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1025 lines
33 KiB
1025 lines
33 KiB
/****************************************************************************
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**
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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial Usage
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** Licensees holding valid Qt Commercial licenses may use this file in
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** accordance with the Qt Commercial License Agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Nokia.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QMATRIX4X4_H
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#define QMATRIX4X4_H
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#include <QtGui/qvector3d.h>
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#include <QtGui/qvector4d.h>
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#include <QtGui/qquaternion.h>
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#include <QtGui/qgenericmatrix.h>
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#include <QtCore/qrect.h>
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QT_BEGIN_HEADER
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QT_BEGIN_NAMESPACE
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QT_MODULE(Gui)
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#ifndef QT_NO_MATRIX4X4
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class QMatrix;
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class QTransform;
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class QVariant;
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class Q_GUI_EXPORT QMatrix4x4
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{
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public:
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inline QMatrix4x4() { setToIdentity(); }
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explicit QMatrix4x4(const qreal *values);
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inline QMatrix4x4(qreal m11, qreal m12, qreal m13, qreal m14,
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qreal m21, qreal m22, qreal m23, qreal m24,
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qreal m31, qreal m32, qreal m33, qreal m34,
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qreal m41, qreal m42, qreal m43, qreal m44);
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#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
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template <int N, int M>
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explicit QMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix);
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#endif
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QMatrix4x4(const qreal *values, int cols, int rows);
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QMatrix4x4(const QTransform& transform);
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QMatrix4x4(const QMatrix& matrix);
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inline const qreal& operator()(int row, int column) const;
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inline qreal& operator()(int row, int column);
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inline QVector4D column(int index) const;
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inline void setColumn(int index, const QVector4D& value);
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inline QVector4D row(int index) const;
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inline void setRow(int index, const QVector4D& value);
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inline bool isIdentity() const;
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inline void setToIdentity();
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inline void fill(qreal value);
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qreal determinant() const;
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QMatrix4x4 inverted(bool *invertible = 0) const;
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QMatrix4x4 transposed() const;
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QMatrix3x3 normalMatrix() const;
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inline QMatrix4x4& operator+=(const QMatrix4x4& other);
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inline QMatrix4x4& operator-=(const QMatrix4x4& other);
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inline QMatrix4x4& operator*=(const QMatrix4x4& other);
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inline QMatrix4x4& operator*=(qreal factor);
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QMatrix4x4& operator/=(qreal divisor);
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inline bool operator==(const QMatrix4x4& other) const;
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inline bool operator!=(const QMatrix4x4& other) const;
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friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2);
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friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2);
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friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2);
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#ifndef QT_NO_VECTOR3D
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friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
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friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
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#endif
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#ifndef QT_NO_VECTOR4D
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friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix);
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friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector);
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#endif
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friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix);
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friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix);
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friend QMatrix4x4 operator-(const QMatrix4x4& matrix);
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friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point);
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friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point);
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friend QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix);
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friend QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor);
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friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
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friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2);
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#ifndef QT_NO_VECTOR3D
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void scale(const QVector3D& vector);
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void translate(const QVector3D& vector);
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void rotate(qreal angle, const QVector3D& vector);
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#endif
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void scale(qreal x, qreal y);
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void scale(qreal x, qreal y, qreal z);
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void scale(qreal factor);
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void translate(qreal x, qreal y);
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void translate(qreal x, qreal y, qreal z);
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void rotate(qreal angle, qreal x, qreal y, qreal z = 0.0f);
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#ifndef QT_NO_QUATERNION
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void rotate(const QQuaternion& quaternion);
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#endif
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void ortho(const QRect& rect);
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void ortho(const QRectF& rect);
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void ortho(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
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void frustum(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
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void perspective(qreal angle, qreal aspect, qreal nearPlane, qreal farPlane);
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#ifndef QT_NO_VECTOR3D
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void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up);
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#endif
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void flipCoordinates();
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void copyDataTo(qreal *values) const;
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QMatrix toAffine() const;
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QTransform toTransform() const;
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QTransform toTransform(qreal distanceToPlane) const;
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QPoint map(const QPoint& point) const;
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QPointF map(const QPointF& point) const;
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#ifndef QT_NO_VECTOR3D
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QVector3D map(const QVector3D& point) const;
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QVector3D mapVector(const QVector3D& vector) const;
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#endif
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#ifndef QT_NO_VECTOR4D
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QVector4D map(const QVector4D& point) const;
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#endif
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QRect mapRect(const QRect& rect) const;
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QRectF mapRect(const QRectF& rect) const;
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#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
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template <int N, int M>
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QGenericMatrix<N, M, qreal> toGenericMatrix() const;
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#endif
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inline qreal *data();
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inline const qreal *data() const { return m[0]; }
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inline const qreal *constData() const { return m[0]; }
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void optimize();
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operator QVariant() const;
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#ifndef QT_NO_DEBUG_STREAM
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friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
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#endif
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private:
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qreal m[4][4]; // Column-major order to match OpenGL.
