| 1 | /**************************************************************************** | 
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| 2 | ** | 
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| 3 | ** Copyright (C) 2016 The Qt Company Ltd. | 
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| 4 | ** Contact: https://www.qt.io/licensing/ | 
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| 5 | ** | 
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| 6 | ** This file is part of the QtGui module of the Qt Toolkit. | 
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| 7 | ** | 
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$ | 
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| 9 | ** Commercial License Usage | 
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| 10 | ** Licensees holding valid commercial Qt licenses may use this file in | 
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| 11 | ** accordance with the commercial license agreement provided with the | 
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| 12 | ** Software or, alternatively, in accordance with the terms contained in | 
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| 13 | ** a written agreement between you and The Qt Company. For licensing terms | 
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. | 
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| 16 | ** | 
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| 17 | ** GNU Lesser General Public License Usage | 
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| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
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| 19 | ** General Public License version 3 as published by the Free Software | 
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| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the | 
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| 21 | ** packaging of this file. Please review the following information to | 
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| 22 | ** ensure the GNU Lesser General Public License version 3 requirements | 
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| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. | 
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| 24 | ** | 
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| 25 | ** GNU General Public License Usage | 
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| 26 | ** Alternatively, this file may be used under the terms of the GNU | 
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| 27 | ** General Public License version 2.0 or (at your option) the GNU General | 
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| 28 | ** Public license version 3 or any later version approved by the KDE Free | 
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| 29 | ** Qt Foundation. The licenses are as published by the Free Software | 
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| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 | 
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| 31 | ** included in the packaging of this file. Please review the following | 
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| 32 | ** information to ensure the GNU General Public License requirements will | 
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| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and | 
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| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. | 
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| 35 | ** | 
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| 36 | ** $QT_END_LICENSE$ | 
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| 37 | ** | 
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| 38 | ****************************************************************************/ | 
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| 39 |  | 
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| 40 | #ifndef QMATRIX4X4_H | 
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| 41 | #define QMATRIX4X4_H | 
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| 42 |  | 
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| 43 | #include <QtGui/qtguiglobal.h> | 
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| 44 | #include <QtGui/qvector3d.h> | 
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| 45 | #include <QtGui/qvector4d.h> | 
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| 46 | #include <QtGui/qquaternion.h> | 
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| 47 | #include <QtGui/qgenericmatrix.h> | 
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| 48 | #include <QtCore/qrect.h> | 
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| 49 |  | 
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| 50 | QT_BEGIN_NAMESPACE | 
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| 51 |  | 
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| 52 |  | 
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| 53 | #ifndef QT_NO_MATRIX4X4 | 
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| 54 |  | 
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| 55 | class QTransform; | 
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| 56 | class QVariant; | 
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| 57 |  | 
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| 58 | class Q_GUI_EXPORT QMatrix4x4 | 
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| 59 | { | 
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| 60 | public: | 
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| 61 | inline QMatrix4x4() { setToIdentity(); } | 
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| 62 | explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {} | 
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| 63 | explicit QMatrix4x4(const float *values); | 
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| 64 | inline QMatrix4x4(float m11, float m12, float m13, float m14, | 
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| 65 | float m21, float m22, float m23, float m24, | 
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| 66 | float m31, float m32, float m33, float m34, | 
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| 67 | float m41, float m42, float m43, float m44); | 
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| 68 |  | 
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| 69 | template <int N, int M> | 
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| 70 | explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix); | 
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| 71 |  | 
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| 72 | QMatrix4x4(const float *values, int cols, int rows); | 
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| 73 | QMatrix4x4(const QTransform& transform); | 
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| 74 |  | 
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| 75 | inline const float& operator()(int row, int column) const; | 
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| 76 | inline float& operator()(int row, int column); | 
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| 77 |  | 
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| 78 | #ifndef QT_NO_VECTOR4D | 
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| 79 | inline QVector4D column(int index) const; | 
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| 80 | inline void setColumn(int index, const QVector4D& value); | 
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| 81 |  | 
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| 82 | inline QVector4D row(int index) const; | 
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| 83 | inline void setRow(int index, const QVector4D& value); | 
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| 84 | #endif | 
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| 85 |  | 
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| 86 | inline bool isAffine() const; | 
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| 87 |  | 
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| 88 | inline bool isIdentity() const; | 
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| 89 | inline void setToIdentity(); | 
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| 90 |  | 
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| 91 | inline void fill(float value); | 
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| 92 |  | 
