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| 38 | ****************************************************************************/ | 
| 39 |  | 
| 40 | #ifndef QMATRIX4X4_H | 
| 41 | #define QMATRIX4X4_H | 
| 42 |  | 
| 43 | #include <QtGui/qtguiglobal.h> | 
| 44 | #include <QtGui/qvector3d.h> | 
| 45 | #include <QtGui/qvector4d.h> | 
| 46 | #include <QtGui/qquaternion.h> | 
| 47 | #include <QtGui/qgenericmatrix.h> | 
| 48 | #include <QtCore/qrect.h> | 
| 49 |  | 
| 50 | QT_BEGIN_NAMESPACE | 
| 51 |  | 
| 52 |  | 
| 53 | #ifndef QT_NO_MATRIX4X4 | 
| 54 |  | 
| 55 | class QMatrix; | 
| 56 | class QTransform; | 
| 57 | class QVariant; | 
| 58 |  | 
| 59 | class Q_GUI_EXPORT QMatrix4x4 | 
| 60 | { | 
| 61 | public: | 
| 62 |     inline QMatrix4x4() { setToIdentity(); } | 
| 63 |     explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {} | 
| 64 |     explicit QMatrix4x4(const float *values); | 
| 65 |     inline QMatrix4x4(float m11, float m12, float m13, float m14, | 
| 66 |                       float m21, float m22, float m23, float m24, | 
| 67 |                       float m31, float m32, float m33, float m34, | 
| 68 |                       float m41, float m42, float m43, float m44); | 
| 69 |  | 
| 70 |     template <int N, int M> | 
| 71 |     explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix); | 
| 72 |  | 
| 73 |     QMatrix4x4(const float *values, int cols, int rows); | 
| 74 |     QMatrix4x4(const QTransform& transform); | 
| 75 | #if QT_DEPRECATED_SINCE(5, 15) | 
| 76 |     QMatrix4x4(const QMatrix& matrix); | 
| 77 | #endif // QT_DEPRECATED_SINCE(5, 15) | 
| 78 |  | 
| 79 |     inline const float& operator()(int row, int column) const; | 
| 80 |     inline float& operator()(int row, int column); | 
| 81 |  | 
| 82 | #ifndef QT_NO_VECTOR4D | 
| 83 |     inline QVector4D column(int index) const; | 
| 84 |     inline void setColumn(int index, const QVector4D& value); | 
| 85 |  | 
| 86 |     inline QVector4D row(int index) const; | 
| 87 |     inline void setRow(int index, const QVector4D& value); | 
| 88 | #endif | 
| 89 |  | 
| 90 |     inline bool isAffine() const; | 
| 91 |  | 
| 92 |     inline bool isIdentity() const; | 
| 93 |     inline void setToIdentity(); | 
| 94 |  | 
| 95 |     inline void fill(float value); | 
| 96 |  | 
| 97 |     double determinant() const; | 
| 98 |     QMatrix4x4 inverted(bool *invertible = nullptr) const; | 
| 99 |     QMatrix4x4 transposed() const; | 
| 100 |     QMatrix3x3 normalMatrix() const; | 
| 101 |  | 
| 102 |     inline QMatrix4x4& operator+=(const QMatrix4x4& other); | 
| 103 |     inline QMatrix4x4& operator-=(const QMatrix4x4& other); | 
| 104 |     inline QMatrix4x4& operator*=(const QMatrix4x4& other); | 
| 105 |     inline QMatrix4x4& operator*=(float factor); | 
| 106 |     QMatrix4x4& operator/=(float divisor); | 
| 107 |     inline bool operator==(const QMatrix4x4& other) const; | 
| 108 |     inline bool operator!=(const QMatrix4x4& other) const; | 
| 109 |  | 
| 110 |     friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
| 111 |     friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
| 112 |     friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
| 113 | #ifndef QT_NO_VECTOR3D | 
| 114 |     friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); | 
| 115 |     friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); | 
| 116 | #endif | 
| 117 | #ifndef QT_NO_VECTOR4D | 
| 118 |     friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); | 
| 119 |     friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); | 
| 120 | #endif | 
| 121 |     friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix); | 
| 122 |     friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix); | 
| 123 |     friend QMatrix4x4 operator-(const QMatrix4x4& matrix); | 
| 124 |     friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point); | 
| 125 |     friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point); | 
| 126 |     friend QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix); | 
| 127 |     friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor); | 
| 128 |     friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); | 
| 129 |  | 
| 130 |     friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
| 131 |  | 
| 132 | #ifndef QT_NO_VECTOR3D | 
| 133 |     void scale(const QVector3D& vector); | 
| 134 |     void translate(const QVector3D& vector); | 
| 135 |     void rotate(float angle, const QVector3D& vector); | 
| 136 | #endif | 
| 137 |     void scale(float x, float y); | 
| 138 |     void scale(float x, float y, float z); | 
| 139 |     void scale(float factor); | 
| 140 |     void translate(float x, float y); | 
| 141 |     void translate(float x, float y, float z); | 
| 142 |     void rotate(float angle, float x, float y, float z = 0.0f); | 
| 143 | #ifndef QT_NO_QUATERNION | 
| 144 |     void rotate(const QQuaternion& quaternion); | 
| 145 | #endif | 
| 146 |  | 
| 147 |     void ortho(const QRect& rect); | 
| 148 |     void ortho(const QRectF& rect); | 
| 149 |     void ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane); | 
| 150 |     void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane); | 
| 151 |     void perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane); | 
| 152 | #ifndef QT_NO_VECTOR3D | 
| 153 |     void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up); | 
| 154 | #endif | 
| 155 |     void viewport(const QRectF &rect); | 
| 156 |     void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f); | 
| 157 |     void flipCoordinates(); | 
| 158 |  | 
| 159 |     void copyDataTo(float *values) const; | 
| 160 |  | 
| 161 | #if QT_DEPRECATED_SINCE(5, 15) | 
| 162 |     QT_DEPRECATED_X("Use toTransform()" ) QMatrix toAffine() const; | 
| 163 | #endif // QT_DEPRECATED_SINCE(5, 15) | 
| 164 |     QTransform toTransform() const; | 
| 165 |     QTransform toTransform(float distanceToPlane) const; | 