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int flagBits; // Flag bits from the enum below.
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enum {
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Identity = 0x0001, // Identity matrix
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General = 0x0002, // General matrix, unknown contents
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Translation = 0x0004, // Contains a simple translation
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Scale = 0x0008, // Contains a simple scale
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Rotation = 0x0010 // Contains a simple rotation
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};
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// Construct without initializing identity matrix.
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QMatrix4x4(int) { flagBits = General; }
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QMatrix4x4 orthonormalInverse() const;
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void projectedRotate(qreal angle, qreal x, qreal y, qreal z);
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friend class QGraphicsRotation;
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};
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inline QMatrix4x4::QMatrix4x4
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(qreal m11, qreal m12, qreal m13, qreal m14,
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qreal m21, qreal m22, qreal m23, qreal m24,
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qreal m31, qreal m32, qreal m33, qreal m34,
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qreal m41, qreal m42, qreal m43, qreal m44)
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{
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m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41;
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m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42;
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m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43;
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m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44;
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flagBits = General;
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}
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#if !defined(QT_NO_MEMBER_TEMPLATES)
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template <int N, int M>
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Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
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(const QGenericMatrix<N, M, qreal>& matrix)
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{
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const qreal *values = matrix.constData();
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for (int matrixCol = 0; matrixCol < 4; ++matrixCol) {
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for (int matrixRow = 0; matrixRow < 4; ++matrixRow) {
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if (matrixCol < N && matrixRow < M)
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m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow];
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else if (matrixCol == matrixRow)
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m[matrixCol][matrixRow] = 1.0f;
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else
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m[matrixCol][matrixRow] = 0.0f;
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}
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}
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flagBits = General;
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}
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template <int N, int M>
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QGenericMatrix<N, M, qreal> QMatrix4x4::toGenericMatrix() const
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{
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QGenericMatrix<N, M, qreal> result;
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qreal *values = result.data();
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for (int matrixCol = 0; matrixCol < N; ++matrixCol) {
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for (int matrixRow = 0; matrixRow < M; ++matrixRow) {
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if (matrixCol < 4 && matrixRow < 4)
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values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow];
