, |
| float m31, float m32, float m33, float m34, |
| float m41, float m42, float m43, float m44) |
| { |
| m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; |
| m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; |
| m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; |
| m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; |
| flagBits = General; |
| } |
| |
| template <int N, int M> |
| Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 |
| (const QGenericMatrix<N, M, float>& matrix) |
| { |
| const float *values = matrix.constData(); |
| for (int matrixCol = 0; matrixCol < 4; ++matrixCol) { |
| for (int matrixRow = 0; matrixRow < 4; ++matrixRow) { |
| if (matrixCol < N && matrixRow < M) |
| m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow]; |
| else if (matrixCol == matrixRow) |
| m[matrixCol][matrixRow] = 1.0f; |
| else |
| m[matrixCol][matrixRow] = 0.0f; |
| } |
| } |
| flagBits = General; |
| } |
| |
| template <int N, int M> |
| QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const |
| { |
| QGenericMatrix<N, M, float> result; |
| float *values = result.data(); |
| for (int matrixCol = 0; matrixCol < N; ++matrixCol) { |
| for (int matrixRow = 0; matrixRow < M; ++matrixRow) { |
| if (matrixCol < 4 && matrixRow < 4) |
| values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow]; |
| else if (matrixCol == matrixRow) |
| values[matrixCol * M + matrixRow] = 1.0f; |
| else |
| values[matrixCol * M + matrixRow] = 0.0f; |
| } |
| } |
| return result; |
| } |
| |
| inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const |
| { |
| Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); |
| return m[aColumn][aRow]; |
| } |
| |
| inline float& QMatrix4x4::operator()(int aRow, int aColumn) |
| { |
| Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); |
| flagBits = General; |
| return m[aColumn][aRow]; |
| } |
| |
| #ifndef QT_NO_VECTOR4D |
| inline QVector4D QMatrix4x4::column(int index) const |
| { |
| Q_ASSERT(index >= 0 && index < 4); |
| return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]); |
| } |
| |
| inline void QMatrix4x4::setColumn(int index, const QVector4D& value) |
| { |
| Q_ASSERT(index >= 0 && index < 4); |
| m[index][0] = value.x(); |
| m[index][1] = value.y(); |
| m[index][2] = value.z(); |
| m[index][3] = value.w(); |
| flagBits = General; |
| } |
| |
| inline QVector4D QMatrix4x4::row(int index) const |
| { |
| Q_ASSERT(index >= 0 && index < 4); |
| return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]); |
| } |
| |
| inline void QMatrix4x4::setRow(int index, const QVector4D& value) |
| { |
| Q_ASSERT(index >= 0 && index < 4); |
| m[0][index] = value.x(); |
| m[1][index] = value.y(); |
| m[2][index] = value.z(); |
| m[3][index] = value.w(); |
| flagBits = General; |
| } |
| #endif |
| |
| Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); |
| |
| inline bool QMatrix4x4::isAffine() const |
| { |
| return m[0][3] == 0.0f && m[1][3] == 0.0f && m[2][3] == 0.0f && m[3][3] == 1.0f; |
| } |
| |
| inline bool QMatrix4x4::isIdentity() const |
| { |
| if (flagBits == Identity) |
| return true; |
| if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) |
| return false; |
| if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) |
| return false; |