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| 93 | double determinant() const; | 
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| 94 | QMatrix4x4 inverted(bool *invertible = nullptr) const; | 
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| 95 | QMatrix4x4 transposed() const; | 
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| 96 | QMatrix3x3 normalMatrix() const; | 
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| 97 |  | 
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| 98 | inline QMatrix4x4& operator+=(const QMatrix4x4& other); | 
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| 99 | inline QMatrix4x4& operator-=(const QMatrix4x4& other); | 
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| 100 | inline QMatrix4x4& operator*=(const QMatrix4x4& other); | 
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| 101 | inline QMatrix4x4& operator*=(float factor); | 
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| 102 | QMatrix4x4& operator/=(float divisor); | 
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| 103 | inline bool operator==(const QMatrix4x4& other) const; | 
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| 104 | inline bool operator!=(const QMatrix4x4& other) const; | 
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| 105 |  | 
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| 106 | friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
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| 107 | friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
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| 108 | friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
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| 109 | #ifndef QT_NO_VECTOR3D | 
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| 110 | friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); | 
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| 111 | friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); | 
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| 112 | #endif | 
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| 113 | #ifndef QT_NO_VECTOR4D | 
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| 114 | friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); | 
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| 115 | friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); | 
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| 116 | #endif | 
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| 117 | friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix); | 
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| 118 | friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix); | 
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| 119 | friend QMatrix4x4 operator-(const QMatrix4x4& matrix); | 
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| 120 | friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point); | 
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| 121 | friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point); | 
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| 122 | friend QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix); | 
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| 123 | friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor); | 
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| 124 | friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); | 
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| 125 |  | 
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| 126 | friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2); | 
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| 127 |  | 
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| 128 | #ifndef QT_NO_VECTOR3D | 
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| 129 | void scale(const QVector3D& vector); | 
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| 130 | void translate(const QVector3D& vector); | 
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| 131 | void rotate(float angle, const QVector3D& vector); | 
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| 132 | #endif | 
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| 133 | void scale(float x, float y); | 
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| 134 | void scale(float x, float y, float z); | 
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| 135 | void scale(float factor); | 
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| 136 | void translate(float x, float y); | 
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| 137 | void translate(float x, float y, float z); | 
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| 138 | void rotate(float angle, float x, float y, float z = 0.0f); | 
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| 139 | #ifndef QT_NO_QUATERNION | 
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| 140 | void rotate(const QQuaternion& quaternion); | 
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| 141 | #endif | 
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| 142 |  | 
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| 143 | void ortho(const QRect& rect); | 
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| 144 | void ortho(const QRectF& rect); | 
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| 145 | void ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane); | 
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| 146 | void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane); | 
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| 147 | void perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane); | 
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| 148 | #ifndef QT_NO_VECTOR3D | 
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| 149 | void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up); | 
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| 150 | #endif | 
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| 151 | void viewport(const QRectF &rect); | 
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| 152 | void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f); | 
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| 153 | void flipCoordinates(); | 
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| 154 |  | 
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| 155 | void copyDataTo(float *values) const; | 
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| 156 |  | 
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| 157 | QTransform toTransform() const; | 
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| 158 | QTransform toTransform(float distanceToPlane) const; | 
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| 159 |  | 
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| 160 | QPoint map(const QPoint& point) const; | 
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| 161 | QPointF map(const QPointF& point) const; | 
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| 162 | #ifndef QT_NO_VECTOR3D | 
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| 163 | QVector3D map(const QVector3D& point) const; | 
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| 164 | QVector3D mapVector(const QVector3D& vector) const; | 
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| 165 | #endif | 
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| 166 | #ifndef QT_NO_VECTOR4D | 
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| 167 | QVector4D map(const QVector4D& point) const; | 
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| 168 | #endif | 
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| 169 | QRect mapRect(const QRect& rect) const; | 
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| 170 | QRectF mapRect(const QRectF& rect) const; | 
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| 171 |  | 
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| 172 | template <int N, int M> | 
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| 173 | QGenericMatrix<N, M, float> toGenericMatrix() const; | 
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| 174 |  | 
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| 175 | inline float *data(); | 
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| 176 | inline const float *data() const { return *m; } | 
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| 177 | inline const float *constData() const { return *m; } | 
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| 178 |  | 
