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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 | |