| if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) |
| return false; |
| if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) |
| return false; |
| if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) |
| return false; |
| return (m[3][3] == 1.0f); |
| } |
| |
| inline void QMatrix4x4::setToIdentity() |
| { |
| m[0][0] = 1.0f; |
| m[0][1] = 0.0f; |
| m[0][2] = 0.0f; |
| m[0][3] = 0.0f; |
| m[1][0] = 0.0f; |
| m[1][1] = 1.0f; |
| m[1][2] = 0.0f; |
| m[1][3] = 0.0f; |
| m[2][0] = 0.0f; |
| m[2][1] = 0.0f; |
| m[2][2] = 1.0f; |
| m[2][3] = 0.0f; |
| m[3][0] = 0.0f; |
| m[3][1] = 0.0f; |
| m[3][2] = 0.0f; |
| m[3][3] = 1.0f; |
| flagBits = Identity; |
| } |
| |
| inline void QMatrix4x4::fill(float value) |
| { |
| m[0][0] = value; |
| m[0][1] = value; |
| m[0][2] = value; |
| m[0][3] = value; |
| m[1][0] = value; |
| m[1][1] = value; |
| m[1][2] = value; |
| m[1][3] = value; |
| m[2][0] = value; |
| m[2][1] = value; |
| m[2][2] = value; |
| m[2][3] = value; |
| m[3][0] = value; |
| m[3][1] = value; |
| m[3][2] = value; |
| m[3][3] = value; |
| flagBits = General; |
| } |
| |
| inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) |
| { |
| m[0][0] += other.m[0][0]; |
| m[0][1] += other.m[0][1]; |
| m[0][2] += other.m[0][2]; |
| m[0][3] += other.m[0][3]; |
| m[1][0] += other.m[1][0]; |
| m[1][1] += other.m[1][1]; |
| m[1][2] += other.m[1][2]; |
| m[1][3] += other.m[1][3]; |
| m[2][0] += other.m[2][0]; |
| m[2][1] += other.m[2][1]; |
| m[2][2] += other.m[2][2]; |
| m[2][3] += other.m[2][3]; |
| m[3][0] += other.m[3][0]; |
| m[3][1] += other.m[3][1]; |
| m[3][2] += other.m[3][2]; |
| m[3][3] += other.m[3][3]; |
| flagBits = General; |
| return *this; |
| } |
| |
| inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other) |
| { |
| m[0][0] -= other.m[0][0]; |
| m[0][1] -= other.m[0][1]; |
| m[0][2] -= other.m[0][2]; |
| m[0][3] -= other.m[0][3]; |
| m[1][0] -= other.m[1][0]; |
| m[1][1] -= other.m[1][1]; |
| m[1][2] -= other.m[1][2]; |
| m[1][3] -= other.m[1][3]; |
| m[2][0] -= other.m[2][0]; |
| m[2][1] -= other.m[2][1]; |
| m[2][2] -= other.m[2][2]; |
| m[2][3] -= other.m[2][3]; |
| m[3][0] -= other.m[3][0]; |
| m[3][1] -= other.m[3][1]; |
| m[3][2] -= other.m[3][2]; |
| m[3][3] -= other.m[3][3]; |
| flagBits = General; |
| return *this; |
| } |
| |
| inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other) |
| { |
| flagBits |= other.flagBits; |
| |
| if (flagBits < Rotation2D) { |
| m[3][0] += m[0][0] * other.m[3][0]; |
| m[3][1] += m[1][1] * other.m[3][1]; |
| m[3][2] += m[2][2] * other.m[3][2]; |
| |
| m[0][0] *= other.m[0][0]; |
| m[1][1] *= other.m[1][1]; |
| m[2][2] *= other.m[2][2]; |
| return *this; |
| } |
| |
| float m0, m1, m2; |
| m0 = m[0][0] * other.m[0][0] |
| + m[1][0] * other.m[0][1] |
| + m[2][0] * other.m[0][2] |
| + m[3][0] * other.m[0][3]; |
| m1 = m[0][0] * other.m[1][0] |
| + m[1][0] * other.m[1][1] |
| + m[2][0] * other.m[1][2] |
| + m[3][0] * other.m[1][3]; |
| m2 = m[0][0] * other.m[2][0] |
| + m[1][0] * other.m[2][1] |
| + m[2][0] * other.m[2][2] |
| + m[3][0] * other.m[2][3]; |
| m[3][0] = m[0][0] * other.m[3][0] |
| + m[1][0] * other.m[3][1] |
| + m[2][0] * other.m[3][2] |
| + m[3][0] * other.m[3][3]; |
| m[0][0] = m0; |
| m[1][0] = m1; |
| m[2][0] = m2; |
| |
| m0 = m[0][1] * other.m[0][0] |