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| 179 | void optimize(); | 
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| 180 |  | 
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| 181 | operator QVariant() const; | 
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| 182 |  | 
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| 183 | #ifndef QT_NO_DEBUG_STREAM | 
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| 184 | friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); | 
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| 185 | #endif | 
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| 186 |  | 
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| 187 | void projectedRotate(float angle, float x, float y, float z); | 
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| 188 |  | 
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| 189 | // When matrices are multiplied, the flag bits are or-ed together. | 
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| 190 | // Note that the ordering of the bit values matters. (ident < t < s < r2d < r < p) | 
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| 191 | enum Flag { | 
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| 192 | Identity        = 0x0000, // Identity matrix | 
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| 193 | Translation     = 0x0001, // Contains a translation | 
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| 194 | Scale           = 0x0002, // Contains a scale | 
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| 195 | Rotation2D      = 0x0004, // Contains a rotation about the Z axis | 
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| 196 | Rotation        = 0x0008, // Contains an arbitrary rotation | 
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| 197 | Perspective     = 0x0010, // Last row is different from (0, 0, 0, 1) | 
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| 198 | General         = 0x001f  // General matrix, unknown contents | 
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| 199 | }; | 
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| 200 | Q_DECLARE_FLAGS(Flags, Flag) | 
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| 201 |  | 
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| 202 | Flags flags() const { return flagBits; } | 
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| 203 |  | 
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| 204 | private: | 
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| 205 | float m[4][4];          // Column-major order to match OpenGL. | 
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| 206 | Flags flagBits; | 
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| 207 |  | 
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| 208 | // Construct without initializing identity matrix. | 
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| 209 | explicit QMatrix4x4(int) { } | 
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| 210 |  | 
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| 211 | QMatrix4x4 orthonormalInverse() const; | 
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| 212 | }; | 
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| 213 |  | 
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| 214 | Q_DECLARE_OPERATORS_FOR_FLAGS(QMatrix4x4::Flags) | 
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| 215 |  | 
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| 216 | QT_WARNING_PUSH | 
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| 217 | QT_WARNING_DISABLE_FLOAT_COMPARE | 
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| 218 |  | 
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| 219 | Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE); | 
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| 220 |  | 
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| 221 | inline QMatrix4x4::QMatrix4x4 | 
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| 222 | (float m11, float m12, float m13, float m14, | 
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| 223 | float m21, float m22, float m23, float m24, | 
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| 224 | float m31, float m32, float m33, float m34, | 
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| 225 | float m41, float m42, float m43, float m44) | 
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| 226 | { | 
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| 227 | m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; | 
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| 228 | m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; | 
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| 229 | m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; | 
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| 230 | m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; | 
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| 231 | flagBits = General; | 
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| 232 | } | 
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| 233 |  | 
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| 234 | template <int N, int M> | 
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| 235 | Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 | 
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| 236 | (const QGenericMatrix<N, M, float>& matrix) | 
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| 237 | { | 
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| 238 | const float *values = matrix.constData(); | 
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| 239 | for (int matrixCol = 0; matrixCol < 4; ++matrixCol) { | 
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| 240 | for (int matrixRow = 0; matrixRow < 4; ++matrixRow) { | 
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| 241 | if (matrixCol < N && matrixRow < M) | 
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| 242 | m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow]; | 
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| 243 | else if (matrixCol == matrixRow) | 
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| 244 | m[matrixCol][matrixRow] = 1.0f; | 
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| 245 | else | 
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| 246 | m[matrixCol][matrixRow] = 0.0f; | 
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| 247 | } | 
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| 248 | } | 
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| 249 | flagBits = General; | 
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| 250 | } | 
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| 251 |  | 
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| 252 | template <int N, int M> | 
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| 253 | QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const | 
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| 254 | { | 
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| 255 | QGenericMatrix<N, M, float> result; | 
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| 256 | float *values = result.data(); | 
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| 257 | for (int matrixCol = 0; matrixCol < N; ++matrixCol) { | 
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| 258 | for (int matrixRow = 0; matrixRow < M; ++matrixRow) { | 
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| 259 | if (matrixCol < 4 && matrixRow < 4) | 
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| 260 | values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow]; | 
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| 261 | else if (matrixCol == matrixRow) | 
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| 262 | values[matrixCol * M + matrixRow] = 1.0f; | 
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| 263 | else | 
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| 264 | values[matrixCol * M + matrixRow] = 0.0f; | 
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| 265 | } | 
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| 266 | } | 
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| 267 | return result; | 
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| 268 | } | 
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| 269 |  | 
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| 270 | inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const | 