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else if (matrixCol == matrixRow)
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values[matrixCol * M + matrixRow] = 1.0f;
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else
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values[matrixCol * M + matrixRow] = 0.0f;
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}
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}
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return result;
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}
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#endif
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inline const qreal& QMatrix4x4::operator()(int aRow, int aColumn) const
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{
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Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
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return m[aColumn][aRow];
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}
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inline qreal& QMatrix4x4::operator()(int aRow, int aColumn)
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{
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Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
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flagBits = General;
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return m[aColumn][aRow];
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}
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inline QVector4D QMatrix4x4::column(int index) const
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{
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Q_ASSERT(index >= 0 && index < 4);
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return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]);
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}
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inline void QMatrix4x4::setColumn(int index, const QVector4D& value)
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{
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Q_ASSERT(index >= 0 && index < 4);
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m[index][0] = value.x();
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m[index][1] = value.y();
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m[index][2] = value.z();
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m[index][3] = value.w();
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flagBits = General;
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}
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inline QVector4D QMatrix4x4::row(int index) const
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{
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Q_ASSERT(index >= 0 && index < 4);
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return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]);
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}
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inline void QMatrix4x4::setRow(int index, const QVector4D& value)
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{
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Q_ASSERT(index >= 0 && index < 4);
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m[0][index] = value.x();
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m[1][index] = value.y();
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m[2][index] = value.z();
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m[3][index] = value.w();
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flagBits = General;
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}
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Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
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inline bool QMatrix4x4::isIdentity() const
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{
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if (flagBits == Identity)
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return true;
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if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f)
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return false;
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if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f)
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return false;
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if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f)