| + m[1][1] * other.m[0][1] |
| + m[2][1] * other.m[0][2] |
| + m[3][1] * other.m[0][3]; |
| m1 = m[0][1] * other.m[1][0] |
| + m[1][1] * other.m[1][1] |
| + m[2][1] * other.m[1][2] |
| + m[3][1] * other.m[1][3]; |
| m2 = m[0][1] * other.m[2][0] |
| + m[1][1] * other.m[2][1] |
| + m[2][1] * other.m[2][2] |
| + m[3][1] * other.m[2][3]; |
| m[3][1] = m[0][1] * other.m[3][0] |
| + m[1][1] * other.m[3][1] |
| + m[2][1] * other.m[3][2] |
| + m[3][1] * other.m[3][3]; |
| m[0][1] = m0; |
| m[1][1] = m1; |
| m[2][1] = m2; |
| |
| m0 = m[0][2] * other.m[0][0] |
| + m[1][2] * other.m[0][1] |
| + m[2][2] * other.m[0][2] |
| + m[3][2] * other.m[0][3]; |
| m1 = m[0][2] * other.m[1][0] |
| + m[1][2] * other.m[1][1] |
| + m[2][2] * other.m[1][2] |
| + m[3][2] * other.m[1][3]; |
| m2 = m[0][2] * other.m[2][0] |
| + m[1][2] * other.m[2][1] |
| + m[2][2] * other.m[2][2] |
| + m[3][2] * other.m[2][3]; |
| m[3][2] = m[0][2] * other.m[3][0] |
| + m[1][2] * other.m[3][1] |
| + m[2][2] * other.m[3][2] |
| + m[3][2] * other.m[3][3]; |
| m[0][2] = m0; |
| m[1][2] = m1; |
| m[2][2] = m2; |
| |
| m0 = m[0][3] * other.m[0][0] |
| + m[1][3] * other.m[0][1] |
| + m[2][3] * other.m[0][2] |
| + m[3][3] * other.m[0][3]; |
| m1 = m[0][3] * other.m[1][0] |
| + m[1][3] * other.m[1][1] |
| + m[2][3] * other.m[1][2] |
| + m[3][3] * other.m[1][3]; |
| m2 = m[0][3] * other.m[2][0] |
| + m[1][3] * other.m[2][1] |
| + m[2][3] * other.m[2][2] |
| + m[3][3] * other.m[2][3]; |
| m[3][3] = m[0][3] * other.m[3][0] |
| + m[1][3] * other.m[3][1] |
| + m[2][3] * other.m[3][2] |
| + m[3][3] * other.m[3][3]; |
| m[0][3] = m0; |
| m[1][3] = m1; |
| m[2][3] = m2; |
| return *this; |
| } |
| |
| inline QMatrix4x4& QMatrix4x4::operator*=(float factor) |
| { |
| m[0][0] *= factor; |
| m[0][1] *= factor; |
| m[0][2] *= factor; |
| m[0][3] *= factor; |
| m[1][0] *= factor; |
| m[1][1] *= factor; |
| m[1][2] *= factor; |
| m[1][3] *= factor; |
| m[2][0] *= factor; |
| m[2][1] *= factor; |
| m[2][2] *= factor; |
| m[2][3] *= factor; |
| m[3][0] *= factor; |
| m[3][1] *= factor; |
| m[3][2] *= factor; |
| m[3][3] *= factor; |
| flagBits = General; |
| return *this; |
| } |
| |
| inline bool QMatrix4x4::operator==(const QMatrix4x4& other) const |
| { |
| return m[0][0] == other.m[0][0] && |
| m[0][1] == other.m[0][1] && |
| m[0][2] == other.m[0][2] && |
| m[0][3] == other.m[0][3] && |
| m[1][0] == other.m[1][0] && |
| m[1][1] == other.m[1][1] && |
| m[1][2] == other.m[1][2] && |
| m[1][3] == other.m[1][3] && |
| m[2][0] == other.m[2][0] && |
| m[2][1] == other.m[2][1] && |
| m[2][2] == other.m[2][2] && |
| m[2][3] == other.m[2][3] && |
| m[3][0] == other.m[3][0] && |
| m[3][1] == other.m[3][1] && |
| m[3][2] == other.m[3][2] && |
| m[3][3] == other.m[3][3]; |
| } |
| |
| inline bool QMatrix4x4::operator!=(const QMatrix4x4& other) const |
| { |
| return m[0][0] != other.m[0][0] || |
| m[0][1] != other.m[0][1] || |
| m[0][2] != other.m[0][2] || |
| m[0][3] != other.m[0][3] || |
| m[1][0] != other.m[1][0] || |
| m[1][1] != other.m[1][1] || |
| m[1][2] != other.m[1][2] || |
| m[1][3] != other.m[1][3] || |
| m[2][0] != other.m[2][0] || |
| m[2][1] != other.m[2][1] || |
| m[2][2] != other.m[2][2] || |
| m[2][3] != other.m[2][3] || |
| m[3][0] != other.m[3][0] || |
| m[3][1] != other.m[3][1] || |
| m[3][2] != other.m[3][2] || |