| 166 |  | 
| 167 |     inline QPoint map(const QPoint& point) const; | 
| 168 |     inline QPointF map(const QPointF& point) const; | 
| 169 | #ifndef QT_NO_VECTOR3D | 
| 170 |     inline QVector3D map(const QVector3D& point) const; | 
| 171 |     inline QVector3D mapVector(const QVector3D& vector) const; | 
| 172 | #endif | 
| 173 | #ifndef QT_NO_VECTOR4D | 
| 174 |     inline QVector4D map(const QVector4D& point) const; | 
| 175 | #endif | 
| 176 |     QRect mapRect(const QRect& rect) const; | 
| 177 |     QRectF mapRect(const QRectF& rect) const; | 
| 178 |  | 
| 179 |     template <int N, int M> | 
| 180 |     QGenericMatrix<N, M, float> toGenericMatrix() const; | 
| 181 |  | 
| 182 |     inline float *data(); | 
| 183 |     inline const float *data() const { return *m; } | 
| 184 |     inline const float *constData() const { return *m; } | 
| 185 |  | 
| 186 |     void optimize(); | 
| 187 |  | 
| 188 |     operator QVariant() const; | 
| 189 |  | 
| 190 | #ifndef QT_NO_DEBUG_STREAM | 
| 191 |     friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); | 
| 192 | #endif | 
| 193 |  | 
| 194 | private: | 
| 195 |     float m[4][4];          // Column-major order to match OpenGL. | 
| 196 |     int flagBits;           // Flag bits from the enum below. | 
| 197 |  | 
| 198 |     // When matrices are multiplied, the flag bits are or-ed together. | 
| 199 |     enum { | 
| 200 |         Identity        = 0x0000, // Identity matrix | 
| 201 |         Translation     = 0x0001, // Contains a translation | 
| 202 |         Scale           = 0x0002, // Contains a scale | 
| 203 |         Rotation2D      = 0x0004, // Contains a rotation about the Z axis | 
| 204 |         Rotation        = 0x0008, // Contains an arbitrary rotation | 
| 205 |         Perspective     = 0x0010, // Last row is different from (0, 0, 0, 1) | 
| 206 |         General         = 0x001f  // General matrix, unknown contents | 
| 207 |     }; | 
| 208 |  | 
| 209 |     // Construct without initializing identity matrix. | 
| 210 |     explicit QMatrix4x4(int) { } | 
| 211 |  | 
| 212 |     QMatrix4x4 orthonormalInverse() const; | 
| 213 |  | 
| 214 |     void projectedRotate(float angle, float x, float y, float z); | 
| 215 |  | 
| 216 |     friend class QGraphicsRotation; | 
| 217 | }; | 
| 218 |  | 
| 219 | QT_WARNING_PUSH | 
| 220 | QT_WARNING_DISABLE_CLANG("-Wfloat-equal" ) | 
| 221 | QT_WARNING_DISABLE_GCC("-Wfloat-equal" ) | 
| 222 | QT_WARNING_DISABLE_INTEL(1572) | 
| 223 | Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE); | 
| 224 |  | 
| 225 | inline QMatrix4x4::QMatrix4x4 | 
| 226 |         (float m11, float m12, float m13, float m14, | 
| 227 |          float m21, float m22, float m23, float m24, | 
| 228 |          float m31, float m32, float m33, float m34, | 
| 229 |          float m41, float m42, float m43, float m44) | 
| 230 | { | 
| 231 |     m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; | 
| 232 |     m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; | 
| 233 |     m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; | 
| 234 |     m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; | 
| 235 |     flagBits = General; | 
| 236 | } | 
| 237 |  | 
| 238 | template <int N, int M> | 
| 239 | Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 | 
| 240 |     (const QGenericMatrix<N, M, float>& matrix) | 
| 241 | { | 
| 242 |     const float *values = matrix.constData(); | 
| 243 |     for (int matrixCol = 0; matrixCol < 4; ++matrixCol) { | 
| 244 |         for (int matrixRow = 0; matrixRow < 4; ++matrixRow) { | 
| 245 |             if (matrixCol < N && matrixRow < M) | 
| 246 |                 m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow]; | 
| 247 |             else if (matrixCol == matrixRow) | 
| 248 |                 m[matrixCol][matrixRow] = 1.0f; | 
| 249 |             else | 
| 250 |                 m[matrixCol][matrixRow] = 0.0f; | 
| 251 |         } | 
| 252 |     } | 
| 253 |     flagBits = General; | 
| 254 | } | 
| 255 |  | 
| 256 | template <int N, int M> | 
| 257 | QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const | 
| 258 | { | 
| 259 |     QGenericMatrix<N, M, float> result; | 
| 260 |     float *values = result.data(); | 
| 261 |     for (int matrixCol = 0; matrixCol < N; ++matrixCol) { | 
| 262 |         for (int matrixRow = 0; matrixRow < M; ++matrixRow) { | 
| 263 |             if (matrixCol < 4 && matrixRow < 4) | 
| 264 |                 values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow]; | 
| 265 |             else if (matrixCol == matrixRow) | 
| 266 |                 values[matrixCol * M + matrixRow] = 1.0f; | 
| 267 |             else | 
| 268 |                 values[matrixCol * M + matrixRow] = 0.0f; | 
| 269 |         } | 
| 270 |     } | 
| 271 |     return result; | 
| 272 | } | 
| 273 |  | 
| 274 | inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const | 
| 275 | { | 
| 276 |     Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); | 
| 277 |     return m[aColumn][aRow]; | 
| 278 | } | 
| 279 |  | 
| 280 | inline float& QMatrix4x4::operator()(int aRow, int aColumn) | 
| 281 | { | 
| 282 |     Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); | 
| 283 |     flagBits = General; | 
| 284 |     return m[aColumn][aRow]; | 
| 285 | } | 
| 286 |  | 
| 287 | #ifndef QT_NO_VECTOR4D | 
| 288 | inline QVector4D QMatrix4x4::column(int index) const | 
| 289 | { | 
| 290 |     Q_ASSERT(index >= 0 && index < 4); | 
| 291 |     return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]); | 
| 292 | } | 
| 293 |  | 
| 294 | inline void QMatrix4x4::setColumn(int index, const QVector4D& value) | 
| 295 | { | 
| 296 |     Q_ASSERT(index >= 0 && index < 4); | 
| 297 |     m[index][0] = value.x(); | 
| 298 |     m[index][1] = value.y(); | 
| 299 |     m[index][2] = value.z(); | 
| 300 |     m[index][3] = value.w(); | 