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return false;
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if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f)
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return false;
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if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f)
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return false;
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return (m[3][3] == 1.0f);
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}
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inline void QMatrix4x4::setToIdentity()
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{
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m[0][0] = 1.0f;
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m[0][1] = 0.0f;
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m[0][2] = 0.0f;
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m[0][3] = 0.0f;
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m[1][0] = 0.0f;
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m[1][1] = 1.0f;
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m[1][2] = 0.0f;
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m[1][3] = 0.0f;
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m[2][0] = 0.0f;
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m[2][1] = 0.0f;
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m[2][2] = 1.0f;
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m[2][3] = 0.0f;
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m[3][0] = 0.0f;
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m[3][1] = 0.0f;
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m[3][2] = 0.0f;
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m[3][3] = 1.0f;
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flagBits = Identity;
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}
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inline void QMatrix4x4::fill(qreal value)
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{
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m[0][0] = value;
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m[0][1] = value;
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m[0][2] = value;
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m[0][3] = value;
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m[1][0] = value;
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m[1][1] = value;
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m[1][2] = value;
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m[1][3] = value;
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m[2][0] = value;
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m[2][1] = value;
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m[2][2] = value;
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m[2][3] = value;
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m[3][0] = value;
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m[3][1] = value;
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m[3][2] = value;
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m[3][3] = value;
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flagBits = General;
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}
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inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other)
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{
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m[0][0] += other.m[0][0];
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m[0][1] += other.m[0][1];
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m[0][2] += other.m[0][2];
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m[0][3] += other.m[0][3];
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m[1][0] += other.m[1][0];
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m[1][1] += other.m[1][1];
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m[1][2] += other.m[1][2];
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m[1][3] += other.m[1][3];
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m[2][0] += other.m[2][0];
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m[2][1] += other.m[2][1];
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m[2][2] += other.m[2][2];
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m[2][3] += other.m[2][3];
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m[3][0] += other.m[3][0];
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m[3][1] += other.m[3][1];