| m[3][3] != other.m[3][3]; |
| } |
| |
| inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) |
| { |
| QMatrix4x4 m(1); |
| m.m[0][0] = m1.m[0][0] + m2.m[0][0]; |
| m.m[0][1] = m1.m[0][1] + m2.m[0][1]; |
| m.m[0][2] = m1.m[0][2] + m2.m[0][2]; |
| m.m[0][3] = m1.m[0][3] + m2.m[0][3]; |
| m.m[1][0] = m1.m[1][0] + m2.m[1][0]; |
| m.m[1][1] = m1.m[1][1] + m2.m[1][1]; |
| m.m[1][2] = m1.m[1][2] + m2.m[1][2]; |
| m.m[1][3] = m1.m[1][3] + m2.m[1][3]; |
| m.m[2][0] = m1.m[2][0] + m2.m[2][0]; |
| m.m[2][1] = m1.m[2][1] + m2.m[2][1]; |
| m.m[2][2] = m1.m[2][2] + m2.m[2][2]; |
| m.m[2][3] = m1.m[2][3] + m2.m[2][3]; |
| m.m[3][0] = m1.m[3][0] + m2.m[3][0]; |
| m.m[3][1] = m1.m[3][1] + m2.m[3][1]; |
| m.m[3][2] = m1.m[3][2] + m2.m[3][2]; |
| m.m[3][3] = m1.m[3][3] + m2.m[3][3]; |
| m.flagBits = QMatrix4x4::General; |
| return m; |
| } |
| |
| inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) |
| { |
| QMatrix4x4 m(1); |
| m.m[0][0] = m1.m[0][0] - m2.m[0][0]; |
| m.m[0][1] = m1.m[0][1] - m2.m[0][1]; |
| m.m[0][2] = m1.m[0][2] - m2.m[0][2]; |
| m.m[0][3] = m1.m[0][3] - m2.m[0][3]; |
| m.m[1][0] = m1.m[1][0] - m2.m[1][0]; |
| m.m[1][1] = m1.m[1][1] - m2.m[1][1]; |
| m.m[1][2] = m1.m[1][2] - m2.m[1][2]; |
| m.m[1][3] = m1.m[1][3] - m2.m[1][3]; |
| m.m[2][0] = m1.m[2][0] - m2.m[2][0]; |
| m.m[2][1] = m1.m[2][1] - m2.m[2][1]; |
| m.m[2][2] = m1.m[2][2] - m2.m[2][2]; |
| m.m[2][3] = m1.m[2][3] - m2.m[2][3]; |
| m.m[3][0] = m1.m[3][0] - m2.m[3][0]; |
| m.m[3][1] = m1.m[3][1] - m2.m[3][1]; |
| m.m[3][2] = m1.m[3][2] - m2.m[3][2]; |
| m.m[3][3] = m1.m[3][3] - m2.m[3][3]; |
| m.flagBits = QMatrix4x4::General; |
| return m; |
| } |
| |
| inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) |
| { |
| int flagBits = m1.flagBits | m2.flagBits; |
| if (flagBits < QMatrix4x4::Rotation2D) { |
| QMatrix4x4 m = m1; |
| m.m[3][0] += m.m[0][0] * m2.m[3][0]; |
| m.m[3][1] += m.m[1][1] * m2.m[3][1]; |
| m.m[3][2] += m.m[2][2] * m2.m[3][2]; |
| |
| m.m[0][0] *= m2.m[0][0]; |
| m.m[1][1] *= m2.m[1][1]; |
| m.m[2][2] *= m2.m[2][2]; |
| m.flagBits = flagBits; |
| return m; |
| } |
| |
| QMatrix4x4 m(1); |
| m.m[0][0] = m1.m[0][0] * m2.m[0][0] |
| + m1.m[1][0] * m2.m[0][1] |
| + m1.m[2][0] * m2.m[0][2] |
| + m1.m[3][0] * m2.m[0][3]; |
| m.m[0][1] = m1.m[0][1] * m2.m[0][0] |
| + m1.m[1][1] * m2.m[0][1] |
| + m1.m[2][1] * m2.m[0][2] |
| + m1.m[3][1] * m2.m[0][3]; |
| m.m[0][2] = m1.m[0][2] * m2.m[0][0] |
| + m1.m[1][2] * m2.m[0][1] |
| + m1.m[2][2] * m2.m[0][2] |
| + m1.m[3][2] * m2.m[0][3]; |
| m.m[0][3] = m1.m[0][3] * m2.m[0][0] |
| + m1.m[1][3] * m2.m[0][1] |
| + m1.m[2][3] * m2.m[0][2] |
| + m1.m[3][3] * m2.m[0][3]; |
| |
| m.m[1][0] = m1.m[0][0] * m2.m[1][0] |
| + m1.m[1][0] * m2.m[1][1] |
| + m1.m[2][0] * m2.m[1][2] |
| + m1.m[3][0] * m2.m[1][3]; |
| m.m[1][1] = m1.m[0][1] * m2.m[1][0] |
| + m1.m[1][1] * m2.m[1][1] |
| + m1.m[2][1] * m2.m[1][2] |
| + m1.m[3][1] * m2.m[1][3]; |
| m.m[1][2] = m1.m[0][2] * m2.m[1][0] |
| + m1.m[1][2] * m2.m[1][1] |
| + m1.m[2][2] * m2.m[1][2] |
| + m1.m[3][2] * m2.m[1][3]; |
| m.m[1][3] = m1.m[0][3] * m2.m[1][0] |
| + m1.m[1][3] * m2.m[1][1] |
| + m1.m[2][3] * m2.m[1][2] |
| + m1.m[3][3] * m2.m[1][3]; |
| |
| m.m[2][0] = m1.m[0][0] * m2.m[2][0] |
| + m1.m[1][0] * m2.m[2][1] |
| + m1.m[2][0] * m2.m[2][2] |