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| 271 | { | 
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| 272 | Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); | 
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| 273 | return m[aColumn][aRow]; | 
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| 274 | } | 
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| 275 |  | 
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| 276 | inline float& QMatrix4x4::operator()(int aRow, int aColumn) | 
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| 277 | { | 
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| 278 | Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); | 
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| 279 | flagBits = General; | 
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| 280 | return m[aColumn][aRow]; | 
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| 281 | } | 
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| 282 |  | 
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| 283 | #ifndef QT_NO_VECTOR4D | 
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| 284 | inline QVector4D QMatrix4x4::column(int index) const | 
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| 285 | { | 
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| 286 | Q_ASSERT(index >= 0 && index < 4); | 
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| 287 | return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]); | 
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| 288 | } | 
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| 289 |  | 
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| 290 | inline void QMatrix4x4::setColumn(int index, const QVector4D& value) | 
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| 291 | { | 
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| 292 | Q_ASSERT(index >= 0 && index < 4); | 
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| 293 | m[index][0] = value.x(); | 
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| 294 | m[index][1] = value.y(); | 
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| 295 | m[index][2] = value.z(); | 
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| 296 | m[index][3] = value.w(); | 
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| 297 | flagBits = General; | 
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| 298 | } | 
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| 299 |  | 
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| 300 | inline QVector4D QMatrix4x4::row(int index) const | 
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| 301 | { | 
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| 302 | Q_ASSERT(index >= 0 && index < 4); | 
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| 303 | return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]); | 
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| 304 | } | 
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| 305 |  | 
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| 306 | inline void QMatrix4x4::setRow(int index, const QVector4D& value) | 
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| 307 | { | 
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| 308 | Q_ASSERT(index >= 0 && index < 4); | 
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| 309 | m[0][index] = value.x(); | 
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| 310 | m[1][index] = value.y(); | 
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| 311 | m[2][index] = value.z(); | 
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| 312 | m[3][index] = value.w(); | 
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| 313 | flagBits = General; | 
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| 314 | } | 
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| 315 | #endif | 
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| 316 |  | 
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| 317 | Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); | 
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| 318 |  | 
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| 319 | inline bool QMatrix4x4::isAffine() const | 
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| 320 | { | 
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| 321 | return m[0][3] == 0.0f && m[1][3] == 0.0f && m[2][3] == 0.0f && m[3][3] == 1.0f; | 
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| 322 | } | 
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| 323 |  | 
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| 324 | inline bool QMatrix4x4::isIdentity() const | 
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| 325 | { | 
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| 326 | if (flagBits == Identity) | 
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| 327 | return true; | 
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| 328 | if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) | 
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| 329 | return false; | 
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| 330 | if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) | 
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| 331 | return false; | 
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| 332 | if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) | 
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| 333 | return false; | 
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| 334 | if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) | 
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| 335 | return false; | 
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| 336 | if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) | 
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| 337 | return false; | 
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| 338 | return (m[3][3] == 1.0f); | 
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| 339 | } | 
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| 340 |  | 
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| 341 | inline void QMatrix4x4::setToIdentity() | 
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| 342 | { | 
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| 343 | m[0][0] = 1.0f; | 
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| 344 | m[0][1] = 0.0f; | 
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| 345 | m[0][2] = 0.0f; | 
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| 346 | m[0][3] = 0.0f; | 
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| 347 | m[1][0] = 0.0f; | 
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| 348 | m[1][1] = 1.0f; | 
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| 349 | m[1][2] = 0.0f; | 
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| 350 | m[1][3] = 0.0f; | 
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| 351 | m[2][0] = 0.0f; | 
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| 352 | m[2][1] = 0.0f; | 
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| 353 | m[2][2] = 1.0f; | 
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| 354 | m[2][3] = 0.0f; | 
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| 355 | m[3][0] = 0.0f; | 
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| 356 | m[3][1] = 0.0f; | 
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| 357 | m[3][2] = 0.0f; | 
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| 358 | m[3][3] = 1.0f; | 
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| 359 | flagBits = Identity; | 
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| 360 | } | 
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| 361 |  | 
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| 362 | inline void QMatrix4x4::fill(float value) | 
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| 363 | { | 
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| 364 | m[0][0] = value; | 
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| 365 | m[0][1] = value; | 
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| 366 | m[0][2] = value; | 
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| 367 | m[0][3] = value; | 
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| 368 | m[1][0] = value; | 
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| 369 | m[1][1] = value; | 
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| 370 | m[1][2] = value; | 
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| 371 | m[1][3] = value; | 