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m[3][2] += other.m[3][2];
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m[3][3] += other.m[3][3];
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flagBits = General;
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return *this;
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}
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inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other)
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{
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m[0][0] -= other.m[0][0];
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m[0][1] -= other.m[0][1];
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m[0][2] -= other.m[0][2];
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m[0][3] -= other.m[0][3];
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m[1][0] -= other.m[1][0];
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m[1][1] -= other.m[1][1];
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m[1][2] -= other.m[1][2];
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m[1][3] -= other.m[1][3];
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|
m[2][0] -= other.m[2][0];
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m[2][1] -= other.m[2][1];
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|
m[2][2] -= other.m[2][2];
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|
m[2][3] -= other.m[2][3];
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m[3][0] -= other.m[3][0];
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m[3][1] -= other.m[3][1];
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|
m[3][2] -= other.m[3][2];
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|
m[3][3] -= other.m[3][3];
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flagBits = General;
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return *this;
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}
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|
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inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
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{
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if (flagBits == Identity) {
|
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*this = other;
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|
return *this;
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|
} else if (other.flagBits == Identity) {
|
|
return *this;
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|
} else {
|
|
*this = *this * other;
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|
return *this;
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|
}
|
|
}
|
|
|
|
inline QMatrix4x4& QMatrix4x4::operator*=(qreal factor)
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|
{
|
|
m[0][0] *= factor;
|
|
m[0][1] *= factor;
|
|
m[0][2] *= factor;
|
|
m[0][3] *= factor;
|
|
m[1][0] *= factor;
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|
m[1][1] *= factor;
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|
m[1][2] *= factor;
|
|
m[1][3] *= factor;
|
|
m[2][0] *= factor;
|
|
m[2][1] *= factor;
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|
m[2][2] *= factor;
|
|
m[2][3] *= factor;
|
|
m[3][0] *= factor;
|
|
m[3][1] *= factor;
|
|
m[3][2] *= factor;
|
|
m[3][3] *= factor;
|
|
flagBits = General;
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|
return *this;
|
|
}
|
|
|
|
inline bool QMatrix4x4::operator==(const QMatrix4x4& other) const
|
|
{
|
|
return m[0][0] == other.m[0][0] &&
|
|
m[0][1] == other.m[0][1] &&
|
|
m[0][2] == other.m[0][2] &&
|
|
m[0][3] == other.m[0][3] &&
|
|
m[1][0] == other.m[1][0] &&
|
|
m[1][1] == other.m[1][1] &&
|
|
m[1][2] == other.m[1][2] &&
|
|
m[1][3] == other.m[1][3] &&
|
|
m[2][0] == other.m[2][0] &&
|
|
m[2][1] == other.m[2][1] &&
|
|
m[2][2] == other.m[2][2] &&
|
|
m[2][3] == other.m[2][3] &&
|
|
m[3][0] == other.m[3][0] &&
|
|
m[3][1] == other.m[3][1] &&
|
|
m[3][2] == other.m[3][2] &&
|
|
m[3][3] == other.m[3][3];
|
|
}
|
|
|
|
inline bool QMatrix4x4::operator!=(const QMatrix4x4& other) const
|
|
{
|
|
return m[0][0] != other.m[0][0] ||
|
|
m[0][1] != other.m[0][1] ||
|
|
m[0][2] != other.m[0][2] ||
|
|
m[0][3] != other.m[0][3] ||
|
|
m[1][0] != other.m[1][0] ||
|
|
m[1][1] != other.m[1][1] ||
|
|
m[1][2] != other.m[1][2] ||
|
|
m[1][3] != other.m[1][3] ||
|
|
m[2][0] != other.m[2][0] ||
|
|
m[2][1] != other.m[2][1] ||
|
|
m[2][2] != other.m[2][2] ||
|
|
m[2][3] != other.m[2][3] ||
|
|
m[3][0] != other.m[3][0] ||
|
|