| + m1.m[3][0] * m2.m[2][3]; |
| m.m[2][1] = m1.m[0][1] * m2.m[2][0] |
| + m1.m[1][1] * m2.m[2][1] |
| + m1.m[2][1] * m2.m[2][2] |
| + m1.m[3][1] * m2.m[2][3]; |
| m.m[2][2] = m1.m[0][2] * m2.m[2][0] |
| + m1.m[1][2] * m2.m[2][1] |
| + m1.m[2][2] * m2.m[2][2] |
| + m1.m[3][2] * m2.m[2][3]; |
| m.m[2][3] = m1.m[0][3] * m2.m[2][0] |
| + m1.m[1][3] * m2.m[2][1] |
| + m1.m[2][3] * m2.m[2][2] |
| + m1.m[3][3] * m2.m[2][3]; |
| |
| m.m[3][0] = m1.m[0][0] * m2.m[3][0] |
| + m1.m[1][0] * m2.m[3][1] |
| + m1.m[2][0] * m2.m[3][2] |
| + m1.m[3][0] * m2.m[3][3]; |
| m.m[3][1] = m1.m[0][1] * m2.m[3][0] |
| + m1.m[1][1] * m2.m[3][1] |
| + m1.m[2][1] * m2.m[3][2] |
| + m1.m[3][1] * m2.m[3][3]; |
| m.m[3][2] = m1.m[0][2] * m2.m[3][0] |
| + m1.m[1][2] * m2.m[3][1] |
| + m1.m[2][2] * m2.m[3][2] |
| + m1.m[3][2] * m2.m[3][3]; |
| m.m[3][3] = m1.m[0][3] * m2.m[3][0] |
| + m1.m[1][3] * m2.m[3][1] |
| + m1.m[2][3] * m2.m[3][2] |
| + m1.m[3][3] * m2.m[3][3]; |
| m.flagBits = flagBits; |
| return m; |
| } |
| |
| #ifndef QT_NO_VECTOR3D |
| |
| inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) |
| { |
| float x, y, z, w; |
| x = vector.x() * matrix.m[0][0] + |
| vector.y() * matrix.m[0][1] + |
| vector.z() * matrix.m[0][2] + |
| matrix.m[0][3]; |
| y = vector.x() * matrix.m[1][0] + |
| vector.y() * matrix.m[1][1] + |
| vector.z() * matrix.m[1][2] + |
| matrix.m[1][3]; |
| z = vector.x() * matrix.m[2][0] + |
| vector.y() * matrix.m[2][1] + |
| vector.z() * matrix.m[2][2] + |
| matrix.m[2][3]; |
| w = vector.x() * matrix.m[3][0] + |
| vector.y() * matrix.m[3][1] + |
| vector.z() * matrix.m[3][2] + |
| matrix.m[3][3]; |
| if (w == 1.0f) |
| return QVector3D(x, y, z); |
| else |
| return QVector3D(x / w, y / w, z / w); |
| } |
| |
| inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) |
| { |
| float x, y, z, w; |
| if (matrix.flagBits == QMatrix4x4::Identity) { |
| return vector; |
| } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { |
| // Translation | Scale |
| return QVector3D(vector.x() * matrix.m[0][0] + matrix.m[3][0], |
| vector.y() * matrix.m[1][1] + matrix.m[3][1], |
| vector.z() * matrix.m[2][2] + matrix.m[3][2]); |
| } else if (matrix.flagBits < QMatrix4x4::Rotation) { |
| // Translation | Scale | Rotation2D |
| return QVector3D(vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + matrix.m[3][0], |
| vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + matrix.m[3][1], |
| vector.z() * matrix.m[2][2] + matrix.m[3][2]); |
| } else { |
| x = vector.x() * matrix.m[0][0] + |
| vector.y() * matrix.m[1][0] + |
| vector.z() * matrix.m[2][0] + |
| matrix.m[3][0]; |
| y = vector.x() * matrix.m[0][1] + |
| vector.y() * matrix.m[1][1] + |
| vector.z() * matrix.m[2][1] + |
| matrix.m[3][1]; |
| z = vector.x() * matrix.m[0][2] + |
| vector.y() * matrix.m[1][2] + |
| vector.z() * matrix.m[2][2] + |
| matrix.m[3][2]; |
| w = vector.x() * matrix.m[0][3] + |
| vector.y() * matrix.m[1][3] + |
| vector.z() * matrix.m[2][3] + |
| matrix.m[3][3]; |
| if (w == 1.0f) |
| return QVector3D(x, y, z); |
| else |
| return QVector3D(x / w, y / w, z / w); |
| } |
| } |
| |
| #endif |
| |
| #ifndef QT_NO_VECTOR4D |
| |
| inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) |
| { |
| float x, y, z, w; |
| x = vector.x() * matrix.m[0][0] + |
| vector.y() * matrix.m[0][1] + |