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| 372 | m[2][0] = value; | 
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| 373 | m[2][1] = value; | 
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| 374 | m[2][2] = value; | 
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| 375 | m[2][3] = value; | 
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| 376 | m[3][0] = value; | 
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| 377 | m[3][1] = value; | 
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| 378 | m[3][2] = value; | 
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| 379 | m[3][3] = value; | 
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| 380 | flagBits = General; | 
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| 381 | } | 
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| 382 |  | 
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| 383 | inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) | 
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| 384 | { | 
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| 385 | m[0][0] += other.m[0][0]; | 
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| 386 | m[0][1] += other.m[0][1]; | 
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| 387 | m[0][2] += other.m[0][2]; | 
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| 388 | m[0][3] += other.m[0][3]; | 
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| 389 | m[1][0] += other.m[1][0]; | 
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| 390 | m[1][1] += other.m[1][1]; | 
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| 391 | m[1][2] += other.m[1][2]; | 
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| 392 | m[1][3] += other.m[1][3]; | 
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| 393 | m[2][0] += other.m[2][0]; | 
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| 394 | m[2][1] += other.m[2][1]; | 
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| 395 | m[2][2] += other.m[2][2]; | 
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| 396 | m[2][3] += other.m[2][3]; | 
|---|
| 397 | m[3][0] += other.m[3][0]; | 
|---|
| 398 | m[3][1] += other.m[3][1]; | 
|---|
| 399 | m[3][2] += other.m[3][2]; | 
|---|
| 400 | m[3][3] += other.m[3][3]; | 
|---|
| 401 | flagBits = General; | 
|---|
| 402 | return *this; | 
|---|
| 403 | } | 
|---|
| 404 |  | 
|---|
| 405 | inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other) | 
|---|
| 406 | { | 
|---|
| 407 | m[0][0] -= other.m[0][0]; | 
|---|
| 408 | m[0][1] -= other.m[0][1]; | 
|---|
| 409 | m[0][2] -= other.m[0][2]; | 
|---|
| 410 | m[0][3] -= other.m[0][3]; | 
|---|
| 411 | m[1][0] -= other.m[1][0]; | 
|---|
| 412 | m[1][1] -= other.m[1][1]; | 
|---|
| 413 | m[1][2] -= other.m[1][2]; | 
|---|
| 414 | m[1][3] -= other.m[1][3]; | 
|---|
| 415 | m[2][0] -= other.m[2][0]; | 
|---|
| 416 | m[2][1] -= other.m[2][1]; | 
|---|
| 417 | m[2][2] -= other.m[2][2]; | 
|---|
| 418 | m[2][3] -= other.m[2][3]; | 
|---|
| 419 | m[3][0] -= other.m[3][0]; | 
|---|
| 420 | m[3][1] -= other.m[3][1]; | 
|---|
| 421 | m[3][2] -= other.m[3][2]; | 
|---|
| 422 | m[3][3] -= other.m[3][3]; | 
|---|
| 423 | flagBits = General; | 
|---|
| 424 | return *this; | 
|---|
| 425 | } | 
|---|
| 426 |  | 
|---|
| 427 | inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& o) | 
|---|
| 428 | { | 
|---|
| 429 | const QMatrix4x4 other = o; // prevent aliasing when &o == this ### Qt 6: take o by value | 
|---|
| 430 | flagBits |= other.flagBits; | 
|---|
| 431 |  | 
|---|
| 432 | if (flagBits < Rotation2D) { | 
|---|
| 433 | m[3][0] += m[0][0] * other.m[3][0]; | 
|---|
| 434 | m[3][1] += m[1][1] * other.m[3][1]; | 
|---|
| 435 | m[3][2] += m[2][2] * other.m[3][2]; | 
|---|
| 436 |  | 
|---|
| 437 | m[0][0] *= other.m[0][0]; | 
|---|
| 438 | m[1][1] *= other.m[1][1]; | 
|---|
| 439 | m[2][2] *= other.m[2][2]; | 
|---|
| 440 | return *this; | 
|---|
| 441 | } | 
|---|
| 442 |  | 
|---|
| 443 | float m0, m1, m2; | 
|---|
| 444 | m0 = m[0][0] * other.m[0][0] | 
|---|
| 445 | + m[1][0] * other.m[0][1] | 
|---|
| 446 | + m[2][0] * other.m[0][2] | 
|---|
| 447 | + m[3][0] * other.m[0][3]; | 
|---|
| 448 | m1 = m[0][0] * other.m[1][0] | 
|---|
| 449 | + m[1][0] * other.m[1][1] | 
|---|
| 450 | + m[2][0] * other.m[1][2] | 
|---|
| 451 | + m[3][0] * other.m[1][3]; | 
|---|
| 452 | m2 = m[0][0] * other.m[2][0] | 
|---|
| 453 | + m[1][0] * other.m[2][1] | 
|---|
| 454 | + m[2][0] * other.m[2][2] | 
|---|
| 455 | + m[3][0] * other.m[2][3]; | 
|---|
| 456 | m[3][0] = m[0][0] * other.m[3][0] | 
|---|
| 457 | + m[1][0] * other.m[3][1] | 
|---|
| 458 | + m[2][0] * other.m[3][2] | 
|---|
| 459 | + m[3][0] * other.m[3][3]; | 
|---|
| 460 | m[0][0] = m0; | 
|---|
| 461 | m[1][0] = m1; | 
|---|
| 462 | m[2][0] = m2; | 
|---|
| 463 |  | 
|---|
| 464 | m0 = m[0][1] * other.m[0][0] | 
|---|
| 465 | + m[1][1] * other.m[0][1] | 
|---|
| 466 | + m[2][1] * other.m[0][2] | 
|---|
| 467 | + m[3][1] * other.m[0][3]; | 
|---|
| 468 | m1 = m[0][1] * other.m[1][0] | 
|---|
| 469 | + m[1][1] * other.m[1][1] | 
|---|
| 470 | + m[2][1] * other.m[1][2] | 
|---|
| 471 | + m[3][1] * other.m[1][3]; | 
|---|
| 472 | m2 = m[0][1] * other.m[2][0] | 
|---|
| 473 | + m[1][1] * other.m[2][1] | 
|---|
| 474 | + m[2][1] * other.m[2][2] | 
|---|
| 475 | + m[3][1] * other.m[2][3]; | 
|---|
| 476 | m[3][1] = m[0][1] * other.m[3][0] | 
|---|
| 477 | + m[1][1] * other.m[3][1] | 
|---|
| 478 | + m[2][1] * other.m[3][2] | 
|---|
| 479 | + m[3][1] * other.m[3][3]; | 
|---|
| 480 | m[0][1] = m0; | 
|---|
| 481 | m[1][1] = m1; | 
|---|
| 482 | m[2][1] = m2; | 
|---|
| 483 |  | 
|---|
| 484 | m0 = m[0][2] * other.m[0][0] | 
|---|
| 485 | + m[1][2] * other.m[0][1] | 
|---|
| 486 | + m[2][2] * other.m[0][2] | 
|---|
| 487 | + m[3][2] * other.m[0][3]; | 
|---|
| 488 | m1 = m[0][2] * other.m[1][0] | 
|---|
| 489 | + m[1][2] * other.m[1][1] | 
|---|
| 490 | + m[2][2] * other.m[1][2] | 
|---|
| 491 | + m[3][2] * other.m[1][3]; | 
|---|
| 492 | m2 = m[0][2] * other.m[2][0] | 
|---|
| 493 | + m[1][2] * other.m[2][1] | 
|---|
| 494 | + m[2][2] * other.m[2][2] | 
|---|
| 495 | + m[3][2] * other.m[2][3]; | 
|---|
| 496 | m[3][2] = m[0][2] * other.m[3][0] | 
|---|
| 497 | + m[1][2] * other.m[3][1] | 
|---|
| 498 | + m[2][2] * other.m[3][2] | 
|---|
| 499 | + m[3][2] * other.m[3][3]; | 
|---|
| 500 | m[0][2] = m0; | 
|---|
| 501 | m[1][2] = m1; | 
|---|
| 502 | m[2][2] = m2; | 
|---|
| 503 |  | 
|---|
| 504 | m0 = m[0][3] * other.m[0][0] | 
|---|
| 505 | + m[1][3] * other.m[0][1] | 
|---|
| 506 | + m[2][3] * other.m[0][2] | 
|---|
| 507 | + m[3][3] * other.m[0][3]; | 
|---|
| 508 | m1 = m[0][3] * other.m[1][0] | 
|---|
| 509 | + m[1][3] * other.m[1][1] | 
|---|
| 510 | + m[2][3] * other.m[1][2] | 
|---|
| 511 | + m[3][3] * other.m[1][3]; | 
|---|
| 512 | m2 = m[0][3] * other.m[2][0] | 
|---|
| 513 | + m[1][3] * other.m[2][1] | 
|---|
| 514 | + m[2][3] * other.m[2][2] | 
|---|
| 515 | + m[3][3] * other.m[2][3]; | 
|---|
| 516 | m[3][3] = m[0][3] * other.m[3][0] | 
|---|
| 517 | + m[1][3] * other.m[3][1] | 
|---|
| 518 | + m[2][3] * other.m[3][2] | 
|---|
| 519 | + m[3][3] * other.m[3][3]; | 
|---|
| 520 | m[0][3] = m0; | 
|---|
| 521 | m[1][3] = m1; | 
|---|
| 522 | m[2][3] = m2; | 
|---|
| 523 | return *this; | 
|---|
| 524 | } | 
|---|
| 525 |  | 
|---|
| 526 | inline QMatrix4x4& QMatrix4x4::operator*=(float factor) | 
|---|
| 527 | { | 
|---|
| 528 | m[0][0] *= factor; | 
|---|
| 529 | m[0][1] *= factor; | 
|---|
| 530 | m[0][2] *= factor; | 
|---|
| 531 | m[0][3] *= factor; | 
|---|
| 532 | m[1][0] *= factor; | 
|---|
| 533 | m[1][1] *= factor; | 
|---|
| 534 | m[1][2] *= factor; | 
|---|
| 535 | m[1][3] *= factor; | 
|---|
| 536 | m[2][0] *= factor; | 
|---|
| 537 | m[2][1] *= factor; | 
|---|
| 538 | m[2][2] *= factor; | 
|---|
| 539 | m[2][3] *= factor; | 
|---|
| 540 | m[3][0] *= factor; | 
|---|
| 541 | m[3][1] *= factor; | 
|---|
| 542 | m[3][2] *= factor; | 
|---|
| 543 | m[3][3] *= factor; | 
|---|
| 544 | flagBits = General; | 
|---|
| 545 | return *this; | 
|---|
| 546 | } | 
|---|
| 547 |  | 
|---|
| 548 | inline bool QMatrix4x4::operator==(const QMatrix4x4& other) const | 
|---|
| 549 | { | 
|---|
| 550 | return m[0][0] == other.m[0][0] && | 
|---|
| 551 | m[0][1] == other.m[0][1] && | 
|---|
| 552 | m[0][2] == other.m[0][2] && | 
|---|
| 553 | m[0][3] == other.m[0][3] && | 
|---|
| 554 | m[1][0] == other.m[1][0] && | 
|---|
| 555 | m[1][1] == other.m[1][1] && | 
|---|
| 556 | m[1][2] == other.m[1][2] && | 
|---|
| 557 | m[1][3] == other.m[1][3] && | 
|---|