m[3][1] != other.m[3][1] ||
|
|
m[3][2] != other.m[3][2] ||
|
|
m[3][3] != other.m[3][3];
|
|
}
|
|
|
|
inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
|
{
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = m1.m[0][0] + m2.m[0][0];
|
|
m.m[0][1] = m1.m[0][1] + m2.m[0][1];
|
|
m.m[0][2] = m1.m[0][2] + m2.m[0][2];
|
|
m.m[0][3] = m1.m[0][3] + m2.m[0][3];
|
|
m.m[1][0] = m1.m[1][0] + m2.m[1][0];
|
|
m.m[1][1] = m1.m[1][1] + m2.m[1][1];
|
|
m.m[1][2] = m1.m[1][2] + m2.m[1][2];
|
|
m.m[1][3] = m1.m[1][3] + m2.m[1][3];
|
|
m.m[2][0] = m1.m[2][0] + m2.m[2][0];
|
|
m.m[2][1] = m1.m[2][1] + m2.m[2][1];
|
|
m.m[2][2] = m1.m[2][2] + m2.m[2][2];
|
|
m.m[2][3] = m1.m[2][3] + m2.m[2][3];
|
|
m.m[3][0] = m1.m[3][0] + m2.m[3][0];
|
|
m.m[3][1] = m1.m[3][1] + m2.m[3][1];
|
|
m.m[3][2] = m1.m[3][2] + m2.m[3][2];
|
|
m.m[3][3] = m1.m[3][3] + m2.m[3][3];
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
|
{
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = m1.m[0][0] - m2.m[0][0];
|
|
m.m[0][1] = m1.m[0][1] - m2.m[0][1];
|
|
m.m[0][2] = m1.m[0][2] - m2.m[0][2];
|
|
m.m[0][3] = m1.m[0][3] - m2.m[0][3];
|
|
m.m[1][0] = m1.m[1][0] - m2.m[1][0];
|
|
m.m[1][1] = m1.m[1][1] - m2.m[1][1];
|
|
m.m[1][2] = m1.m[1][2] - m2.m[1][2];
|
|
m.m[1][3] = m1.m[1][3] - m2.m[1][3];
|
|
m.m[2][0] = m1.m[2][0] - m2.m[2][0];
|
|
m.m[2][1] = m1.m[2][1] - m2.m[2][1];
|
|
m.m[2][2] = m1.m[2][2] - m2.m[2][2];
|
|
m.m[2][3] = m1.m[2][3] - m2.m[2][3];
|
|
m.m[3][0] = m1.m[3][0] - m2.m[3][0];
|
|
m.m[3][1] = m1.m[3][1] - m2.m[3][1];
|
|
m.m[3][2] = m1.m[3][2] - m2.m[3][2];
|
|
m.m[3][3] = m1.m[3][3] - m2.m[3][3];
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
|
{
|
|
if (m1.flagBits == QMatrix4x4::Identity)
|
|
return m2;
|
|
else if (m2.flagBits == QMatrix4x4::Identity)
|
|
return m1;
|
|
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = m1.m[0][0] * m2.m[0][0] +
|
|
m1.m[1][0] * m2.m[0][1] +
|
|
m1.m[2][0] * m2.m[0][2] +
|
|
m1.m[3][0] * m2.m[0][3];
|
|
m.m[0][1] = m1.m[0][1] * m2.m[0][0] +
|
|
m1.m[1][1] * m2.m[0][1] +
|
|
m1.m[2][1] * m2.m[0][2] +
|
|
m1.m[3][1] * m2.m[0][3];
|
|
m.m[0][2] = m1.m[0][2] * m2.m[0][0] +
|
|
m1.m[1][2] * m2.m[0][1] +
|
|
m1.m[2][2] * m2.m[0][2] +
|
|
m1.m[3][2] * m2.m[0][3];
|
|
m.m[0][3] = m1.m[0][3] * m2.m[0][0] +
|
|
m1.m[1][3] * m2.m[0][1] +
|
|
m1.m[2][3] * m2.m[0][2] +
|
|
m1.m[3][3] * m2.m[0][3];
|
|
m.m[1][0] = m1.m[0][0] * m2.m[1][0] +
|
|
m1.m[1][0] * m2.m[1][1] +
|
|
m1.m[2][0] * m2.m[1][2] +
|
|
m1.m[3][0] * m2.m[1][3];
|
|
m.m[1][1] = m1.m[0][1] * m2.m[1][0] +
|
|
m1.m[1][1] * m2.m[1][1] +
|
|
m1.m[2][1] * m2.m[1][2] +
|
|
m1.m[3][1] * m2.m[1][3];
|
|
m.m[1][2] = m1.m[0][2] * m2.m[1][0] +
|
|
m1.m[1][2] * m2.m[1][1] +
|
|
m1.m[2][2] * m2.m[1][2] +
|
|
m1.m[3][2] * m2.m[1][3];
|
|
m.m[1][3] = m1.m[0][3] * m2.m[1][0] +
|
|
m1.m[1][3] * m2.m[1][1] +
|
|
m1.m[2][3] * m2.m[1][2] +
|
|
m1.m[3][3] * m2.m[1][3];
|
|
m.m[2][0] = m1.m[0][0] * m2.m[2][0] +
|
|
m1.m[1][0] * m2.m[2][1] +
|
|
m1.m[2][0] * m2.m[2][2] +
|
|
m1.m[3][0] * m2.m[2][3];
|
|
m.m[2][1] = m1.m[0][1] * m2.m[2][0] +
|
|
m1.m[1][1] * m2.m[2][1] +
|
|
m1.m[2][1] * m2.m[2][2] +
|
|
m1.m[3][1] * m2.m[2][3];
|
|
m.m[2][2] = m1.m[0][2] * m2.m[2][0] +
|
|
m1.m[1][2] * m2.m[2][1] +
|
|
m1.m[2][2] * m2.m[2][2] +
|
|
m1.m[3][2] * m2.m[2][3];
|
|
m.m[2][3] = m1.m[0][3] * m2.m[2][0] +
|
|
m1.m[1][3] * m2.m[2][1] +
|
|
m1.m[2][3] * m2.m[2][2] +
|
|
m1.m[3][3] * m2.m[2][3];
|
|
m.m[3][0] = m1.m[0][0] * m2.m[3][0] +
|
|
m1.m[1][0] * m2.m[3][1] +
|
|
m1.m[2][0] * m2.m[3][2] +
|
|
m1.m[3][0] * m2.m[3][3];
|
|
m.m[3][1] = m1.m[0][1] * m2.m[3][0] +
|
|
m1.m[1][1] * m2.m[3][1] +
|
|
m1.m[2][1] * m2.m[3][2] +
|
|
m1.m[3][1] * m2.m[3][3];
|
|
m.m[3][2] = m1.m[0][2] * m2.m[3][0] +
|
|
m1.m[1][2] * m2.m[3][1] +
|
|
m1.m[2][2] * m2.m[3][2] +
|
|
m1.m[3][2] * m2.m[3][3];
|
|
m.m[3][3] = m1.m[0][3] * m2.m[3][0] +
|
|
m1.m[1][3] * m2.m[3][1] +
|
|
m1.m[2][3] * m2.m[3][2] +
|
|
m1.m[3][3] * m2.m[3][3];
|
|
return m;
|
|
}
|
|
|
|
#ifndef QT_NO_VECTOR3D
|
|
|
|
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
|
|
{
|
|
qreal x, y, z, w;
|
|
x = vector.x() * matrix.m[0][0] +
|
|
vector.y() * matrix.m[0][1] +
|
|
vector.z() * matrix.m[0][2] +
|
|
matrix.m[0][3];
|
|
y = vector.x() * matrix.m[1][0] +
|
|
vector.y() * matrix.m[1][1] +
|
|
vector.z() * matrix.m[1][2] +
|
|
matrix.m[1][3];
|
|
z = vector.x() * matrix.m[2][0] +
|
|
vector.y() * matrix.m[2][1] +
|
|
vector.z() * matrix.m[2][2] +
|
|
matrix.m[2][3];
|
|
w = vector.x() * matrix.m[3][0] +
|
|
vector.y() * matrix.m[3][1] +
|
|
vector.z() * matrix.m[3][2] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f)
|
|
return QVector3D(x, y, z);
|
|
else