| 301 |     flagBits = General; | 
| 302 | } | 
| 303 |  | 
| 304 | inline QVector4D QMatrix4x4::row(int index) const | 
| 305 | { | 
| 306 |     Q_ASSERT(index >= 0 && index < 4); | 
| 307 |     return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]); | 
| 308 | } | 
| 309 |  | 
| 310 | inline void QMatrix4x4::setRow(int index, const QVector4D& value) | 
| 311 | { | 
| 312 |     Q_ASSERT(index >= 0 && index < 4); | 
| 313 |     m[0][index] = value.x(); | 
| 314 |     m[1][index] = value.y(); | 
| 315 |     m[2][index] = value.z(); | 
| 316 |     m[3][index] = value.w(); | 
| 317 |     flagBits = General; | 
| 318 | } | 
| 319 | #endif | 
| 320 |  | 
| 321 | Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); | 
| 322 |  | 
| 323 | inline bool QMatrix4x4::isAffine() const | 
| 324 | { | 
| 325 |     return m[0][3] == 0.0f && m[1][3] == 0.0f && m[2][3] == 0.0f && m[3][3] == 1.0f; | 
| 326 | } | 
| 327 |  | 
| 328 | inline bool QMatrix4x4::isIdentity() const | 
| 329 | { | 
| 330 |     if (flagBits == Identity) | 
| 331 |         return true; | 
| 332 |     if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) | 
| 333 |         return false; | 
| 334 |     if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) | 
| 335 |         return false; | 
| 336 |     if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) | 
| 337 |         return false; | 
| 338 |     if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) | 
| 339 |         return false; | 
| 340 |     if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) | 
| 341 |         return false; | 
| 342 |     return (m[3][3] == 1.0f); | 
| 343 | } | 
| 344 |  | 
| 345 | inline void QMatrix4x4::setToIdentity() | 
| 346 | { | 
| 347 |     m[0][0] = 1.0f; | 
| 348 |     m[0][1] = 0.0f; | 
| 349 |     m[0][2] = 0.0f; | 
| 350 |     m[0][3] = 0.0f; | 
| 351 |     m[1][0] = 0.0f; | 
| 352 |     m[1][1] = 1.0f; | 
| 353 |     m[1][2] = 0.0f; | 
| 354 |     m[1][3] = 0.0f; | 
| 355 |     m[2][0] = 0.0f; | 
| 356 |     m[2][1] = 0.0f; | 
| 357 |     m[2][2] = 1.0f; | 
| 358 |     m[2][3] = 0.0f; | 
| 359 |     m[3][0] = 0.0f; | 
| 360 |     m[3][1] = 0.0f; | 
| 361 |     m[3][2] = 0.0f; | 
| 362 |     m[3][3] = 1.0f; | 
| 363 |     flagBits = Identity; | 
| 364 | } | 
| 365 |  | 
| 366 | inline void QMatrix4x4::fill(float value) | 
| 367 | { | 
| 368 |     m[0][0] = value; | 
| 369 |     m[0][1] = value; | 
| 370 |     m[0][2] = value; | 
| 371 |     m[0][3] = value; | 
| 372 |     m[1][0] = value; | 
| 373 |     m[1][1] = value; | 
| 374 |     m[1][2] = value; | 
| 375 |     m[1][3] = value; | 
| 376 |     m[2][0] = value; | 
| 377 |     m[2][1] = value; | 
| 378 |     m[2][2] = value; | 
| 379 |     m[2][3] = value; | 
| 380 |     m[3][0] = value; | 
| 381 |     m[3][1] = value; | 
| 382 |     m[3][2] = value; | 
| 383 |     m[3][3] = value; | 
| 384 |     flagBits = General; | 
| 385 | } | 
| 386 |  | 
| 387 | inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) | 
| 388 | { | 
| 389 |     m[0][0] += other.m[0][0]; | 
| 390 |     m[0][1] += other.m[0][1]; | 
| 391 |     m[0][2] += other.m[0][2]; | 
| 392 |     m[0][3] += other.m[0][3]; | 
| 393 |     m[1][0] += other.m[1][0]; | 
| 394 |     m[1][1] += other.m[1][1]; | 
| 395 |     m[1][2] += other.m[1][2]; | 
| 396 |     m[1][3] += other.m[1][3]; | 
| 397 |     m[2][0] += other.m[2][0]; | 
| 398 |     m[2][1] += other.m[2][1]; | 
| 399 |     m[2][2] += other.m[2][2]; | 
| 400 |     m[2][3] += other.m[2][3]; | 
| 401 |     m[3][0] += other.m[3][0]; | 
| 402 |     m[3][1] += other.m[3][1]; | 
| 403 |     m[3][2] += other.m[3][2]; | 
| 404 |     m[3][3] += other.m[3][3]; | 
| 405 |     flagBits = General; | 
| 406 |     return *this; | 
| 407 | } | 
| 408 |  | 
| 409 | inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other) | 
| 410 | { | 
| 411 |     m[0][0] -= other.m[0][0]; | 
| 412 |     m[0][1] -= other.m[0][1]; | 
| 413 |     m[0][2] -= other.m[0][2]; | 
| 414 |     m[0][3] -= other.m[0][3]; | 
| 415 |     m[1][0] -= other.m[1][0]; | 
| 416 |     m[1][1] -= other.m[1][1]; | 
| 417 |     m[1][2] -= other.m[1][2]; | 
| 418 |     m[1][3] -= other.m[1][3]; | 
| 419 |     m[2][0] -= other.m[2][0]; | 
| 420 |     m[2][1] -= other.m[2][1]; | 
| 421 |     m[2][2] -= other.m[2][2]; | 
| 422 |     m[2][3] -= other.m[2][3]; | 
| 423 |     m[3][0] -= other.m[3][0]; | 
| 424 |     m[3][1] -= other.m[3][1]; | 
| 425 |     m[3][2] -= other.m[3][2]; | 
| 426 |     m[3][3] -= other.m[3][3]; | 
| 427 |     flagBits = General; | 
| 428 |     return *this; | 
| 429 | } | 
| 430 |  | 
| 431 | inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& o) | 
| 432 | { | 
| 433 |     const QMatrix4x4 other = o; // prevent aliasing when &o == this ### Qt 6: take o by value | 
| 434 |     flagBits |= other.flagBits; | 
| 435 |  | 
| 436 |     if (flagBits < Rotation2D) { | 
| 437 |         m[3][0] += m[0][0] * other.m[3][0]; | 
| 438 |         m[3][1] += m[1][1] * other.m[3][1]; | 
| 439 |         m[3][2] += m[2][2] * other.m[3][2]; | 
| 440 |  | 
| 441 |         m[0][0] *= other.m[0][0]; | 
| 442 |         m[1][1] *= other.m[1][1]; | 
| 443 |         m[2][2] *= other.m[2][2]; | 
| 444 |         return *this; | 
| 445 |     } | 
| 446 |  | 
| 447 |     float m0, m1, m2; | 
| 448 |     m0 = m[0][0] * other.m[0][0] | 
| 449 |             + m[1][0] * other.m[0][1] | 
| 450 |             + m[2][0] * other.m[0][2] | 
| 451 |             + m[3][0] * other.m[0][3]; | 
| 452 |     m1 = m[0][0] * other.m[1][0] | 
| 453 |             + m[1][0] * other.m[1][1] | 
| 454 |             + m[2][0] * other.m[1][2] | 
| 455 |             + m[3][0] * other.m[1][3]; | 
| 456 |     m2 = m[0][0] * other.m[2][0] | 
| 457 |             + m[1][0] * other.m[2][1] | 
| 458 |             + m[2][0] * other.m[2][2] | 
| 459 |             + m[3][0] * other.m[2][3]; | 
| 460 |     m[3][0] = m[0][0] * other.m[3][0] | 
| 461 |             + m[1][0] * other.m[3][1] | 
