1 | /**************************************************************************** |
2 | ** |
3 | ** Copyright (C) 2016 The Qt Company Ltd. |
4 | ** Contact: https://www.qt.io/licensing/ |
5 | ** |
6 | ** This file is part of the QtGui module of the Qt Toolkit. |
7 | ** |
8 | ** $QT_BEGIN_LICENSE:LGPL$ |
9 | ** Commercial License Usage |
10 | ** Licensees holding valid commercial Qt licenses may use this file in |
11 | ** accordance with the commercial license agreement provided with the |
12 | ** Software or, alternatively, in accordance with the terms contained in |
13 | ** a written agreement between you and The Qt Company. For licensing terms |
14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
15 | ** information use the contact form at https://www.qt.io/contact-us. |
16 | ** |
17 | ** GNU Lesser General Public License Usage |
18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
19 | ** General Public License version 3 as published by the Free Software |
20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
21 | ** packaging of this file. Please review the following information to |
22 | ** ensure the GNU Lesser General Public License version 3 requirements |
23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
24 | ** |
25 | ** GNU General Public License Usage |
26 | ** Alternatively, this file may be used under the terms of the GNU |
27 | ** General Public License version 2.0 or (at your option) the GNU General |
28 | ** Public license version 3 or any later version approved by the KDE Free |
29 | ** Qt Foundation. The licenses are as published by the Free Software |
30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
31 | ** included in the packaging of this file. Please review the following |
32 | ** information to ensure the GNU General Public License requirements will |
33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
35 | ** |
36 | ** $QT_END_LICENSE$ |
37 | ** |
38 | ****************************************************************************/ |
39 | |
40 | #ifndef QMATRIX4X4_H |
41 | #define QMATRIX4X4_H |
42 | |
43 | #include <QtGui/qtguiglobal.h> |
44 | #include <QtGui/qvector3d.h> |
45 | #include <QtGui/qvector4d.h> |
46 | #include <QtGui/qquaternion.h> |
47 | #include <QtGui/qgenericmatrix.h> |
48 | #include <QtCore/qrect.h> |
49 | |
50 | QT_BEGIN_NAMESPACE |
51 | |
52 | |
53 | #ifndef QT_NO_MATRIX4X4 |
54 | |
55 | class QTransform; |
56 | class QVariant; |
57 | |
58 | class Q_GUI_EXPORT QMatrix4x4 |
59 | { |
60 | public: |
61 | inline QMatrix4x4() { setToIdentity(); } |
62 | explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {} |
63 | explicit QMatrix4x4(const float *values); |
64 | inline QMatrix4x4(float m11, float m12, float m13, float m14, |
65 | float m21, float m22, float m23, float m24, |
66 | float m31, float m32, float m33, float m34, |
67 | float m41, float m42, float m43, float m44); |
68 | |
69 | template <int N, int M> |
70 | explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix); |
71 | |
72 | QMatrix4x4(const float *values, int cols, int rows); |
73 | QMatrix4x4(const QTransform& transform); |
74 | |
75 | inline const float& operator()(int row, int column) const; |
76 | inline float& operator()(int row, int column); |
77 | |
78 | #ifndef QT_NO_VECTOR4D |
79 | inline QVector4D column(int index) const; |
80 | inline void setColumn(int index, const QVector4D& value); |
81 | |
82 | inline QVector4D row(int index) const; |
83 | inline void setRow(int index, const QVector4D& value); |
84 | #endif |
85 | |
86 | inline bool isAffine() const; |
87 | |
88 | inline bool isIdentity() const; |
89 | inline void setToIdentity(); |
90 | |
91 | inline void fill(float value); |
92 | |
93 | double determinant() const; |
94 | QMatrix4x4 inverted(bool *invertible = nullptr) const; |
95 | QMatrix4x4 transposed() const; |
96 | QMatrix3x3 normalMatrix() const; |
97 | |
98 | inline QMatrix4x4& operator+=(const QMatrix4x4& other); |
99 | inline QMatrix4x4& operator-=(const QMatrix4x4& other); |