|
|
return QVector3D(x / w, y / w, z / w);
|
|
}
|
|
|
|
inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
|
|
{
|
|
qreal x, y, z, w;
|
|
if (matrix.flagBits == QMatrix4x4::Identity) {
|
|
return vector;
|
|
} else if (matrix.flagBits == QMatrix4x4::Translation) {
|
|
return QVector3D(vector.x() + matrix.m[3][0],
|
|
vector.y() + matrix.m[3][1],
|
|
vector.z() + matrix.m[3][2]);
|
|
} else if (matrix.flagBits ==
|
|
(QMatrix4x4::Translation | QMatrix4x4::Scale)) {
|
|
return QVector3D(vector.x() * matrix.m[0][0] + matrix.m[3][0],
|
|
vector.y() * matrix.m[1][1] + matrix.m[3][1],
|
|
vector.z() * matrix.m[2][2] + matrix.m[3][2]);
|
|
} else if (matrix.flagBits == QMatrix4x4::Scale) {
|
|
return QVector3D(vector.x() * matrix.m[0][0],
|
|
vector.y() * matrix.m[1][1],
|
|
vector.z() * matrix.m[2][2]);
|
|
} else {
|
|
x = vector.x() * matrix.m[0][0] +
|
|
vector.y() * matrix.m[1][0] +
|
|
vector.z() * matrix.m[2][0] +
|
|
matrix.m[3][0];
|
|
y = vector.x() * matrix.m[0][1] +
|
|
vector.y() * matrix.m[1][1] +
|
|
vector.z() * matrix.m[2][1] +
|
|
matrix.m[3][1];
|
|
z = vector.x() * matrix.m[0][2] +
|
|
vector.y() * matrix.m[1][2] +
|
|
vector.z() * matrix.m[2][2] +
|
|
matrix.m[3][2];
|
|
w = vector.x() * matrix.m[0][3] +
|
|
vector.y() * matrix.m[1][3] +
|
|
vector.z() * matrix.m[2][3] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f)
|
|
return QVector3D(x, y, z);
|
|
else
|
|
return QVector3D(x / w, y / w, z / w);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_VECTOR4D
|
|
|
|
inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
|
|
{
|
|
qreal x, y, z, w;
|
|
x = vector.x() * matrix.m[0][0] +
|
|
vector.y() * matrix.m[0][1] +
|
|
vector.z() * matrix.m[0][2] +
|
|
vector.w() * matrix.m[0][3];
|
|
y = vector.x() * matrix.m[1][0] +
|
|
vector.y() * matrix.m[1][1] +
|
|
vector.z() * matrix.m[1][2] +
|
|
vector.w() * matrix.m[1][3];
|
|
z = vector.x() * matrix.m[2][0] +
|
|
vector.y() * matrix.m[2][1] +
|
|
vector.z() * matrix.m[2][2] +
|
|
vector.w() * matrix.m[2][3];
|
|
w = vector.x() * matrix.m[3][0] +
|
|
vector.y() * matrix.m[3][1] +
|
|
vector.z() * matrix.m[3][2] +
|
|
vector.w() * matrix.m[3][3];
|
|
return QVector4D(x, y, z, w);
|
|
}
|
|
|
|
inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
|
|
{
|
|
qreal x, y, z, w;
|
|
x = vector.x() * matrix.m[0][0] +
|
|
vector.y() * matrix.m[1][0] +
|
|
vector.z() * matrix.m[2][0] +
|
|
vector.w() * matrix.m[3][0];
|
|
y = vector.x() * matrix.m[0][1] +
|
|
vector.y() * matrix.m[1][1] +
|
|
vector.z() * matrix.m[2][1] +
|
|
vector.w() * matrix.m[3][1];
|
|
z = vector.x() * matrix.m[0][2] +
|
|
vector.y() * matrix.m[1][2] +
|
|
vector.z() * matrix.m[2][2] +
|
|
vector.w() * matrix.m[3][2];
|
|
w = vector.x() * matrix.m[0][3] +
|
|
vector.y() * matrix.m[1][3] +
|
|
vector.z() * matrix.m[2][3] +
|
|
vector.w() * matrix.m[3][3];
|
|
return QVector4D(x, y, z, w);
|
|
}
|
|
|
|
#endif
|
|
|
|
inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
|
|
{
|
|
qreal xin, yin;
|
|
qreal x, y, w;
|
|
xin = point.x();
|
|
yin = point.y();
|
|
x = xin * matrix.m[0][0] +
|
|
yin * matrix.m[0][1] +
|
|
matrix.m[0][3];
|
|
y = xin * matrix.m[1][0] +
|
|
yin * matrix.m[1][1] +
|
|
matrix.m[1][3];
|
|
w = xin * matrix.m[3][0] +
|
|
yin * matrix.m[3][1] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f)
|
|
return QPoint(qRound(x), qRound(y));
|
|
else
|
|
return QPoint(qRound(x / w), qRound(y / w));
|
|
}
|
|
|
|
inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
|
|
{
|
|
qreal xin, yin;
|
|
qreal x, y, w;
|
|
xin = point.x();
|
|
yin = point.y();
|
|
x = xin * matrix.m[0][0] +
|
|
yin * matrix.m[0][1] +
|
|
matrix.m[0][3];
|
|
y = xin * matrix.m[1][0] +
|
|
yin * matrix.m[1][1] +
|
|
matrix.m[1][3];
|
|
w = xin * matrix.m[3][0] +
|
|
yin * matrix.m[3][1] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f) {
|
|
return QPointF(qreal(x), qreal(y));
|
|
} else {
|
|
return QPointF(qreal(x / w), qreal(y / w));
|
|
}
|
|
}
|
|
|
|
inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
|
|
{
|
|
qreal xin, yin;
|
|
qreal x, y, w;
|
|
xin = point.x();
|
|
yin = point.y();
|
|
if (matrix.flagBits == QMatrix4x4::Identity) {
|
|
return point;
|
|
} else if (matrix.flagBits == QMatrix4x4::Translation) {
|
|
return QPoint(qRound(xin + matrix.m[3][0]),
|
|
qRound(yin + matrix.m[3][1]));
|
|
} else if (matrix.flagBits ==
|
|
(QMatrix4x4::Translation | QMatrix4x4::Scale)) {
|
|
return QPoint(qRound(xin * matrix.m[0][0] + matrix.m[3][0]),
|
|
qRound(yin * matrix.m[1][1] + matrix.m[3][1]));
|
|
} else if (matrix.flagBits == QMatrix4x4::Scale) {
|
|
return QPoint(qRound(xin * matrix.m[0][0]),
|
|