| 462 |             + m[2][0] * other.m[3][2] | 
| 463 |             + m[3][0] * other.m[3][3]; | 
| 464 |     m[0][0] = m0; | 
| 465 |     m[1][0] = m1; | 
| 466 |     m[2][0] = m2; | 
| 467 |  | 
| 468 |     m0 = m[0][1] * other.m[0][0] | 
| 469 |             + m[1][1] * other.m[0][1] | 
| 470 |             + m[2][1] * other.m[0][2] | 
| 471 |             + m[3][1] * other.m[0][3]; | 
| 472 |     m1 = m[0][1] * other.m[1][0] | 
| 473 |             + m[1][1] * other.m[1][1] | 
| 474 |             + m[2][1] * other.m[1][2] | 
| 475 |             + m[3][1] * other.m[1][3]; | 
| 476 |     m2 = m[0][1] * other.m[2][0] | 
| 477 |             + m[1][1] * other.m[2][1] | 
| 478 |             + m[2][1] * other.m[2][2] | 
| 479 |             + m[3][1] * other.m[2][3]; | 
| 480 |     m[3][1] = m[0][1] * other.m[3][0] | 
| 481 |             + m[1][1] * other.m[3][1] | 
| 482 |             + m[2][1] * other.m[3][2] | 
| 483 |             + m[3][1] * other.m[3][3]; | 
| 484 |     m[0][1] = m0; | 
| 485 |     m[1][1] = m1; | 
| 486 |     m[2][1] = m2; | 
| 487 |  | 
| 488 |     m0 = m[0][2] * other.m[0][0] | 
| 489 |             + m[1][2] * other.m[0][1] | 
| 490 |             + m[2][2] * other.m[0][2] | 
| 491 |             + m[3][2] * other.m[0][3]; | 
| 492 |     m1 = m[0][2] * other.m[1][0] | 
| 493 |             + m[1][2] * other.m[1][1] | 
| 494 |             + m[2][2] * other.m[1][2] | 
| 495 |             + m[3][2] * other.m[1][3]; | 
| 496 |     m2 = m[0][2] * other.m[2][0] | 
| 497 |             + m[1][2] * other.m[2][1] | 
| 498 |             + m[2][2] * other.m[2][2] | 
| 499 |             + m[3][2] * other.m[2][3]; | 
| 500 |     m[3][2] = m[0][2] * other.m[3][0] | 
| 501 |             + m[1][2] * other.m[3][1] | 
| 502 |             + m[2][2] * other.m[3][2] | 
| 503 |             + m[3][2] * other.m[3][3]; | 
| 504 |     m[0][2] = m0; | 
| 505 |     m[1][2] = m1; | 
| 506 |     m[2][2] = m2; | 
| 507 |  | 
| 508 |     m0 = m[0][3] * other.m[0][0] | 
| 509 |             + m[1][3] * other.m[0][1] | 
| 510 |             + m[2][3] * other.m[0][2] | 
| 511 |             + m[3][3] * other.m[0][3]; | 
| 512 |     m1 = m[0][3] * other.m[1][0] | 
| 513 |             + m[1][3] * other.m[1][1] | 
| 514 |             + m[2][3] * other.m[1][2] | 
| 515 |             + m[3][3] * other.m[1][3]; | 
| 516 |     m2 = m[0][3] * other.m[2][0] | 
| 517 |             + m[1][3] * other.m[2][1] | 
| 518 |             + m[2][3] * other.m[2][2] | 
| 519 |             + m[3][3] * other.m[2][3]; | 
| 520 |     m[3][3] = m[0][3] * other.m[3][0] | 
| 521 |             + m[1][3] * other.m[3][1] | 
| 522 |             + m[2][3] * other.m[3][2] | 
| 523 |             + m[3][3] * other.m[3][3]; | 
| 524 |     m[0][3] = m0; | 
| 525 |     m[1][3] = m1; | 
| 526 |     m[2][3] = m2; | 
| 527 |     return *this; | 
| 528 | } | 
| 529 |  | 
| 530 | inline QMatrix4x4& QMatrix4x4::operator*=(float factor) | 
| 531 | { | 
| 532 |     m[0][0] *= factor; | 
| 533 |     m[0][1] *= factor; | 
| 534 |     m[0][2] *= factor; | 
| 535 |     m[0][3] *= factor; | 
| 536 |     m[1][0] *= factor; | 
| 537 |     m[1][1] *= factor; | 
| 538 |     m[1][2] *= factor; | 
| 539 |     m[1][3] *= factor; | 
| 540 |     m[2][0] *= factor; | 
| 541 |     m[2][1] *= factor; | 
| 542 |     m[2][2] *= factor; | 
| 543 |     m[2][3] *= factor; | 
| 544 |     m[3][0] *= factor; | 
| 545 |     m[3][1] *= factor; | 
| 546 |     m[3][2] *= factor; | 
| 547 |     m[3][3] *= factor; | 
| 548 |     flagBits = General; | 
| 549 |     return *this; | 
| 550 | } | 
| 551 |  | 
| 552 | inline bool QMatrix4x4::operator==(const QMatrix4x4& other) const | 
| 553 | { | 
| 554 |     return m[0][0] == other.m[0][0] && | 
| 555 |            m[0][1] == other.m[0][1] && | 
| 556 |            m[0][2] == other.m[0][2] && | 
| 557 |            m[0][3] == other.m[0][3] && | 
| 558 |            m[1][0] == other.m[1][0] && | 
| 559 |            m[1][1] == other.m[1][1] && | 
| 560 |            m[1][2] == other.m[1][2] && | 
| 561 |            m[1][3] == other.m[1][3] && | 
| 562 |            m[2][0] == other.m[2][0] && | 
| 563 |            m[2][1] == other.m[2][1] && | 
| 564 |            m[2][2] == other.m[2][2] && | 
| 565 |            m[2][3] == other.m[2][3] && | 
| 566 |            m[3][0] == other.m[3][0] && | 
| 567 |            m[3][1] == other.m[3][1] && | 
| 568 |            m[3][2] == other.m[3][2] && | 
| 569 |            m[3][3] == other.m[3][3]; | 
| 570 | } | 
| 571 |  | 
| 572 | inline bool QMatrix4x4::operator!=(const QMatrix4x4& other) const | 
| 573 | { | 
| 574 |     return m[0][0] != other.m[0][0] || | 
| 575 |            m[0][1] != other.m[0][1] || | 
| 576 |            m[0][2] != other.m[0][2] || | 
| 577 |            m[0][3] != other.m[0][3] || | 
| 578 |            m[1][0] != other.m[1][0] || | 
| 579 |            m[1][1] != other.m[1][1] || | 
| 580 |            m[1][2] != other.m[1][2] || | 
| 581 |            m[1][3] != other.m[1][3] || | 
| 582 |            m[2][0] != other.m[2][0] || | 
| 583 |            m[2][1] != other.m[2][1] || | 
| 584 |            m[2][2] != other.m[2][2] || | 
| 585 |            m[2][3] != other.m[2][3] || | 
| 586 |            m[3][0] != other.m[3][0] || | 
| 587 |            m[3][1] != other.m[3][1] || | 
| 588 |            m[3][2] != other.m[3][2] || | 
| 589 |            m[3][3] != other.m[3][3]; | 
| 590 | } | 
| 591 |  | 
| 592 | inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
| 593 | { | 
| 594 |     QMatrix4x4 m(1); | 
| 595 |     m.m[0][0] = m1.m[0][0] + m2.m[0][0]; | 
| 596 |     m.m[0][1] = m1.m[0][1] + m2.m[0][1]; | 
| 597 |     m.m[0][2] = m1.m[0][2] + m2.m[0][2]; | 
| 598 |     m.m[0][3] = m1.m[0][3] + m2.m[0][3]; | 
| 599 |     m.m[1][0] = m1.m[1][0] + m2.m[1][0]; | 
| 600 |     m.m[1][1] = m1.m[1][1] + m2.m[1][1]; | 
| 601 |     m.m[1][2] = m1.m[1][2] + m2.m[1][2]; | 
| 602 |     m.m[1][3] = m1.m[1][3] + m2.m[1][3]; | 