100 | inline QMatrix4x4& operator*=(const QMatrix4x4& other); |
101 | inline QMatrix4x4& operator*=(float factor); |
102 | QMatrix4x4& operator/=(float divisor); |
103 | inline bool operator==(const QMatrix4x4& other) const; |
104 | inline bool operator!=(const QMatrix4x4& other) const; |
105 | |
106 | friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2); |
107 | friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2); |
108 | friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2); |
109 | #ifndef QT_NO_VECTOR3D |
110 | friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); |
111 | friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); |
112 | #endif |
113 | #ifndef QT_NO_VECTOR4D |
114 | friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); |
115 | friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); |
116 | #endif |
117 | friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix); |
118 | friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix); |
119 | friend QMatrix4x4 operator-(const QMatrix4x4& matrix); |
120 | friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point); |
121 | friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point); |
122 | friend QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix); |
123 | friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor); |
124 | friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); |
125 | |
126 | friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2); |
127 | |
128 | #ifndef QT_NO_VECTOR3D |
129 | void scale(const QVector3D& vector); |
130 | void translate(const QVector3D& vector); |
131 | void rotate(float angle, const QVector3D& vector); |
132 | #endif |
133 | void scale(float x, float y); |
134 | void scale(float x, float y, float z); |
135 | void scale(float factor); |
136 | void translate(float x, float y); |
137 | void translate(float x, float y, float z); |
138 | void rotate(float angle, float x, float y, float z = 0.0f); |
139 | #ifndef QT_NO_QUATERNION |
140 | void rotate(const QQuaternion& quaternion); |
141 | #endif |
142 | |
143 | void ortho(const QRect& rect); |
144 | void ortho(const QRectF& rect); |
145 | void ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane); |
146 | void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane); |
147 | void perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane); |
148 | #ifndef QT_NO_VECTOR3D |
149 | void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up); |
150 | #endif |
151 | void viewport(const QRectF &rect); |
152 | void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f); |
153 | void flipCoordinates(); |
154 | |
155 | void copyDataTo(float *values) const; |
156 | |
157 | QTransform toTransform() const; |
158 | QTransform toTransform(float distanceToPlane) const; |
159 | |
160 | QPoint map(const QPoint& point) const; |
161 | QPointF map(const QPointF& point) const; |
162 | #ifndef QT_NO_VECTOR3D |
163 | QVector3D map(const QVector3D& point) const; |
164 | QVector3D mapVector(const QVector3D& vector) const; |
165 | #endif |
166 | #ifndef QT_NO_VECTOR4D |
167 | QVector4D map(const QVector4D& point) const; |
168 | #endif |
169 | QRect mapRect(const QRect& rect) const; |
170 | QRectF mapRect(const QRectF& rect) const; |
171 | |
172 | template <int N, int M> |
173 | QGenericMatrix<N, M, float> toGenericMatrix() const; |
174 | |
175 | inline float *data(); |
176 | inline const float *data() const { return *m; } |
177 | inline const float *constData() const { return *m; } |
178 | |
179 | void optimize(); |
180 | |
181 | operator QVariant() const; |
182 | |
183 | #ifndef QT_NO_DEBUG_STREAM |
184 | friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); |
185 | #endif |
186 | |
187 | void projectedRotate(float angle, float x, float y, float z); |
188 | |
189 | // When matrices are multiplied, the flag bits are or-ed together. |
190 | // Note that the ordering of the bit values matters. (ident < t < s < r2d < r < p) |
191 | enum Flag { |