| 558 | m[2][0] == other.m[2][0] && | 
|---|
| 559 | m[2][1] == other.m[2][1] && | 
|---|
| 560 | m[2][2] == other.m[2][2] && | 
|---|
| 561 | m[2][3] == other.m[2][3] && | 
|---|
| 562 | m[3][0] == other.m[3][0] && | 
|---|
| 563 | m[3][1] == other.m[3][1] && | 
|---|
| 564 | m[3][2] == other.m[3][2] && | 
|---|
| 565 | m[3][3] == other.m[3][3]; | 
|---|
| 566 | } | 
|---|
| 567 |  | 
|---|
| 568 | inline bool QMatrix4x4::operator!=(const QMatrix4x4& other) const | 
|---|
| 569 | { | 
|---|
| 570 | return m[0][0] != other.m[0][0] || | 
|---|
| 571 | m[0][1] != other.m[0][1] || | 
|---|
| 572 | m[0][2] != other.m[0][2] || | 
|---|
| 573 | m[0][3] != other.m[0][3] || | 
|---|
| 574 | m[1][0] != other.m[1][0] || | 
|---|
| 575 | m[1][1] != other.m[1][1] || | 
|---|
| 576 | m[1][2] != other.m[1][2] || | 
|---|
| 577 | m[1][3] != other.m[1][3] || | 
|---|
| 578 | m[2][0] != other.m[2][0] || | 
|---|
| 579 | m[2][1] != other.m[2][1] || | 
|---|
| 580 | m[2][2] != other.m[2][2] || | 
|---|
| 581 | m[2][3] != other.m[2][3] || | 
|---|
| 582 | m[3][0] != other.m[3][0] || | 
|---|
| 583 | m[3][1] != other.m[3][1] || | 
|---|
| 584 | m[3][2] != other.m[3][2] || | 
|---|
| 585 | m[3][3] != other.m[3][3]; | 
|---|
| 586 | } | 
|---|
| 587 |  | 
|---|
| 588 | inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
|---|
| 589 | { | 
|---|
| 590 | QMatrix4x4 m(1); | 
|---|
| 591 | m.m[0][0] = m1.m[0][0] + m2.m[0][0]; | 
|---|
| 592 | m.m[0][1] = m1.m[0][1] + m2.m[0][1]; | 
|---|
| 593 | m.m[0][2] = m1.m[0][2] + m2.m[0][2]; | 
|---|
| 594 | m.m[0][3] = m1.m[0][3] + m2.m[0][3]; | 
|---|
| 595 | m.m[1][0] = m1.m[1][0] + m2.m[1][0]; | 
|---|
| 596 | m.m[1][1] = m1.m[1][1] + m2.m[1][1]; | 
|---|
| 597 | m.m[1][2] = m1.m[1][2] + m2.m[1][2]; | 
|---|
| 598 | m.m[1][3] = m1.m[1][3] + m2.m[1][3]; | 
|---|
| 599 | m.m[2][0] = m1.m[2][0] + m2.m[2][0]; | 
|---|
| 600 | m.m[2][1] = m1.m[2][1] + m2.m[2][1]; | 
|---|
| 601 | m.m[2][2] = m1.m[2][2] + m2.m[2][2]; | 
|---|
| 602 | m.m[2][3] = m1.m[2][3] + m2.m[2][3]; | 
|---|
| 603 | m.m[3][0] = m1.m[3][0] + m2.m[3][0]; | 
|---|
| 604 | m.m[3][1] = m1.m[3][1] + m2.m[3][1]; | 
|---|
| 605 | m.m[3][2] = m1.m[3][2] + m2.m[3][2]; | 
|---|
| 606 | m.m[3][3] = m1.m[3][3] + m2.m[3][3]; | 
|---|
| 607 | m.flagBits = QMatrix4x4::General; | 
|---|
| 608 | return m; | 
|---|
| 609 | } | 
|---|
| 610 |  | 
|---|
| 611 | inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
|---|
| 612 | { | 
|---|
| 613 | QMatrix4x4 m(1); | 
|---|
| 614 | m.m[0][0] = m1.m[0][0] - m2.m[0][0]; | 
|---|
| 615 | m.m[0][1] = m1.m[0][1] - m2.m[0][1]; | 
|---|
| 616 | m.m[0][2] = m1.m[0][2] - m2.m[0][2]; | 
|---|
| 617 | m.m[0][3] = m1.m[0][3] - m2.m[0][3]; | 
|---|
| 618 | m.m[1][0] = m1.m[1][0] - m2.m[1][0]; | 
|---|
| 619 | m.m[1][1] = m1.m[1][1] - m2.m[1][1]; | 
|---|
| 620 | m.m[1][2] = m1.m[1][2] - m2.m[1][2]; | 
|---|
| 621 | m.m[1][3] = m1.m[1][3] - m2.m[1][3]; | 
|---|
| 622 | m.m[2][0] = m1.m[2][0] - m2.m[2][0]; | 
|---|
| 623 | m.m[2][1] = m1.m[2][1] - m2.m[2][1]; | 
|---|
| 624 | m.m[2][2] = m1.m[2][2] - m2.m[2][2]; | 
|---|
| 625 | m.m[2][3] = m1.m[2][3] - m2.m[2][3]; | 
|---|
| 626 | m.m[3][0] = m1.m[3][0] - m2.m[3][0]; | 
|---|
| 627 | m.m[3][1] = m1.m[3][1] - m2.m[3][1]; | 
|---|
| 628 | m.m[3][2] = m1.m[3][2] - m2.m[3][2]; | 
|---|
| 629 | m.m[3][3] = m1.m[3][3] - m2.m[3][3]; | 
|---|
| 630 | m.flagBits = QMatrix4x4::General; | 
|---|
| 631 | return m; | 
|---|
| 632 | } | 
|---|
| 633 |  | 
|---|
| 634 | inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
|---|
| 635 | { | 
|---|
| 636 | QMatrix4x4::Flags flagBits = m1.flagBits | m2.flagBits; | 
|---|
| 637 | if (flagBits < QMatrix4x4::Rotation2D) { | 
|---|
| 638 | QMatrix4x4 m = m1; | 
|---|
| 639 | m.m[3][0] += m.m[0][0] * m2.m[3][0]; | 
|---|
| 640 | m.m[3][1] += m.m[1][1] * m2.m[3][1]; | 
|---|
| 641 | m.m[3][2] += m.m[2][2] * m2.m[3][2]; | 
|---|
| 642 |  | 
|---|
| 643 | m.m[0][0] *= m2.m[0][0]; | 
|---|
| 644 | m.m[1][1] *= m2.m[1][1]; | 
|---|
| 645 | m.m[2][2] *= m2.m[2][2]; | 
|---|
| 646 | m.flagBits = flagBits; | 
|---|
| 647 | return m; | 
|---|
| 648 | } | 
|---|
| 649 |  | 
|---|
| 650 | QMatrix4x4 m(1); | 
|---|
| 651 | m.m[0][0] = m1.m[0][0] * m2.m[0][0] | 
|---|
| 652 | + m1.m[1][0] * m2.m[0][1] | 
|---|
| 653 | + m1.m[2][0] * m2.m[0][2] | 
|---|
| 654 | + m1.m[3][0] * m2.m[0][3]; | 
|---|
| 655 | m.m[0][1] = m1.m[0][1] * m2.m[0][0] | 
|---|
| 656 | + m1.m[1][1] * m2.m[0][1] | 
|---|
| 657 | + m1.m[2][1] * m2.m[0][2] | 
|---|
| 658 | + m1.m[3][1] * m2.m[0][3]; | 
|---|
| 659 | m.m[0][2] = m1.m[0][2] * m2.m[0][0] | 
|---|
| 660 | + m1.m[1][2] * m2.m[0][1] | 
|---|
| 661 | + m1.m[2][2] * m2.m[0][2] | 
|---|
| 662 | + m1.m[3][2] * m2.m[0][3]; | 
|---|
| 663 | m.m[0][3] = m1.m[0][3] * m2.m[0][0] | 
|---|
| 664 | + m1.m[1][3] * m2.m[0][1] | 
|---|
| 665 | + m1.m[2][3] * m2.m[0][2] | 
|---|
| 666 | + m1.m[3][3] * m2.m[0][3]; | 
|---|
| 667 |  | 
|---|
| 668 | m.m[1][0] = m1.m[0][0] * m2.m[1][0] | 
|---|
| 669 | + m1.m[1][0] * m2.m[1][1] | 
|---|
| 670 | + m1.m[2][0] * m2.m[1][2] | 
|---|
| 671 | + m1.m[3][0] * m2.m[1][3]; | 
|---|
| 672 | m.m[1][1] = m1.m[0][1] * m2.m[1][0] | 
|---|
| 673 | + m1.m[1][1] * m2.m[1][1] | 
|---|
| 674 | + m1.m[2][1] * m2.m[1][2] | 
|---|
| 675 | + m1.m[3][1] * m2.m[1][3]; | 
|---|
| 676 | m.m[1][2] = m1.m[0][2] * m2.m[1][0] | 
|---|
| 677 | + m1.m[1][2] * m2.m[1][1] | 
|---|
| 678 | + m1.m[2][2] * m2.m[1][2] | 
|---|
| 679 | + m1.m[3][2] * m2.m[1][3]; | 
|---|
| 680 | m.m[1][3] = m1.m[0][3] * m2.m[1][0] | 
|---|
| 681 | + m1.m[1][3] * m2.m[1][1] | 
|---|
| 682 | + m1.m[2][3] * m2.m[1][2] | 
|---|
| 683 | + m1.m[3][3] * m2.m[1][3]; | 
|---|
| 684 |  | 
|---|
| 685 | m.m[2][0] = m1.m[0][0] * m2.m[2][0] | 
|---|
| 686 | + m1.m[1][0] * m2.m[2][1] | 
|---|
| 687 | + m1.m[2][0] * m2.m[2][2] | 
|---|
| 688 | + m1.m[3][0] * m2.m[2][3]; | 
|---|
| 689 | m.m[2][1] = m1.m[0][1] * m2.m[2][0] | 
|---|
| 690 | + m1.m[1][1] * m2.m[2][1] | 
|---|
| 691 | + m1.m[2][1] * m2.m[2][2] | 
|---|
| 692 | + m1.m[3][1] * m2.m[2][3]; | 
|---|
| 693 | m.m[2][2] = m1.m[0][2] * m2.m[2][0] | 
|---|
| 694 | + m1.m[1][2] * m2.m[2][1] | 
|---|
| 695 | + m1.m[2][2] * m2.m[2][2] | 
|---|
| 696 | + m1.m[3][2] * m2.m[2][3]; | 
|---|
| 697 | m.m[2][3] = m1.m[0][3] * m2.m[2][0] | 
|---|
| 698 | + m1.m[1][3] * m2.m[2][1] | 
|---|
| 699 | + m1.m[2][3] * m2.m[2][2] | 
|---|
| 700 | + m1.m[3][3] * m2.m[2][3]; | 
|---|
| 701 |  | 
|---|
| 702 | m.m[3][0] = m1.m[0][0] * m2.m[3][0] | 
|---|
| 703 | + m1.m[1][0] * m2.m[3][1] | 
|---|
| 704 | + m1.m[2][0] * m2.m[3][2] | 
|---|
| 705 | + m1.m[3][0] * m2.m[3][3]; | 
|---|
| 706 | m.m[3][1] = m1.m[0][1] * m2.m[3][0] | 
|---|
| 707 | + m1.m[1][1] * m2.m[3][1] | 
|---|
| 708 | + m1.m[2][1] * m2.m[3][2] | 
|---|
| 709 | + m1.m[3][1] * m2.m[3][3]; | 
|---|
| 710 | m.m[3][2] = m1.m[0][2] * m2.m[3][0] | 
|---|
| 711 | + m1.m[1][2] * m2.m[3][1] | 
|---|
| 712 | + m1.m[2][2] * m2.m[3][2] | 
|---|
| 713 | + m1.m[3][2] * m2.m[3][3]; | 
|---|
| 714 | m.m[3][3] = m1.m[0][3] * m2.m[3][0] | 
|---|
| 715 | + m1.m[1][3] * m2.m[3][1] | 
|---|
| 716 | + m1.m[2][3] * m2.m[3][2] | 
|---|
| 717 | + m1.m[3][3] * m2.m[3][3]; | 
|---|
| 718 | m.flagBits = flagBits; | 
|---|
| 719 | return m; | 
|---|
| 720 | } | 
|---|
| 721 |  | 
|---|
| 722 | #ifndef QT_NO_VECTOR3D | 
|---|
| 723 |  | 
|---|
| 724 | inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) | 
|---|
| 725 | { | 
|---|
| 726 | float x, y, z, w; | 
|---|
| 727 | x = vector.x() * matrix.m[0][0] + | 
|---|
| 728 | vector.y() * matrix.m[0][1] + | 
|---|
| 729 | vector.z() * matrix.m[0][2] + | 
|---|
| 730 | matrix.m[0][3]; | 
|---|
| 731 | y = vector.x() * matrix.m[1][0] + | 
|---|
| 732 | vector.y() * matrix.m[1][1] + | 
|---|
| 733 | vector.z() * matrix.m[1][2] + | 
|---|
| 734 | matrix.m[1][3]; | 
|---|
| 735 | z = vector.x() * matrix.m[2][0] + | 
|---|
| 736 | vector.y() * matrix.m[2][1] + | 
|---|
| 737 | vector.z() * matrix.m[2][2] + | 
|---|
| 738 | matrix.m[2][3]; | 
|---|
| 739 | w = vector.x() * matrix.m[3][0] + | 
|---|
| 740 | vector.y() * matrix.m[3][1] + | 
|---|
| 741 | vector.z() * matrix.m[3][2] + | 
|---|
| 742 | matrix.m[3][3]; | 
|---|
| 743 | if (w == 1.0f) | 
|---|
| 744 | return QVector3D(x, y, z); | 
|---|
| 745 | else | 
|---|
| 746 | return QVector3D(x / w, y / w, z / w); | 
|---|
| 747 | } | 
|---|
| 748 |  | 
|---|
| 749 | inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) | 
|---|
| 750 | { | 
|---|
| 751 | float x, y, z, w; | 
|---|
| 752 | if (matrix.flagBits == QMatrix4x4::Identity) { | 
|---|
| 753 | return vector; | 
|---|
| 754 | } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
|---|