| 603 |     m.m[2][0] = m1.m[2][0] + m2.m[2][0]; | 
| 604 |     m.m[2][1] = m1.m[2][1] + m2.m[2][1]; | 
| 605 |     m.m[2][2] = m1.m[2][2] + m2.m[2][2]; | 
| 606 |     m.m[2][3] = m1.m[2][3] + m2.m[2][3]; | 
| 607 |     m.m[3][0] = m1.m[3][0] + m2.m[3][0]; | 
| 608 |     m.m[3][1] = m1.m[3][1] + m2.m[3][1]; | 
| 609 |     m.m[3][2] = m1.m[3][2] + m2.m[3][2]; | 
| 610 |     m.m[3][3] = m1.m[3][3] + m2.m[3][3]; | 
| 611 |     m.flagBits = QMatrix4x4::General; | 
| 612 |     return m; | 
| 613 | } | 
| 614 |  | 
| 615 | inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
| 616 | { | 
| 617 |     QMatrix4x4 m(1); | 
| 618 |     m.m[0][0] = m1.m[0][0] - m2.m[0][0]; | 
| 619 |     m.m[0][1] = m1.m[0][1] - m2.m[0][1]; | 
| 620 |     m.m[0][2] = m1.m[0][2] - m2.m[0][2]; | 
| 621 |     m.m[0][3] = m1.m[0][3] - m2.m[0][3]; | 
| 622 |     m.m[1][0] = m1.m[1][0] - m2.m[1][0]; | 
| 623 |     m.m[1][1] = m1.m[1][1] - m2.m[1][1]; | 
| 624 |     m.m[1][2] = m1.m[1][2] - m2.m[1][2]; | 
| 625 |     m.m[1][3] = m1.m[1][3] - m2.m[1][3]; | 
| 626 |     m.m[2][0] = m1.m[2][0] - m2.m[2][0]; | 
| 627 |     m.m[2][1] = m1.m[2][1] - m2.m[2][1]; | 
| 628 |     m.m[2][2] = m1.m[2][2] - m2.m[2][2]; | 
| 629 |     m.m[2][3] = m1.m[2][3] - m2.m[2][3]; | 
| 630 |     m.m[3][0] = m1.m[3][0] - m2.m[3][0]; | 
| 631 |     m.m[3][1] = m1.m[3][1] - m2.m[3][1]; | 
| 632 |     m.m[3][2] = m1.m[3][2] - m2.m[3][2]; | 
| 633 |     m.m[3][3] = m1.m[3][3] - m2.m[3][3]; | 
| 634 |     m.flagBits = QMatrix4x4::General; | 
| 635 |     return m; | 
| 636 | } | 
| 637 |  | 
| 638 | inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
| 639 | { | 
| 640 |     int flagBits = m1.flagBits | m2.flagBits; | 
| 641 |     if (flagBits < QMatrix4x4::Rotation2D) { | 
| 642 |         QMatrix4x4 m = m1; | 
| 643 |         m.m[3][0] += m.m[0][0] * m2.m[3][0]; | 
| 644 |         m.m[3][1] += m.m[1][1] * m2.m[3][1]; | 
| 645 |         m.m[3][2] += m.m[2][2] * m2.m[3][2]; | 
| 646 |  | 
| 647 |         m.m[0][0] *= m2.m[0][0]; | 
| 648 |         m.m[1][1] *= m2.m[1][1]; | 
| 649 |         m.m[2][2] *= m2.m[2][2]; | 
| 650 |         m.flagBits = flagBits; | 
| 651 |         return m; | 
| 652 |     } | 
| 653 |  | 
| 654 |     QMatrix4x4 m(1); | 
| 655 |     m.m[0][0] = m1.m[0][0] * m2.m[0][0] | 
| 656 |               + m1.m[1][0] * m2.m[0][1] | 
| 657 |               + m1.m[2][0] * m2.m[0][2] | 
| 658 |               + m1.m[3][0] * m2.m[0][3]; | 
| 659 |     m.m[0][1] = m1.m[0][1] * m2.m[0][0] | 
| 660 |               + m1.m[1][1] * m2.m[0][1] | 
| 661 |               + m1.m[2][1] * m2.m[0][2] | 
| 662 |               + m1.m[3][1] * m2.m[0][3]; | 
| 663 |     m.m[0][2] = m1.m[0][2] * m2.m[0][0] | 
| 664 |               + m1.m[1][2] * m2.m[0][1] | 
| 665 |               + m1.m[2][2] * m2.m[0][2] | 
| 666 |               + m1.m[3][2] * m2.m[0][3]; | 
| 667 |     m.m[0][3] = m1.m[0][3] * m2.m[0][0] | 
| 668 |               + m1.m[1][3] * m2.m[0][1] | 
| 669 |               + m1.m[2][3] * m2.m[0][2] | 
| 670 |               + m1.m[3][3] * m2.m[0][3]; | 
| 671 |  | 
| 672 |     m.m[1][0] = m1.m[0][0] * m2.m[1][0] | 
| 673 |               + m1.m[1][0] * m2.m[1][1] | 
| 674 |               + m1.m[2][0] * m2.m[1][2] | 
| 675 |               + m1.m[3][0] * m2.m[1][3]; | 
| 676 |     m.m[1][1] = m1.m[0][1] * m2.m[1][0] | 
| 677 |               + m1.m[1][1] * m2.m[1][1] | 
| 678 |               + m1.m[2][1] * m2.m[1][2] | 
| 679 |               + m1.m[3][1] * m2.m[1][3]; | 
| 680 |     m.m[1][2] = m1.m[0][2] * m2.m[1][0] | 
| 681 |               + m1.m[1][2] * m2.m[1][1] | 
| 682 |               + m1.m[2][2] * m2.m[1][2] | 
| 683 |               + m1.m[3][2] * m2.m[1][3]; | 
| 684 |     m.m[1][3] = m1.m[0][3] * m2.m[1][0] | 
| 685 |               + m1.m[1][3] * m2.m[1][1] | 
| 686 |               + m1.m[2][3] * m2.m[1][2] | 
| 687 |               + m1.m[3][3] * m2.m[1][3]; | 
| 688 |  | 
| 689 |     m.m[2][0] = m1.m[0][0] * m2.m[2][0] | 
| 690 |               + m1.m[1][0] * m2.m[2][1] | 
| 691 |               + m1.m[2][0] * m2.m[2][2] | 
| 692 |               + m1.m[3][0] * m2.m[2][3]; | 
| 693 |     m.m[2][1] = m1.m[0][1] * m2.m[2][0] | 
| 694 |               + m1.m[1][1] * m2.m[2][1] | 
| 695 |               + m1.m[2][1] * m2.m[2][2] | 
| 696 |               + m1.m[3][1] * m2.m[2][3]; | 
| 697 |     m.m[2][2] = m1.m[0][2] * m2.m[2][0] | 
| 698 |               + m1.m[1][2] * m2.m[2][1] | 
| 699 |               + m1.m[2][2] * m2.m[2][2] | 
| 700 |               + m1.m[3][2] * m2.m[2][3]; | 
| 701 |     m.m[2][3] = m1.m[0][3] * m2.m[2][0] | 
| 702 |               + m1.m[1][3] * m2.m[2][1] | 
| 703 |               + m1.m[2][3] * m2.m[2][2] | 
| 704 |               + m1.m[3][3] * m2.m[2][3]; | 
| 705 |  | 
| 706 |     m.m[3][0] = m1.m[0][0] * m2.m[3][0] | 
| 707 |               + m1.m[1][0] * m2.m[3][1] | 
| 708 |               + m1.m[2][0] * m2.m[3][2] | 
| 709 |               + m1.m[3][0] * m2.m[3][3]; | 
| 710 |     m.m[3][1] = m1.m[0][1] * m2.m[3][0] | 
| 711 |               + m1.m[1][1] * m2.m[3][1] | 
| 712 |               + m1.m[2][1] * m2.m[3][2] | 
| 713 |               + m1.m[3][1] * m2.m[3][3]; | 
| 714 |     m.m[3][2] = m1.m[0][2] * m2.m[3][0] | 
| 715 |               + m1.m[1][2] * m2.m[3][1] | 
| 716 |               + m1.m[2][2] * m2.m[3][2] | 
| 717 |               + m1.m[3][2] * m2.m[3][3]; | 
| 718 |     m.m[3][3] = m1.m[0][3] * m2.m[3][0] | 
| 719 |               + m1.m[1][3] * m2.m[3][1] | 
| 720 |               + m1.m[2][3] * m2.m[3][2] | 
| 721 |               + m1.m[3][3] * m2.m[3][3]; | 
| 722 |     m.flagBits = flagBits; | 
| 723 |     return m; | 
| 724 | } | 
| 725 |  | 
| 726 | #ifndef QT_NO_VECTOR3D | 
| 727 |  | 
| 728 | inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) | 
| 729 | { | 
| 730 |     float x, y, z, w; | 
| 731 |     x = vector.x() * matrix.m[0][0] + | 
| 732 |         vector.y() * matrix.m[0][1] + | 
| 733 |         vector.z() * matrix.m[0][2] + | 
| 734 |         matrix.m[0][3]; | 