192 | Identity = 0x0000, // Identity matrix |
193 | Translation = 0x0001, // Contains a translation |
194 | Scale = 0x0002, // Contains a scale |
195 | Rotation2D = 0x0004, // Contains a rotation about the Z axis |
196 | Rotation = 0x0008, // Contains an arbitrary rotation |
197 | Perspective = 0x0010, // Last row is different from (0, 0, 0, 1) |
198 | General = 0x001f // General matrix, unknown contents |
199 | }; |
200 | Q_DECLARE_FLAGS(Flags, Flag) |
201 | |
202 | Flags flags() const { return flagBits; } |
203 | |
204 | private: |
205 | float m[4][4]; // Column-major order to match OpenGL. |
206 | Flags flagBits; |
207 | |
208 | // Construct without initializing identity matrix. |
209 | explicit QMatrix4x4(int) { } |
210 | |
211 | QMatrix4x4 orthonormalInverse() const; |
212 | }; |
213 | |
214 | Q_DECLARE_OPERATORS_FOR_FLAGS(QMatrix4x4::Flags) |
215 | |
216 | QT_WARNING_PUSH |
217 | QT_WARNING_DISABLE_FLOAT_COMPARE |
218 | |
219 | Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE); |
220 | |
221 | inline QMatrix4x4::QMatrix4x4 |
222 | (float m11, float m12, float m13, float m14, |
223 | float m21, float m22, float m23, float m24, |
224 | float m31, float m32, float m33, float m34, |
225 | float m41, float m42, float m43, float m44) |
226 | { |
227 | m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; |
228 | m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; |
229 | m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; |
230 | m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; |
231 | flagBits = General; |
232 | } |
233 | |
234 | template <int N, int M> |
235 | Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 |
236 | (const QGenericMatrix<N, M, float>& matrix) |
237 | { |
238 | const float *values = matrix.constData(); |
239 | for (int matrixCol = 0; matrixCol < 4; ++matrixCol) { |
240 | for (int matrixRow = 0; matrixRow < 4; ++matrixRow) { |
241 | if (matrixCol < N && matrixRow < M) |
242 | m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow]; |
243 | else if (matrixCol == matrixRow) |
244 | m[matrixCol][matrixRow] = 1.0f; |
245 | else |
246 | m[matrixCol][matrixRow] = 0.0f; |
247 | } |
248 | } |
249 | flagBits = General; |
250 | } |
251 | |
252 | template <int N, int M> |
253 | QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const |
254 | { |
255 | QGenericMatrix<N, M, float> result; |
256 | float *values = result.data(); |
257 | for (int matrixCol = 0; matrixCol < N; ++matrixCol) { |
258 | for (int matrixRow = 0; matrixRow < M; ++matrixRow) { |
259 | if (matrixCol < 4 && matrixRow < 4) |
260 | values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow]; |
261 | else if (matrixCol == matrixRow) |
262 | values[matrixCol * M + matrixRow] = 1.0f; |
263 | else |
264 | values[matrixCol * M + matrixRow] = 0.0f; |
265 | } |
266 | } |
267 | return result; |
268 | } |
269 | |
270 | inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const |
271 | { |
272 | Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); |
273 | return m[aColumn][aRow]; |
274 | } |
275 | |
276 | inline float& QMatrix4x4::operator()(int aRow, int aColumn) |
277 | { |
278 | Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); |
279 | flagBits = General; |
280 | return m[aColumn][aRow]; |
281 | } |
282 | |
283 | #ifndef QT_NO_VECTOR4D |
284 | inline QVector4D QMatrix4x4::column(int index) const |
285 | { |
286 | Q_ASSERT(index >= 0 && index < 4); |
287 | return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]); |
288 | } |
289 | |
290 | inline void QMatrix4x4::setColumn(int index, const QVector4D& value) |
291 | { |
292 | Q_ASSERT(index >= 0 && index < 4); |
293 | m[index][0] = value.x(); |
294 | m[index][1] = value.y(); |
295 | m[index][2] = value.z(); |
296 | m[index][3] = value.w(); |
297 | flagBits = General; |
298 | } |
299 | |
300 | inline QVector4D QMatrix4x4::row(int index) const |
301 | { |
302 | Q_ASSERT(index >= 0 && index < 4); |
303 | return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]); |
304 | } |
305 | |