| 755 | // Translation | Scale | 
|---|
| 756 | return QVector3D(vector.x() * matrix.m[0][0] + matrix.m[3][0], | 
|---|
| 757 | vector.y() * matrix.m[1][1] + matrix.m[3][1], | 
|---|
| 758 | vector.z() * matrix.m[2][2] + matrix.m[3][2]); | 
|---|
| 759 | } else if (matrix.flagBits < QMatrix4x4::Rotation) { | 
|---|
| 760 | // Translation | Scale | Rotation2D | 
|---|
| 761 | return QVector3D(vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + matrix.m[3][0], | 
|---|
| 762 | vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + matrix.m[3][1], | 
|---|
| 763 | vector.z() * matrix.m[2][2] + matrix.m[3][2]); | 
|---|
| 764 | } else { | 
|---|
| 765 | x = vector.x() * matrix.m[0][0] + | 
|---|
| 766 | vector.y() * matrix.m[1][0] + | 
|---|
| 767 | vector.z() * matrix.m[2][0] + | 
|---|
| 768 | matrix.m[3][0]; | 
|---|
| 769 | y = vector.x() * matrix.m[0][1] + | 
|---|
| 770 | vector.y() * matrix.m[1][1] + | 
|---|
| 771 | vector.z() * matrix.m[2][1] + | 
|---|
| 772 | matrix.m[3][1]; | 
|---|
| 773 | z = vector.x() * matrix.m[0][2] + | 
|---|
| 774 | vector.y() * matrix.m[1][2] + | 
|---|
| 775 | vector.z() * matrix.m[2][2] + | 
|---|
| 776 | matrix.m[3][2]; | 
|---|
| 777 | w = vector.x() * matrix.m[0][3] + | 
|---|
| 778 | vector.y() * matrix.m[1][3] + | 
|---|
| 779 | vector.z() * matrix.m[2][3] + | 
|---|
| 780 | matrix.m[3][3]; | 
|---|
| 781 | if (w == 1.0f) | 
|---|
| 782 | return QVector3D(x, y, z); | 
|---|
| 783 | else | 
|---|
| 784 | return QVector3D(x / w, y / w, z / w); | 
|---|
| 785 | } | 
|---|
| 786 | } | 
|---|
| 787 |  | 
|---|
| 788 | #endif | 
|---|
| 789 |  | 
|---|
| 790 | #ifndef QT_NO_VECTOR4D | 
|---|
| 791 |  | 
|---|
| 792 | inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) | 
|---|
| 793 | { | 
|---|
| 794 | float x, y, z, w; | 
|---|
| 795 | x = vector.x() * matrix.m[0][0] + | 
|---|
| 796 | vector.y() * matrix.m[0][1] + | 
|---|
| 797 | vector.z() * matrix.m[0][2] + | 
|---|
| 798 | vector.w() * matrix.m[0][3]; | 
|---|
| 799 | y = vector.x() * matrix.m[1][0] + | 
|---|
| 800 | vector.y() * matrix.m[1][1] + | 
|---|
| 801 | vector.z() * matrix.m[1][2] + | 
|---|
| 802 | vector.w() * matrix.m[1][3]; | 
|---|
| 803 | z = vector.x() * matrix.m[2][0] + | 
|---|
| 804 | vector.y() * matrix.m[2][1] + | 
|---|
| 805 | vector.z() * matrix.m[2][2] + | 
|---|
| 806 | vector.w() * matrix.m[2][3]; | 
|---|
| 807 | w = vector.x() * matrix.m[3][0] + | 
|---|
| 808 | vector.y() * matrix.m[3][1] + | 
|---|
| 809 | vector.z() * matrix.m[3][2] + | 
|---|
| 810 | vector.w() * matrix.m[3][3]; | 
|---|
| 811 | return QVector4D(x, y, z, w); | 
|---|
| 812 | } | 
|---|
| 813 |  | 
|---|
| 814 | inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) | 
|---|
| 815 | { | 
|---|
| 816 | float x, y, z, w; | 
|---|
| 817 | x = vector.x() * matrix.m[0][0] + | 
|---|
| 818 | vector.y() * matrix.m[1][0] + | 
|---|
| 819 | vector.z() * matrix.m[2][0] + | 
|---|
| 820 | vector.w() * matrix.m[3][0]; | 
|---|
| 821 | y = vector.x() * matrix.m[0][1] + | 
|---|
| 822 | vector.y() * matrix.m[1][1] + | 
|---|
| 823 | vector.z() * matrix.m[2][1] + | 
|---|
| 824 | vector.w() * matrix.m[3][1]; | 
|---|
| 825 | z = vector.x() * matrix.m[0][2] + | 
|---|
| 826 | vector.y() * matrix.m[1][2] + | 
|---|
| 827 | vector.z() * matrix.m[2][2] + | 
|---|
| 828 | vector.w() * matrix.m[3][2]; | 
|---|
| 829 | w = vector.x() * matrix.m[0][3] + | 
|---|
| 830 | vector.y() * matrix.m[1][3] + | 
|---|
| 831 | vector.z() * matrix.m[2][3] + | 
|---|
| 832 | vector.w() * matrix.m[3][3]; | 
|---|
| 833 | return QVector4D(x, y, z, w); | 
|---|
| 834 | } | 
|---|
| 835 |  | 
|---|
| 836 | #endif | 
|---|
| 837 |  | 
|---|
| 838 | inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) | 
|---|
| 839 | { | 
|---|
| 840 | float xin, yin; | 
|---|
| 841 | float x, y, w; | 
|---|
| 842 | xin = point.x(); | 
|---|
| 843 | yin = point.y(); | 
|---|
| 844 | x = xin * matrix.m[0][0] + | 
|---|
| 845 | yin * matrix.m[0][1] + | 
|---|
| 846 | matrix.m[0][3]; | 
|---|
| 847 | y = xin * matrix.m[1][0] + | 
|---|
| 848 | yin * matrix.m[1][1] + | 
|---|
| 849 | matrix.m[1][3]; | 
|---|
| 850 | w = xin * matrix.m[3][0] + | 
|---|
| 851 | yin * matrix.m[3][1] + | 
|---|
| 852 | matrix.m[3][3]; | 
|---|
| 853 | if (w == 1.0f) | 
|---|
| 854 | return QPoint(qRound(x), qRound(y)); | 
|---|
| 855 | else | 
|---|
| 856 | return QPoint(qRound(x / w), qRound(y / w)); | 
|---|
| 857 | } | 
|---|
| 858 |  | 
|---|
| 859 | inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix) | 
|---|
| 860 | { | 
|---|
| 861 | float xin, yin; | 
|---|
| 862 | float x, y, w; | 
|---|
| 863 | xin = float(point.x()); | 
|---|
| 864 | yin = float(point.y()); | 
|---|
| 865 | x = xin * matrix.m[0][0] + | 
|---|
| 866 | yin * matrix.m[0][1] + | 
|---|
| 867 | matrix.m[0][3]; | 
|---|
| 868 | y = xin * matrix.m[1][0] + | 
|---|
| 869 | yin * matrix.m[1][1] + | 
|---|
| 870 | matrix.m[1][3]; | 
|---|
| 871 | w = xin * matrix.m[3][0] + | 
|---|
| 872 | yin * matrix.m[3][1] + | 
|---|
| 873 | matrix.m[3][3]; | 
|---|
| 874 | if (w == 1.0f) { | 
|---|
| 875 | return QPointF(qreal(x), qreal(y)); | 
|---|
| 876 | } else { | 
|---|
| 877 | return QPointF(qreal(x / w), qreal(y / w)); | 
|---|
| 878 | } | 
|---|
| 879 | } | 
|---|
| 880 |  | 
|---|
| 881 | inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point) | 
|---|
| 882 | { | 
|---|
| 883 | float xin, yin; | 
|---|
| 884 | float x, y, w; | 
|---|
| 885 | xin = point.x(); | 
|---|
| 886 | yin = point.y(); | 
|---|
| 887 | if (matrix.flagBits == QMatrix4x4::Identity) { | 
|---|
| 888 | return point; | 
|---|
| 889 | } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
|---|
| 890 | // Translation | Scale | 
|---|
| 891 | return QPoint(qRound(xin * matrix.m[0][0] + matrix.m[3][0]), | 
|---|
| 892 | qRound(yin * matrix.m[1][1] + matrix.m[3][1])); | 
|---|
| 893 | } else if (matrix.flagBits < QMatrix4x4::Perspective) { | 
|---|
| 894 | return QPoint(qRound(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0]), | 
|---|
| 895 | qRound(xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][1])); | 
|---|
| 896 | } else { | 
|---|
| 897 | x = xin * matrix.m[0][0] + | 
|---|
| 898 | yin * matrix.m[1][0] + | 
|---|
| 899 | matrix.m[3][0]; | 
|---|
| 900 | y = xin * matrix.m[0][1] + | 
|---|
| 901 | yin * matrix.m[1][1] + | 
|---|
| 902 | matrix.m[3][1]; | 
|---|
| 903 | w = xin * matrix.m[0][3] + | 
|---|
| 904 | yin * matrix.m[1][3] + | 
|---|
| 905 | matrix.m[3][3]; | 
|---|
| 906 | if (w == 1.0f) | 
|---|
| 907 | return QPoint(qRound(x), qRound(y)); | 
|---|
| 908 | else | 
|---|
| 909 | return QPoint(qRound(x / w), qRound(y / w)); | 
|---|
| 910 | } | 
|---|
| 911 | } | 
|---|
| 912 |  | 
|---|
| 913 | inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point) | 
|---|
| 914 | { | 
|---|
| 915 | qreal xin, yin; | 
|---|
| 916 | qreal x, y, w; | 
|---|
| 917 | xin = point.x(); | 
|---|
| 918 | yin = point.y(); | 
|---|
| 919 | if (matrix.flagBits == QMatrix4x4::Identity) { | 
|---|
| 920 | return point; | 
|---|
| 921 | } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { | 
|---|
| 922 | // Translation | Scale | 
|---|
| 923 | return QPointF(xin * qreal(matrix.m[0][0]) + qreal(matrix.m[3][0]), | 
|---|
| 924 | yin * qreal(matrix.m[1][1]) + qreal(matrix.m[3][1])); | 
|---|
| 925 | } else if (matrix.flagBits < QMatrix4x4::Perspective) { | 
|---|
| 926 | return QPointF(xin * qreal(matrix.m[0][0]) + yin * qreal(matrix.m[1][0]) + | 
|---|
| 927 | qreal(matrix.m[3][0]), | 
|---|
| 928 | xin * qreal(matrix.m[0][1]) + yin * qreal(matrix.m[1][1]) + | 
|---|
| 929 | qreal(matrix.m[3][1])); | 
|---|
| 930 | } else { | 
|---|
| 931 | x = xin * qreal(matrix.m[0][0]) + | 
|---|
| 932 | yin * qreal(matrix.m[1][0]) + | 
|---|
| 933 | qreal(matrix.m[3][0]); | 
|---|
| 934 | y = xin * qreal(matrix.m[0][1]) + | 
|---|
| 935 | yin * qreal(matrix.m[1][1]) + | 
|---|
| 936 | qreal(matrix.m[3][1]); | 
|---|
| 937 | w = xin * qreal(matrix.m[0][3]) + | 
|---|
| 938 | yin * qreal(matrix.m[1][3]) + | 
|---|
| 939 | qreal(matrix.m[3][3]); | 
|---|
| 940 | if (w == 1.0) { | 
|---|
| 941 | return QPointF(qreal(x), qreal(y)); | 
|---|
| 942 | } else { | 
|---|
| 943 | return QPointF(qreal(x / w), qreal(y / w)); | 
|---|
| 944 | } | 
|---|
| 945 | } | 
|---|
| 946 | } | 
|---|
| 947 |  | 
|---|
| 948 | inline QMatrix4x4 operator-(const QMatrix4x4& matrix) | 
|---|
| 949 | { | 
|---|
| 950 | QMatrix4x4 m(1); | 
|---|
| 951 | m.m[0][0] = -matrix.m[0][0]; | 
|---|
| 952 | m.m[0][1] = -matrix.m[0][1]; | 
|---|
| 953 | m.m[0][2] = -matrix.m[0][2]; | 
|---|
| 954 | m.m[0][3] = -matrix.m[0][3]; | 
|---|
| 955 | m.m[1][0] = -matrix.m[1][0]; | 