| 735 |     y = vector.x() * matrix.m[1][0] + | 
| 736 |         vector.y() * matrix.m[1][1] + | 
| 737 |         vector.z() * matrix.m[1][2] + | 
| 738 |         matrix.m[1][3]; | 
| 739 |     z = vector.x() * matrix.m[2][0] + | 
| 740 |         vector.y() * matrix.m[2][1] + | 
| 741 |         vector.z() * matrix.m[2][2] + | 
| 742 |         matrix.m[2][3]; | 
| 743 |     w = vector.x() * matrix.m[3][0] + | 
| 744 |         vector.y() * matrix.m[3][1] + | 
| 745 |         vector.z() * matrix.m[3][2] + | 
| 746 |         matrix.m[3][3]; | 
| 747 |     if (w == 1.0f) | 
| 748 |         return QVector3D(x, y, z); | 
| 749 |     else | 
| 750 |         return QVector3D(x / w, y / w, z / w); | 
| 751 | } | 
| 752 |  | 
| 753 | inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) | 
| 754 | { | 
| 755 |     float x, y, z, w; | 
| 756 |     if (matrix.flagBits == QMatrix4x4::Identity) { | 
| 757 |         return vector; | 
| 758 |     } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
| 759 |         // Translation | Scale | 
| 760 |         return QVector3D(vector.x() * matrix.m[0][0] + matrix.m[3][0], | 
| 761 |                          vector.y() * matrix.m[1][1] + matrix.m[3][1], | 
| 762 |                          vector.z() * matrix.m[2][2] + matrix.m[3][2]); | 
| 763 |     } else if (matrix.flagBits < QMatrix4x4::Rotation) { | 
| 764 |         // Translation | Scale | Rotation2D | 
| 765 |         return QVector3D(vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + matrix.m[3][0], | 
| 766 |                          vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + matrix.m[3][1], | 
| 767 |                          vector.z() * matrix.m[2][2] + matrix.m[3][2]); | 
| 768 |     } else { | 
| 769 |         x = vector.x() * matrix.m[0][0] + | 
| 770 |             vector.y() * matrix.m[1][0] + | 
| 771 |             vector.z() * matrix.m[2][0] + | 
| 772 |             matrix.m[3][0]; | 
| 773 |         y = vector.x() * matrix.m[0][1] + | 
| 774 |             vector.y() * matrix.m[1][1] + | 
| 775 |             vector.z() * matrix.m[2][1] + | 
| 776 |             matrix.m[3][1]; | 
| 777 |         z = vector.x() * matrix.m[0][2] + | 
| 778 |             vector.y() * matrix.m[1][2] + | 
| 779 |             vector.z() * matrix.m[2][2] + | 
| 780 |             matrix.m[3][2]; | 
| 781 |         w = vector.x() * matrix.m[0][3] + | 
| 782 |             vector.y() * matrix.m[1][3] + | 
| 783 |             vector.z() * matrix.m[2][3] + | 
| 784 |             matrix.m[3][3]; | 
| 785 |         if (w == 1.0f) | 
| 786 |             return QVector3D(x, y, z); | 
| 787 |         else | 
| 788 |             return QVector3D(x / w, y / w, z / w); | 
| 789 |     } | 
| 790 | } | 
| 791 |  | 
| 792 | #endif | 
| 793 |  | 
| 794 | #ifndef QT_NO_VECTOR4D | 
| 795 |  | 
| 796 | inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) | 
| 797 | { | 
| 798 |     float x, y, z, w; | 
| 799 |     x = vector.x() * matrix.m[0][0] + | 
| 800 |         vector.y() * matrix.m[0][1] + | 
| 801 |         vector.z() * matrix.m[0][2] + | 
| 802 |         vector.w() * matrix.m[0][3]; | 
| 803 |     y = vector.x() * matrix.m[1][0] + | 
| 804 |         vector.y() * matrix.m[1][1] + | 
| 805 |         vector.z() * matrix.m[1][2] + | 
| 806 |         vector.w() * matrix.m[1][3]; | 
| 807 |     z = vector.x() * matrix.m[2][0] + | 
| 808 |         vector.y() * matrix.m[2][1] + | 
| 809 |         vector.z() * matrix.m[2][2] + | 
| 810 |         vector.w() * matrix.m[2][3]; | 
| 811 |     w = vector.x() * matrix.m[3][0] + | 
| 812 |         vector.y() * matrix.m[3][1] + | 
| 813 |         vector.z() * matrix.m[3][2] + | 
| 814 |         vector.w() * matrix.m[3][3]; | 
| 815 |     return QVector4D(x, y, z, w); | 
| 816 | } | 
| 817 |  | 
| 818 | inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) | 
| 819 | { | 
| 820 |     float x, y, z, w; | 
| 821 |     x = vector.x() * matrix.m[0][0] + | 
| 822 |         vector.y() * matrix.m[1][0] + | 
| 823 |         vector.z() * matrix.m[2][0] + | 
| 824 |         vector.w() * matrix.m[3][0]; | 
| 825 |     y = vector.x() * matrix.m[0][1] + | 
| 826 |         vector.y() * matrix.m[1][1] + | 
| 827 |         vector.z() * matrix.m[2][1] + | 
| 828 |         vector.w() * matrix.m[3][1]; | 
| 829 |     z = vector.x() * matrix.m[0][2] + | 
| 830 |         vector.y() * matrix.m[1][2] + | 
| 831 |         vector.z() * matrix.m[2][2] + | 
| 832 |         vector.w() * matrix.m[3][2]; | 
| 833 |     w = vector.x() * matrix.m[0][3] + | 
| 834 |         vector.y() * matrix.m[1][3] + | 
| 835 |         vector.z() * matrix.m[2][3] + | 
| 836 |         vector.w() * matrix.m[3][3]; | 
| 837 |     return QVector4D(x, y, z, w); | 
| 838 | } | 
| 839 |  | 
| 840 | #endif | 
| 841 |  | 
| 842 | inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) | 
| 843 | { | 
| 844 |     float xin, yin; | 
| 845 |     float x, y, w; | 
| 846 |     xin = point.x(); | 
| 847 |     yin = point.y(); | 
| 848 |     x = xin * matrix.m[0][0] + | 
| 849 |         yin * matrix.m[0][1] + | 
| 850 |         matrix.m[0][3]; | 
| 851 |     y = xin * matrix.m[1][0] + | 
| 852 |         yin * matrix.m[1][1] + | 
| 853 |         matrix.m[1][3]; | 
| 854 |     w = xin * matrix.m[3][0] + | 
| 855 |         yin * matrix.m[3][1] + | 
| 856 |         matrix.m[3][3]; | 
| 857 |     if (w == 1.0f) | 
| 858 |         return QPoint(qRound(d: x), qRound(d: y)); | 
| 859 |     else | 
| 860 |         return QPoint(qRound(d: x / w), qRound(d: y / w)); | 
| 861 | } | 
| 862 |  | 
| 863 | inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix) | 
| 864 | { | 
| 865 |     float xin, yin; | 
| 866 |     float x, y, w; | 
| 867 |     xin = float(point.x()); | 
| 868 |     yin = float(point.y()); | 
| 869 |     x = xin * matrix.m[0][0] + | 
| 870 |         yin * matrix.m[0][1] + | 
| 871 |         matrix.m[0][3]; | 
| 872 |     y = xin * matrix.m[1][0] + | 