306 | inline void QMatrix4x4::setRow(int index, const QVector4D& value) |
307 | { |
308 | Q_ASSERT(index >= 0 && index < 4); |
309 | m[0][index] = value.x(); |
310 | m[1][index] = value.y(); |
311 | m[2][index] = value.z(); |
312 | m[3][index] = value.w(); |
313 | flagBits = General; |
314 | } |
315 | #endif |
316 | |
317 | Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor); |
318 | |
319 | inline bool QMatrix4x4::isAffine() const |
320 | { |
321 | return m[0][3] == 0.0f && m[1][3] == 0.0f && m[2][3] == 0.0f && m[3][3] == 1.0f; |
322 | } |
323 | |
324 | inline bool QMatrix4x4::isIdentity() const |
325 | { |
326 | if (flagBits == Identity) |
327 | return true; |
328 | if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) |
329 | return false; |
330 | if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) |
331 | return false; |
332 | if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) |
333 | return false; |
334 | if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) |
335 | return false; |
336 | if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) |
337 | return false; |
338 | return (m[3][3] == 1.0f); |
339 | } |
340 | |
341 | inline void QMatrix4x4::setToIdentity() |
342 | { |
343 | m[0][0] = 1.0f; |
344 | m[0][1] = 0.0f; |
345 | m[0][2] = 0.0f; |
346 | m[0][3] = 0.0f; |
347 | m[1][0] = 0.0f; |
348 | m[1][1] = 1.0f; |
349 | m[1][2] = 0.0f; |
350 | m[1][3] = 0.0f; |
351 | m[2][0] = 0.0f; |
352 | m[2][1] = 0.0f; |
353 | m[2][2] = 1.0f; |
354 | m[2][3] = 0.0f; |
355 | m[3][0] = 0.0f; |
356 | m[3][1] = 0.0f; |
357 | m[3][2] = 0.0f; |
358 | m[3][3] = 1.0f; |
359 | flagBits = Identity; |
360 | } |
361 | |
362 | inline void QMatrix4x4::fill(float value) |
363 | { |
364 | m[0][0] = value; |
365 | m[0][1] = value; |
366 | m[0][2] = value; |
367 | m[0][3] = value; |
368 | m[1][0] = value; |
369 | m[1][1] = value; |
370 | m[1][2] = value; |
371 | m[1][3] = value; |
372 | m[2][0] = value; |
373 | m[2][1] = value; |
374 | m[2][2] = value; |
375 | m[2][3] = value; |
376 | m[3][0] = value; |
377 | m[3][1] = value; |
378 | m[3][2] = value; |
379 | m[3][3] = value; |
380 | flagBits = General; |
381 | } |
382 | |
383 | inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) |
384 | { |
385 | m[0][0] += other.m[0][0]; |
386 | m[0][1] += other.m[0][1]; |
387 | m[0][2] += other.m[0][2]; |
388 | m[0][3] += other.m[0][3]; |
389 | m[1][0] += other.m[1][0]; |
390 | m[1][1] += other.m[1][1]; |
391 | m[1][2] += other.m[1][2]; |
392 | m[1][3] += other.m[1][3]; |
393 | m[2][0] += other.m[2][0]; |
394 | m[2][1] += other.m[2][1]; |
395 | m[2][2] += other.m[2][2]; |
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 |
1050 | { |
1051 | return *this * point; |
1052 | } |
1053 | |
1054 | inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const |
1055 | { |
1056 | if (flagBits < Scale) { |
1057 | // Translation |
1058 | return vector; |
1059 | } else if (flagBits < Rotation2D) { |
1060 | // Translation | Scale |
1061 | return QVector3D(vector.x() * m[0][0], |
1062 | vector.y() * m[1][1], |
1063 | vector.z() * m[2][2]); |
1064 | } else { |
1065 | return QVector3D(vector.x() * m[0][0] + |
1066 | vector.y() * m[1][0] + |
1067 | vector.z() * m[2][0], |
1068 | vector.x() * m[0][1] + |
1069 | vector.y() * m[1][1] + |
1070 | vector.z() * m[2][1], |
1071 | vector.x() * m[0][2] + |
1072 | vector.y() * m[1][2] + |
1073 | vector.z() * m[2][2]); |
1074 | } |
1075 | } |
1076 | |
1077 | #endif |
1078 | |
1079 | #ifndef QT_NO_VECTOR4D |
1080 | |
1081 | inline QVector4D QMatrix4x4::map(const QVector4D& point) const |
1082 | { |
1083 | return *this * point; |
1084 | } |
1085 | |
1086 | #endif |
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. |
1092 | flagBits = General; |
1093 | return *m; |
1094 | } |
1095 | |
1096 | inline void QMatrix4x4::viewport(const QRectF &rect) |
1097 | { |
1098 | viewport(float(rect.x()), float(rect.y()), float(rect.width()), float(rect.height())); |
1099 | } |
1100 | |
1101 | QT_WARNING_POP |
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 | |