| vector.z() * matrix.m[0][2] + |
| vector.w() * matrix.m[0][3]; |
| y = vector.x() * matrix.m[1][0] + |
| vector.y() * matrix.m[1][1] + |
| vector.z() * matrix.m[1][2] + |
| vector.w() * matrix.m[1][3]; |
| z = vector.x() * matrix.m[2][0] + |
| vector.y() * matrix.m[2][1] + |
| vector.z() * matrix.m[2][2] + |
| vector.w() * matrix.m[2][3]; |
| w = vector.x() * matrix.m[3][0] + |
| vector.y() * matrix.m[3][1] + |
| vector.z() * matrix.m[3][2] + |
| vector.w() * matrix.m[3][3]; |
| return QVector4D(x, y, z, w); |
| } |
| |
| inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) |
| { |
| float x, y, z, w; |
| x = vector.x() * matrix.m[0][0] + |
| vector.y() * matrix.m[1][0] + |
| vector.z() * matrix.m[2][0] + |
| vector.w() * matrix.m[3][0]; |
| y = vector.x() * matrix.m[0][1] + |
| vector.y() * matrix.m[1][1] + |
| vector.z() * matrix.m[2][1] + |
| vector.w() * matrix.m[3][1]; |
| z = vector.x() * matrix.m[0][2] + |
| vector.y() * matrix.m[1][2] + |
| vector.z() * matrix.m[2][2] + |
| vector.w() * matrix.m[3][2]; |
| w = vector.x() * matrix.m[0][3] + |
| vector.y() * matrix.m[1][3] + |
| vector.z() * matrix.m[2][3] + |
| vector.w() * matrix.m[3][3]; |
| return QVector4D(x, y, z, w); |
| } |
| |
| #endif |
| |
| inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) |
| { |
| float xin, yin; |
| float x, y, w; |
| xin = point.x(); |
| yin = point.y(); |
| x = xin * matrix.m[0][0] + |
| yin * matrix.m[0][1] + |
| matrix.m[0][3]; |
| y = xin * matrix.m[1][0] + |
| yin * matrix.m[1][1] + |
| matrix.m[1][3]; |
| w = xin * matrix.m[3][0] + |
| yin * matrix.m[3][1] + |
| matrix.m[3][3]; |
| if (w == 1.0f) |
| return QPoint(qRound(x), qRound(y)); |
| else |
| return QPoint(qRound(x / w), qRound(y / w)); |
| } |
| |
| inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix) |
| { |
| float xin, yin; |
| float x, y, w; |
| xin = point.x(); |
| yin = point.y(); |
| x = xin * matrix.m[0][0] + |
| yin * matrix.m[0][1] + |
| matrix.m[0][3]; |
| y = xin * matrix.m[1][0] + |
| yin * matrix.m[1][1] + |
| matrix.m[1][3]; |
| w = xin * matrix.m[3][0] + |
| yin * matrix.m[3][1] + |
| matrix.m[3][3]; |
| if (w == 1.0f) { |
| return QPointF(float(x), float(y)); |
| } else { |
| return QPointF(float(x / w), float(y / w)); |
| } |
| } |
| |
| inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point) |
| { |
| float xin, yin; |
| float x, y, w; |
| xin = point.x(); |
| yin = point.y(); |
| if (matrix.flagBits == QMatrix4x4::Identity) { |
| return point; |
| } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { |
| // Translation | Scale |
| return QPoint(qRound(xin * matrix.m[0][0] + matrix.m[3][0]), |
| qRound(yin * matrix.m[1][1] + matrix.m[3][1])); |
| } else if (matrix.flagBits < QMatrix4x4::Perspective) { |
| return QPoint(qRound(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0]), |
| qRound(xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][1])); |
| } else { |
| x = xin * matrix.m[0][0] + |
| yin * matrix.m[1][0] + |
| matrix.m[3][0]; |
| y = xin * matrix.m[0][1] + |
| yin * matrix.m[1][1] + |
| matrix.m[3][1]; |
| w = xin * matrix.m[0][3] + |
| yin * matrix.m[1][3] + |
| matrix.m[3][3]; |
| if (w == 1.0f) |
| return QPoint(qRound(x), qRound(y)); |
| else |
| return QPoint(qRound(x / w), qRound(y / w)); |
| } |
| } |
| |
| inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point) |
| { |
| float xin, yin; |
| float x, y, w; |
| xin = point.x(); |
| yin = point.y(); |
| if (matrix.flagBits == QMatrix4x4::Identity) { |
| return point; |
| } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { |
| // Translation | Scale |
| return QPointF(xin * matrix.m[0][0] + matrix.m[3][0], |
| yin * matrix.m[1][1] + matrix.m[3][1]); |
| } else if (matrix.flagBits < QMatrix4x4::Perspective) { |
| return QPointF(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0], |
| xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][1]); |
| } else { |
| x = xin * matrix.m[0][0] + |
| yin * matrix.m[1][0] + |
| matrix.m[3][0]; |
| y = xin * matrix.m[0][1] + |
| yin * matrix.m[1][1] + |
| matrix.m[3][1]; |
| w = xin * matrix.m[0][3] + |
| yin * matrix.m[1][3] + |
| matrix.m[3][3]; |
| if (w == 1.0f) { |
| return QPointF(float(x), float(y)); |
| } else { |
| return QPointF(float(x / w), float(y / w)); |
| } |
| } |
| } |
| |
| inline QMatrix4x4 operator-(const QMatrix4x4& matrix) |
| { |
| QMatrix4x4 m(1); |
| m.m[0][0] = -matrix.m[0][0]; |
| m.m[0][1] = -matrix.m[0][1]; |
| m.m[0][2] = -matrix.m[0][2]; |
| m.m[0][3] = -matrix.m[0][3]; |
| m.m[1][0] = -matrix.m[1][0]; |
| m.m[1][1] = -matrix.m[1][1]; |
| m.m[1][2] = -matrix.m[1][2]; |
| m.m[1][3] = -matrix.m[1][3]; |
| m.m[2][0] = -matrix.m[2][0]; |
| m.m[2][1] = -matrix.m[2][1]; |
| m.m[2][2] = -matrix.m[2][2]; |
| m.m[2][3] = -matrix.m[2][3]; |
| m.m[3][0] = -matrix.m[3][0]; |
| m.m[3][1] = -matrix.m[3][1]; |
| m.m[3][2] = -matrix.m[3][2]; |
| m.m[3][3] = -matrix.m[3][3]; |
| m.flagBits = QMatrix4x4::General; |
| return m; |
| } |
| |
| inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) |
| { |
| QMatrix4x4 m(1); |
| m.m[0][0] = matrix.m[0][0] * factor; |
| m.m[0][1] = matrix.m[0][1] * factor; |
| m.m[0][2] = matrix.m[0][2] * factor; |
| m.m[0][3] = matrix.m[0][3] * factor; |
| m.m[1][0] = matrix.m[1][0] * factor; |
| m.m[1][1] = matrix.m[1][1] * factor; |
| m.m[1][2] = matrix.m[1][2] * factor; |
| m.m[1][3] = matrix.m[1][3] * factor; |
| m.m[2][0] = matrix.m[2][0] * factor; |
| m.m[2][1] = matrix.m[2][1] * factor; |
| m.m[2][2] = matrix.m[2][2] * factor; |
| m.m[2][3] = matrix.m[2][3] * factor; |
| m.m[3][0] = matrix.m[3][0] * factor; |
| m.m[3][1] = matrix.m[3][1] * factor; |
| m.m[3][2] = matrix.m[3][2] * factor; |
| m.m[3][3] = matrix.m[3][3] * factor; |
| m.flagBits = QMatrix4x4::General; |
| return m; |
| } |
| |
| inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) |
| { |
| QMatrix4x4 m(1); |
| m.m[0][0] = matrix.m[0][0] * factor; |
| m.m[0][1] = matrix.m[0][1] * factor; |
| m.m[0][2] = matrix.m[0][2] * factor; |
| m.m[0][3] = matrix.m[0][3] * factor; |
| m.m[1][0] = matrix.m[1][0] * factor; |
| m.m[1][1] = matrix.m[1][1] * factor; |
| m.m[1][2] = matrix.m[1][2] * factor; |
| m.m[1][3] = matrix.m[1][3] * factor; |
| m.m[2][0] = matrix.m[2][0] * factor; |
| m.m[2][1] = matrix.m[2][1] * factor; |
| m.m[2][2] = matrix.m[2][2] * factor; |
| m.m[2][3] = matrix.m[2][3] * factor; |
| m.m[3][0] = matrix.m[3][0] * factor; |
| m.m[3][1] = matrix.m[3][1] * factor; |
| m.m[3][2] = matrix.m[3][2] * factor; |
| m.m[3][3] = matrix.m[3][3] * factor; |
| m.flagBits = QMatrix4x4::General; |
| return m; |
| } |
| |
| inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2) |
| { |
| return qFuzzyCompare(m1.m[0][0], m2.m[0][0]) && |
| qFuzzyCompare(m1.m[0][1], m2.m[0][1]) && |
| qFuzzyCompare(m1.m[0][2], m2.m[0][2]) && |
| qFuzzyCompare(m1.m[0][3], m2.m[0][3]) && |
| qFuzzyCompare(m1.m[1][0], m2.m[1][0]) && |
| qFuzzyCompare(m1.m[1][1], m2.m[1][1]) && |
| qFuzzyCompare(m1.m[1][2], m2.m[1][2]) && |
| qFuzzyCompare(m1.m[1][3], m2.m[1][3]) && |
| qFuzzyCompare(m1.m[2][0], m2.m[2][0]) && |
| qFuzzyCompare(m1.m[2][1], m2.m[2][1]) && |
| qFuzzyCompare(m1.m[2][2], m2.m[2][2]) && |
| qFuzzyCompare(m1.m[2][3], m2.m[2][3]) && |
| qFuzzyCompare(m1.m[3][0], m2.m[3][0]) && |
| qFuzzyCompare(m1.m[3][1], m2.m[3][1]) && |
| qFuzzyCompare(m1.m[3][2], m2.m[3][2]) && |
| qFuzzyCompare(m1.m[3][3], m2.m[3][3]); |
| } |
| |
| inline QPoint QMatrix4x4::map(const QPoint& point) const |
| { |
| return *this * point; |
| } |
| |
| inline QPointF QMatrix4x4::map(const QPointF& point) const |
| { |
| return *this * point; |
| } |
| |
| #ifndef QT_NO_VECTOR3D |
| |
| inline QVector3D QMatrix4x4::map(const QVector3D& point) const |
| { |
| return *this * point; |
| } |
| |
| inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const |
| { |
| if (flagBits < Scale) { |
| // Translation |
| return vector; |
| } else if (flagBits < Rotation2D) { |
| // Translation | Scale |
| return QVector3D(vector.x() * m[0][0], |
| vector.y() * m[1][1], |
| vector.z() * m[2][2]); |
| } else { |
| return QVector3D(vector.x() * m[0][0] + |
| vector.y() * m[1][0] + |
| vector.z() * m[2][0], |
| vector.x() * m[0][1] + |
| vector.y() * m[1][1] + |
| vector.z() * m[2][1], |
| vector.x() * m[0][2] + |
| vector.y() * m[1][2] + |
| vector.z() * m[2][2]); |
| } |
| } |
| |
| #endif |
| |
| #ifndef QT_NO_VECTOR4D |
| |
| inline QVector4D QMatrix4x4::map(const QVector4D& point) const |
| { |
| return *this * point; |
| } |
| |
| #endif |
| |
| inline float *QMatrix4x4::data() |
| { |
| // We have to assume that the caller will modify the matrix elements, |
| // so we flip it over to "General" mode. |
| flagBits = General; |
| return *m; |
| } |
| |
| inline void QMatrix4x4::viewport(const QRectF &rect) |
| { |
| viewport(rect.x(), rect.y(), rect.width(), rect.height()); |
| } |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); |
| #endif |
| |
| #ifndef QT_NO_DATASTREAM |
| Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QMatrix4x4 &); |
| Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &); |
| #endif |
| |
| #if QT_DEPRECATED_SINCE(5, 0) |
| template <int N, int M> |
| QT_DEPRECATED QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix) |
| { |
| return QMatrix4x4(matrix.constData(), N, M); |
| } |
| |
| template <int N, int M> |
| QT_DEPRECATED QGenericMatrix<N, M, float> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix) |
| { |
| QGenericMatrix<N, M, float> result; |
| const float *m = matrix.constData(); |
| float *values = result.data(); |
| for (int col = 0; col < N; ++col) { |
| for (int row = 0; row < M; ++row) { |
| if (col < 4 && row < 4) |
| values[col * M + row] = m[col * 4 + row]; |
| else if (col == row) |
| values[col * M + row] = 1.0f; |
| else |
| values[col * M + row] = 0.0f; |
| } |
| } |
| return result; |
| } |
| #endif |
| |
| #endif |
| |
| QT_END_NAMESPACE |
| |
| #endif |