| 873 |         yin * matrix.m[1][1] + | 
| 874 |         matrix.m[1][3]; | 
| 875 |     w = xin * matrix.m[3][0] + | 
| 876 |         yin * matrix.m[3][1] + | 
| 877 |         matrix.m[3][3]; | 
| 878 |     if (w == 1.0f) { | 
| 879 |         return QPointF(qreal(x), qreal(y)); | 
| 880 |     } else { | 
| 881 |         return QPointF(qreal(x / w), qreal(y / w)); | 
| 882 |     } | 
| 883 | } | 
| 884 |  | 
| 885 | inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point) | 
| 886 | { | 
| 887 |     float xin, yin; | 
| 888 |     float x, y, w; | 
| 889 |     xin = point.x(); | 
| 890 |     yin = point.y(); | 
| 891 |     if (matrix.flagBits == QMatrix4x4::Identity) { | 
| 892 |         return point; | 
| 893 |     } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
| 894 |         // Translation | Scale | 
| 895 |         return QPoint(qRound(d: xin * matrix.m[0][0] + matrix.m[3][0]), | 
| 896 |                       qRound(d: yin * matrix.m[1][1] + matrix.m[3][1])); | 
| 897 |     } else if (matrix.flagBits < QMatrix4x4::Perspective) { | 
| 898 |         return QPoint(qRound(d: xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0]), | 
| 899 |                       qRound(d: xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][1])); | 
| 900 |     } else { | 
| 901 |         x = xin * matrix.m[0][0] + | 
| 902 |             yin * matrix.m[1][0] + | 
| 903 |             matrix.m[3][0]; | 
| 904 |         y = xin * matrix.m[0][1] + | 
| 905 |             yin * matrix.m[1][1] + | 
| 906 |             matrix.m[3][1]; | 
| 907 |         w = xin * matrix.m[0][3] + | 
| 908 |             yin * matrix.m[1][3] + | 
| 909 |             matrix.m[3][3]; | 
| 910 |         if (w == 1.0f) | 
| 911 |             return QPoint(qRound(d: x), qRound(d: y)); | 
| 912 |         else | 
| 913 |             return QPoint(qRound(d: x / w), qRound(d: y / w)); | 
| 914 |     } | 
| 915 | } | 
| 916 |  | 
| 917 | inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point) | 
| 918 | { | 
| 919 |     qreal xin, yin; | 
| 920 |     qreal x, y, w; | 
| 921 |     xin = point.x(); | 
| 922 |     yin = point.y(); | 
| 923 |     if (matrix.flagBits == QMatrix4x4::Identity) { | 
| 924 |         return point; | 
| 925 |     } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
| 926 |         // Translation | Scale | 
| 927 |         return QPointF(xin * qreal(matrix.m[0][0]) + qreal(matrix.m[3][0]), | 
| 928 |                        yin * qreal(matrix.m[1][1]) + qreal(matrix.m[3][1])); | 
| 929 |     } else if (matrix.flagBits < QMatrix4x4::Perspective) { | 
| 930 |         return QPointF(xin * qreal(matrix.m[0][0]) + yin * qreal(matrix.m[1][0]) + | 
| 931 |                        qreal(matrix.m[3][0]), | 
| 932 |                        xin * qreal(matrix.m[0][1]) + yin * qreal(matrix.m[1][1]) + | 
| 933 |                        qreal(matrix.m[3][1])); | 
| 934 |     } else { | 
| 935 |         x = xin * qreal(matrix.m[0][0]) + | 
| 936 |             yin * qreal(matrix.m[1][0]) + | 
| 937 |             qreal(matrix.m[3][0]); | 
| 938 |         y = xin * qreal(matrix.m[0][1]) + | 
| 939 |             yin * qreal(matrix.m[1][1]) + | 
| 940 |             qreal(matrix.m[3][1]); | 
| 941 |         w = xin * qreal(matrix.m[0][3]) + | 
| 942 |             yin * qreal(matrix.m[1][3]) + | 
| 943 |             qreal(matrix.m[3][3]); | 
| 944 |         if (w == 1.0) { | 
| 945 |             return QPointF(qreal(x), qreal(y)); | 
| 946 |         } else { | 
| 947 |             return QPointF(qreal(x / w), qreal(y / w)); | 
| 948 |         } | 
| 949 |     } | 
| 950 | } | 
| 951 |  | 
| 952 | inline QMatrix4x4 operator-(const QMatrix4x4& matrix) | 
| 953 | { | 
| 954 |     QMatrix4x4 m(1); | 
| 955 |     m.m[0][0] = -matrix.m[0][0]; | 
| 956 |     m.m[0][1] = -matrix.m[0][1]; | 
| 957 |     m.m[0][2] = -matrix.m[0][2]; | 
| 958 |     m.m[0][3] = -matrix.m[0][3]; | 
| 959 |     m.m[1][0] = -matrix.m[1][0]; | 
| 960 |     m.m[1][1] = -matrix.m[1][1]; | 
| 961 |     m.m[1][2] = -matrix.m[1][2]; | 
| 962 |     m.m[1][3] = -matrix.m[1][3]; | 
| 963 |     m.m[2][0] = -matrix.m[2][0]; | 
| 964 |     m.m[2][1] = -matrix.m[2][1]; | 
| 965 |     m.m[2][2] = -matrix.m[2][2]; | 
| 966 |     m.m[2][3] = -matrix.m[2][3]; | 
| 967 |     m.m[3][0] = -matrix.m[3][0]; | 
| 968 |     m.m[3][1] = -matrix.m[3][1]; | 
| 969 |     m.m[3][2] = -matrix.m[3][2]; | 
| 970 |     m.m[3][3] = -matrix.m[3][3]; | 
| 971 |     m.flagBits = QMatrix4x4::General; | 
| 972 |     return m; | 
| 973 | } | 
| 974 |  | 
| 975 | inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) | 
| 976 | { | 
| 977 |     QMatrix4x4 m(1); | 
| 978 |     m.m[0][0] = matrix.m[0][0] * factor; | 
| 979 |     m.m[0][1] = matrix.m[0][1] * factor; | 
| 980 |     m.m[0][2] = matrix.m[0][2] * factor; | 
| 981 |     m.m[0][3] = matrix.m[0][3] * factor; | 
| 982 |     m.m[1][0] = matrix.m[1][0] * factor; | 
| 983 |     m.m[1][1] = matrix.m[1][1] * factor; | 
| 984 |     m.m[1][2] = matrix.m[1][2] * factor; | 
| 985 |     m.m[1][3] = matrix.m[1][3] * factor; | 
| 986 |     m.m[2][0] = matrix.m[2][0] * factor; | 
| 987 |     m.m[2][1] = matrix.m[2][1] * factor; | 
| 988 |     m.m[2][2] = matrix.m[2][2] * factor; | 
| 989 |     m.m[2][3] = matrix.m[2][3] * factor; | 
| 990 |     m.m[3][0] = matrix.m[3][0] * factor; | 
| 991 |     m.m[3][1] = matrix.m[3][1] * factor; | 
| 992 |     m.m[3][2] = matrix.m[3][2] * factor; | 
| 993 |     m.m[3][3] = matrix.m[3][3] * factor; | 
| 994 |     m.flagBits = QMatrix4x4::General; | 
| 995 |     return m; | 
| 996 | } | 
| 997 |  | 
| 998 | inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) | 
| 999 | { | 
| 1000 |     QMatrix4x4 m(1); | 
| 1001 |     m.m[0][0] = matrix.m[0][0] * factor; | 
| 1002 |     m.m[0][1] = matrix.m[0][1] * factor; | 
| 1003 |     m.m[0][2] = matrix.m[0][2] * factor; | 
| 1004 |     m.m[0][3] = matrix.m[0][3] * factor; | 
| 1005 |     m.m[1][0] = matrix.m[1][0] * factor; | 