|---|
| 956 | m.m[1][1] = -matrix.m[1][1]; | 
|---|
| 957 | m.m[1][2] = -matrix.m[1][2]; | 
|---|
| 958 | m.m[1][3] = -matrix.m[1][3]; | 
|---|
| 959 | m.m[2][0] = -matrix.m[2][0]; | 
|---|
| 960 | m.m[2][1] = -matrix.m[2][1]; | 
|---|
| 961 | m.m[2][2] = -matrix.m[2][2]; | 
|---|
| 962 | m.m[2][3] = -matrix.m[2][3]; | 
|---|
| 963 | m.m[3][0] = -matrix.m[3][0]; | 
|---|
| 964 | m.m[3][1] = -matrix.m[3][1]; | 
|---|
| 965 | m.m[3][2] = -matrix.m[3][2]; | 
|---|
| 966 | m.m[3][3] = -matrix.m[3][3]; | 
|---|
| 967 | m.flagBits = QMatrix4x4::General; | 
|---|
| 968 | return m; | 
|---|
| 969 | } | 
|---|
| 970 |  | 
|---|
| 971 | inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) | 
|---|
| 972 | { | 
|---|
| 973 | QMatrix4x4 m(1); | 
|---|
| 974 | m.m[0][0] = matrix.m[0][0] * factor; | 
|---|
| 975 | m.m[0][1] = matrix.m[0][1] * factor; | 
|---|
| 976 | m.m[0][2] = matrix.m[0][2] * factor; | 
|---|
| 977 | m.m[0][3] = matrix.m[0][3] * factor; | 
|---|
| 978 | m.m[1][0] = matrix.m[1][0] * factor; | 
|---|
| 979 | m.m[1][1] = matrix.m[1][1] * factor; | 
|---|
| 980 | m.m[1][2] = matrix.m[1][2] * factor; | 
|---|
| 981 | m.m[1][3] = matrix.m[1][3] * factor; | 
|---|
| 982 | m.m[2][0] = matrix.m[2][0] * factor; | 
|---|
| 983 | m.m[2][1] = matrix.m[2][1] * factor; | 
|---|
| 984 | m.m[2][2] = matrix.m[2][2] * factor; | 
|---|
| 985 | m.m[2][3] = matrix.m[2][3] * factor; | 
|---|
| 986 | m.m[3][0] = matrix.m[3][0] * factor; | 
|---|
| 987 | m.m[3][1] = matrix.m[3][1] * factor; | 
|---|
| 988 | m.m[3][2] = matrix.m[3][2] * factor; | 
|---|
| 989 | m.m[3][3] = matrix.m[3][3] * factor; | 
|---|
| 990 | m.flagBits = QMatrix4x4::General; | 
|---|
| 991 | return m; | 
|---|
| 992 | } | 
|---|
| 993 |  | 
|---|
| 994 | inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) | 
|---|
| 995 | { | 
|---|
| 996 | QMatrix4x4 m(1); | 
|---|
| 997 | m.m[0][0] = matrix.m[0][0] * factor; | 
|---|
| 998 | m.m[0][1] = matrix.m[0][1] * factor; | 
|---|
| 999 | m.m[0][2] = matrix.m[0][2] * factor; | 
|---|
| 1000 | m.m[0][3] = matrix.m[0][3] * factor; | 
|---|
| 1001 | m.m[1][0] = matrix.m[1][0] * factor; | 
|---|
| 1002 | m.m[1][1] = matrix.m[1][1] * factor; | 
|---|
| 1003 | m.m[1][2] = matrix.m[1][2] * factor; | 
|---|
| 1004 | m.m[1][3] = matrix.m[1][3] * factor; | 
|---|
| 1005 | m.m[2][0] = matrix.m[2][0] * factor; | 
|---|
| 1006 | m.m[2][1] = matrix.m[2][1] * factor; | 
|---|
| 1007 | m.m[2][2] = matrix.m[2][2] * factor; | 
|---|
| 1008 | m.m[2][3] = matrix.m[2][3] * factor; | 
|---|
| 1009 | m.m[3][0] = matrix.m[3][0] * factor; | 
|---|
| 1010 | m.m[3][1] = matrix.m[3][1] * factor; | 
|---|
| 1011 | m.m[3][2] = matrix.m[3][2] * factor; | 
|---|
| 1012 | m.m[3][3] = matrix.m[3][3] * factor; | 
|---|
| 1013 | m.flagBits = QMatrix4x4::General; | 
|---|
| 1014 | return m; | 
|---|
| 1015 | } | 
|---|
| 1016 |  | 
|---|
| 1017 | inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2) | 
|---|
| 1018 | { | 
|---|
| 1019 | return qFuzzyCompare(m1.m[0][0], m2.m[0][0]) && | 
|---|
| 1020 | qFuzzyCompare(m1.m[0][1], m2.m[0][1]) && | 
|---|
| 1021 | qFuzzyCompare(m1.m[0][2], m2.m[0][2]) && | 
|---|
| 1022 | qFuzzyCompare(m1.m[0][3], m2.m[0][3]) && | 
|---|
| 1023 | qFuzzyCompare(m1.m[1][0], m2.m[1][0]) && | 
|---|
| 1024 | qFuzzyCompare(m1.m[1][1], m2.m[1][1]) && | 
|---|
| 1025 | qFuzzyCompare(m1.m[1][2], m2.m[1][2]) && | 
|---|
| 1026 | qFuzzyCompare(m1.m[1][3], m2.m[1][3]) && | 
|---|
| 1027 | qFuzzyCompare(m1.m[2][0], m2.m[2][0]) && | 
|---|
| 1028 | qFuzzyCompare(m1.m[2][1], m2.m[2][1]) && | 
|---|
| 1029 | qFuzzyCompare(m1.m[2][2], m2.m[2][2]) && | 
|---|
| 1030 | qFuzzyCompare(m1.m[2][3], m2.m[2][3]) && | 
|---|
| 1031 | qFuzzyCompare(m1.m[3][0], m2.m[3][0]) && | 
|---|
| 1032 | qFuzzyCompare(m1.m[3][1], m2.m[3][1]) && | 
|---|
| 1033 | qFuzzyCompare(m1.m[3][2], m2.m[3][2]) && | 
|---|
| 1034 | qFuzzyCompare(m1.m[3][3], m2.m[3][3]); | 
|---|
| 1035 | } | 
|---|
| 1036 |  | 
|---|
| 1037 | inline QPoint QMatrix4x4::map(const QPoint& point) const | 
|---|
| 1038 | { | 
|---|
| 1039 | return *this * point; | 
|---|
| 1040 | } | 
|---|
| 1041 |  | 
|---|
| 1042 | inline QPointF QMatrix4x4::map(const QPointF& point) const | 
|---|
| 1043 | { | 
|---|
| 1044 | return *this * point; | 
|---|
| 1045 | } | 
|---|
| 1046 |  | 
|---|
| 1047 | #ifndef QT_NO_VECTOR3D | 
|---|
| 1048 |  | 
|---|
| 1049 | inline QVector3D QMatrix4x4::map(const QVector3D& point) const | 
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| 1050 | { | 
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| 1051 | return *this * point; | 
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| 1052 | } | 
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| 1053 |  | 
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| 1054 | inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const | 
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| 1055 | { | 
|---|
| 1056 | if (flagBits < Scale) { | 
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| 1057 | // Translation | 
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| 1058 | return vector; | 
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| 1059 | } else if (flagBits < Rotation2D) { | 
|---|
| 1060 | // Translation | Scale | 
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| 1061 | return QVector3D(vector.x() * m[0][0], | 
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| 1062 | vector.y() * m[1][1], | 
|---|
| 1063 | vector.z() * m[2][2]); | 
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| 1064 | } else { | 
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| 1065 | return QVector3D(vector.x() * m[0][0] + | 
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| 1066 | vector.y() * m[1][0] + | 
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| 1067 | vector.z() * m[2][0], | 
|---|
| 1068 | vector.x() * m[0][1] + | 
|---|
| 1069 | vector.y() * m[1][1] + | 
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| 1070 | vector.z() * m[2][1], | 
|---|
| 1071 | vector.x() * m[0][2] + | 
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| 1072 | vector.y() * m[1][2] + | 
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| 1073 | vector.z() * m[2][2]); | 
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| 1074 | } | 
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| 1075 | } | 
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| 1076 |  | 
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| 1077 | #endif | 
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| 1078 |  | 
|---|
| 1079 | #ifndef QT_NO_VECTOR4D | 
|---|
| 1080 |  | 
|---|
| 1081 | inline QVector4D QMatrix4x4::map(const QVector4D& point) const | 
|---|
| 1082 | { | 
|---|
| 1083 | return *this * point; | 
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| 1084 | } | 
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| 1085 |  | 
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| 1086 | #endif | 
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| 1087 |  | 
|---|
| 1088 | inline float *QMatrix4x4::data() | 
|---|
| 1089 | { | 
|---|
| 1090 | // We have to assume that the caller will modify the matrix elements, | 
|---|
| 1091 | // so we flip it over to "General" mode. | 
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| 1092 | flagBits = General; | 
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| 1093 | return *m; | 
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| 1094 | } | 
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| 1095 |  | 
|---|
| 1096 | inline void QMatrix4x4::viewport(const QRectF &rect) | 
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| 1097 | { | 
|---|
| 1098 | viewport(float(rect.x()), float(rect.y()), float(rect.width()), float(rect.height())); | 
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| 1099 | } | 
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| 1100 |  | 
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| 1101 | QT_WARNING_POP | 
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| 1102 |  | 
|---|
| 1103 | #ifndef QT_NO_DEBUG_STREAM | 
|---|
| 1104 | Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); | 
|---|
| 1105 | #endif | 
|---|
| 1106 |  | 
|---|
| 1107 | #ifndef QT_NO_DATASTREAM | 
|---|
| 1108 | Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QMatrix4x4 &); | 
|---|
| 1109 | Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &); | 
|---|
| 1110 | #endif | 
|---|
| 1111 |  | 
|---|
| 1112 | #endif | 
|---|
| 1113 |  | 
|---|
| 1114 | QT_END_NAMESPACE | 
|---|
| 1115 |  | 
|---|
| 1116 | #endif | 
|---|
| 1117 |  | 
|---|