| 1006 |     m.m[1][1] = matrix.m[1][1] * factor; | 
| 1007 |     m.m[1][2] = matrix.m[1][2] * factor; | 
| 1008 |     m.m[1][3] = matrix.m[1][3] * factor; | 
| 1009 |     m.m[2][0] = matrix.m[2][0] * factor; | 
| 1010 |     m.m[2][1] = matrix.m[2][1] * factor; | 
| 1011 |     m.m[2][2] = matrix.m[2][2] * factor; | 
| 1012 |     m.m[2][3] = matrix.m[2][3] * factor; | 
| 1013 |     m.m[3][0] = matrix.m[3][0] * factor; | 
| 1014 |     m.m[3][1] = matrix.m[3][1] * factor; | 
| 1015 |     m.m[3][2] = matrix.m[3][2] * factor; | 
| 1016 |     m.m[3][3] = matrix.m[3][3] * factor; | 
| 1017 |     m.flagBits = QMatrix4x4::General; | 
| 1018 |     return m; | 
| 1019 | } | 
| 1020 |  | 
| 1021 | inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
| 1022 | { | 
| 1023 |     return qFuzzyCompare(p1: m1.m[0][0], p2: m2.m[0][0]) && | 
| 1024 |            qFuzzyCompare(p1: m1.m[0][1], p2: m2.m[0][1]) && | 
| 1025 |            qFuzzyCompare(p1: m1.m[0][2], p2: m2.m[0][2]) && | 
| 1026 |            qFuzzyCompare(p1: m1.m[0][3], p2: m2.m[0][3]) && | 
| 1027 |            qFuzzyCompare(p1: m1.m[1][0], p2: m2.m[1][0]) && | 
| 1028 |            qFuzzyCompare(p1: m1.m[1][1], p2: m2.m[1][1]) && | 
| 1029 |            qFuzzyCompare(p1: m1.m[1][2], p2: m2.m[1][2]) && | 
| 1030 |            qFuzzyCompare(p1: m1.m[1][3], p2: m2.m[1][3]) && | 
| 1031 |            qFuzzyCompare(p1: m1.m[2][0], p2: m2.m[2][0]) && | 
| 1032 |            qFuzzyCompare(p1: m1.m[2][1], p2: m2.m[2][1]) && | 
| 1033 |            qFuzzyCompare(p1: m1.m[2][2], p2: m2.m[2][2]) && | 
| 1034 |            qFuzzyCompare(p1: m1.m[2][3], p2: m2.m[2][3]) && | 
| 1035 |            qFuzzyCompare(p1: m1.m[3][0], p2: m2.m[3][0]) && | 
| 1036 |            qFuzzyCompare(p1: m1.m[3][1], p2: m2.m[3][1]) && | 
| 1037 |            qFuzzyCompare(p1: m1.m[3][2], p2: m2.m[3][2]) && | 
| 1038 |            qFuzzyCompare(p1: m1.m[3][3], p2: m2.m[3][3]); | 
| 1039 | } | 
| 1040 |  | 
| 1041 | inline QPoint QMatrix4x4::map(const QPoint& point) const | 
| 1042 | { | 
| 1043 |     return *this * point; | 
| 1044 | } | 
| 1045 |  | 
| 1046 | inline QPointF QMatrix4x4::map(const QPointF& point) const | 
| 1047 | { | 
| 1048 |     return *this * point; | 
| 1049 | } | 
| 1050 |  | 
| 1051 | #ifndef QT_NO_VECTOR3D | 
| 1052 |  | 
| 1053 | inline QVector3D QMatrix4x4::map(const QVector3D& point) const | 
| 1054 | { | 
| 1055 |     return *this * point; | 
| 1056 | } | 
| 1057 |  | 
| 1058 | inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const | 
| 1059 | { | 
| 1060 |     if (flagBits < Scale) { | 
| 1061 |         // Translation | 
| 1062 |         return vector; | 
| 1063 |     } else if (flagBits < Rotation2D) { | 
| 1064 |         // Translation | Scale | 
| 1065 |         return QVector3D(vector.x() * m[0][0], | 
| 1066 |                          vector.y() * m[1][1], | 
| 1067 |                          vector.z() * m[2][2]); | 
| 1068 |     } else { | 
| 1069 |         return QVector3D(vector.x() * m[0][0] + | 
| 1070 |                          vector.y() * m[1][0] + | 
| 1071 |                          vector.z() * m[2][0], | 
| 1072 |                          vector.x() * m[0][1] + | 
| 1073 |                          vector.y() * m[1][1] + | 
| 1074 |                          vector.z() * m[2][1], | 
| 1075 |                          vector.x() * m[0][2] + | 
| 1076 |                          vector.y() * m[1][2] + | 
| 1077 |                          vector.z() * m[2][2]); | 
| 1078 |     } | 
| 1079 | } | 
| 1080 |  | 
| 1081 | #endif | 
| 1082 |  | 
| 1083 | #ifndef QT_NO_VECTOR4D | 
| 1084 |  | 
| 1085 | inline QVector4D QMatrix4x4::map(const QVector4D& point) const | 
| 1086 | { | 
| 1087 |     return *this * point; | 
| 1088 | } | 
| 1089 |  | 
| 1090 | #endif | 
| 1091 |  | 
| 1092 | inline float *QMatrix4x4::data() | 
| 1093 | { | 
| 1094 |     // We have to assume that the caller will modify the matrix elements, | 
| 1095 |     // so we flip it over to "General" mode. | 
| 1096 |     flagBits = General; | 
| 1097 |     return *m; | 
| 1098 | } | 
| 1099 |  | 
| 1100 | inline void QMatrix4x4::viewport(const QRectF &rect) | 
| 1101 | { | 
| 1102 |     viewport(left: float(rect.x()), bottom: float(rect.y()), width: float(rect.width()), height: float(rect.height())); | 
| 1103 | } | 
| 1104 |  | 
| 1105 | QT_WARNING_POP | 
| 1106 |  | 
| 1107 | #ifndef QT_NO_DEBUG_STREAM | 
| 1108 | Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); | 
| 1109 | #endif | 
| 1110 |  | 
| 1111 | #ifndef QT_NO_DATASTREAM | 
| 1112 | Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QMatrix4x4 &); | 
| 1113 | Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &); | 
| 1114 | #endif | 
| 1115 |  | 
| 1116 | #if QT_DEPRECATED_SINCE(5, 0) | 
| 1117 | template <int N, int M> | 
| 1118 | QT_DEPRECATED QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix) | 
| 1119 | { | 
| 1120 |     return QMatrix4x4(matrix.constData(), N, M); | 
| 1121 | } | 
| 1122 |  | 
| 1123 | template <int N, int M> | 
| 1124 | QT_DEPRECATED QGenericMatrix<N, M, float> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix) | 
| 1125 | { | 
| 1126 |     QGenericMatrix<N, M, float> result; | 
| 1127 |     const float *m = matrix.constData(); | 
| 1128 |     float *values = result.data(); | 
| 1129 |     for (int col = 0; col < N; ++col) { | 
| 1130 |         for (int row = 0; row < M; ++row) { | 
| 1131 |             if (col < 4 && row < 4) | 
| 1132 |                 values[col * M + row] = m[col * 4 + row]; | 
| 1133 |             else if (col == row) | 
| 1134 |                 values[col * M + row] = 1.0f; | 
| 1135 |             else | 
| 1136 |                 values[col * M + row] = 0.0f; | 
| 1137 |         } | 
| 1138 |     } | 
| 1139 |     return result; | 
| 1140 | } | 
| 1141 | #endif | 
| 1142 |  | 
| 1143 | #endif | 
| 1144 |  | 
| 1145 | QT_END_NAMESPACE | 
| 1146 |  | 
| 1147 | #endif | 
| 1148 |  |