qRound(yin * matrix.m[1][1]));
|
|
} else {
|
|
x = xin * matrix.m[0][0] +
|
|
yin * matrix.m[1][0] +
|
|
matrix.m[3][0];
|
|
y = xin * matrix.m[0][1] +
|
|
yin * matrix.m[1][1] +
|
|
matrix.m[3][1];
|
|
w = xin * matrix.m[0][3] +
|
|
yin * matrix.m[1][3] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f)
|
|
return QPoint(qRound(x), qRound(y));
|
|
else
|
|
return QPoint(qRound(x / w), qRound(y / w));
|
|
}
|
|
}
|
|
|
|
inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
|
|
{
|
|
qreal xin, yin;
|
|
qreal x, y, w;
|
|
xin = point.x();
|
|
yin = point.y();
|
|
if (matrix.flagBits == QMatrix4x4::Identity) {
|
|
return point;
|
|
} else if (matrix.flagBits == QMatrix4x4::Translation) {
|
|
return QPointF(xin + matrix.m[3][0],
|
|
yin + matrix.m[3][1]);
|
|
} else if (matrix.flagBits ==
|
|
(QMatrix4x4::Translation | QMatrix4x4::Scale)) {
|
|
return QPointF(xin * matrix.m[0][0] + matrix.m[3][0],
|
|
yin * matrix.m[1][1] + matrix.m[3][1]);
|
|
} else if (matrix.flagBits == QMatrix4x4::Scale) {
|
|
return QPointF(xin * matrix.m[0][0],
|
|
yin * matrix.m[1][1]);
|
|
} else {
|
|
x = xin * matrix.m[0][0] +
|
|
yin * matrix.m[1][0] +
|
|
matrix.m[3][0];
|
|
y = xin * matrix.m[0][1] +
|
|
yin * matrix.m[1][1] +
|
|
matrix.m[3][1];
|
|
w = xin * matrix.m[0][3] +
|
|
yin * matrix.m[1][3] +
|
|
matrix.m[3][3];
|
|
if (w == 1.0f) {
|
|
return QPointF(qreal(x), qreal(y));
|
|
} else {
|
|
return QPointF(qreal(x / w), qreal(y / w));
|
|
}
|
|
}
|
|
}
|
|
|
|
inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
|
|
{
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = -matrix.m[0][0];
|
|
m.m[0][1] = -matrix.m[0][1];
|
|
m.m[0][2] = -matrix.m[0][2];
|
|
m.m[0][3] = -matrix.m[0][3];
|
|
m.m[1][0] = -matrix.m[1][0];
|
|
m.m[1][1] = -matrix.m[1][1];
|
|
m.m[1][2] = -matrix.m[1][2];
|
|
m.m[1][3] = -matrix.m[1][3];
|
|
m.m[2][0] = -matrix.m[2][0];
|
|
m.m[2][1] = -matrix.m[2][1];
|
|
m.m[2][2] = -matrix.m[2][2];
|
|
m.m[2][3] = -matrix.m[2][3];
|
|
m.m[3][0] = -matrix.m[3][0];
|
|
m.m[3][1] = -matrix.m[3][1];
|
|
m.m[3][2] = -matrix.m[3][2];
|
|
m.m[3][3] = -matrix.m[3][3];
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix)
|
|
{
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = matrix.m[0][0] * factor;
|
|
m.m[0][1] = matrix.m[0][1] * factor;
|
|
m.m[0][2] = matrix.m[0][2] * factor;
|
|
m.m[0][3] = matrix.m[0][3] * factor;
|
|
m.m[1][0] = matrix.m[1][0] * factor;
|
|
m.m[1][1] = matrix.m[1][1] * factor;
|
|
m.m[1][2] = matrix.m[1][2] * factor;
|
|
m.m[1][3] = matrix.m[1][3] * factor;
|
|
m.m[2][0] = matrix.m[2][0] * factor;
|
|
m.m[2][1] = matrix.m[2][1] * factor;
|
|
m.m[2][2] = matrix.m[2][2] * factor;
|
|
m.m[2][3] = matrix.m[2][3] * factor;
|
|
m.m[3][0] = matrix.m[3][0] * factor;
|
|
m.m[3][1] = matrix.m[3][1] * factor;
|
|
m.m[3][2] = matrix.m[3][2] * factor;
|
|
m.m[3][3] = matrix.m[3][3] * factor;
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor)
|
|
{
|
|
QMatrix4x4 m(1);
|
|
m.m[0][0] = matrix.m[0][0] * factor;
|
|
m.m[0][1] = matrix.m[0][1] * factor;
|
|
m.m[0][2] = matrix.m[0][2] * factor;
|
|
m.m[0][3] = matrix.m[0][3] * factor;
|
|
m.m[1][0] = matrix.m[1][0] * factor;
|
|
m.m[1][1] = matrix.m[1][1] * factor;
|
|
m.m[1][2] = matrix.m[1][2] * factor;
|
|
m.m[1][3] = matrix.m[1][3] * factor;
|
|
m.m[2][0] = matrix.m[2][0] * factor;
|
|
m.m[2][1] = matrix.m[2][1] * factor;
|
|
m.m[2][2] = matrix.m[2][2] * factor;
|
|
m.m[2][3] = matrix.m[2][3] * factor;
|
|
m.m[3][0] = matrix.m[3][0] * factor;
|
|
m.m[3][1] = matrix.m[3][1] * factor;
|
|
m.m[3][2] = matrix.m[3][2] * factor;
|
|
m.m[3][3] = matrix.m[3][3] * factor;
|
|
return m;
|
|
}
|
|
|
|
inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
|
{
|
|
return qFuzzyCompare(m1.m[0][0], m2.m[0][0]) &&
|
|
qFuzzyCompare(m1.m[0][1], m2.m[0][1]) &&
|
|
qFuzzyCompare(m1.m[0][2], m2.m[0][2]) &&
|
|
qFuzzyCompare(m1.m[0][3], m2.m[0][3]) &&
|
|
qFuzzyCompare(m1.m[1][0], m2.m[1][0]) &&
|
|
qFuzzyCompare(m1.m[1][1], m2.m[1][1]) &&
|
|
qFuzzyCompare(m1.m[1][2], m2.m[1][2]) &&
|
|
qFuzzyCompare(m1.m[1][3], m2.m[1][3]) &&
|
|
qFuzzyCompare(m1.m[2][0], m2.m[2][0]) &&
|
|
qFuzzyCompare(m1.m[2][1], m2.m[2][1]) &&
|
|
qFuzzyCompare(m1.m[2][2], m2.m[2][2]) &&
|
|
qFuzzyCompare(m1.m[2][3], m2.m[2][3]) &&
|
|
qFuzzyCompare(m1.m[3][0], m2.m[3][0]) &&
|
|
qFuzzyCompare(m1.m[3][1], m2.m[3][1]) &&
|
|
qFuzzyCompare(m1.m[3][2], m2.m[3][2]) &&
|
|
qFuzzyCompare(m1.m[3][3], m2.m[3][3]);
|
|
}
|
|
|
|
inline QPoint QMatrix4x4::map(const QPoint& point) const
|
|
{
|
|
return *this * point;
|
|
}
|
|
|
|
inline QPointF QMatrix4x4::map(const QPointF& point) const
|
|
{
|
|
return *this * point;
|
|
}
|
|
|
|
#ifndef QT_NO_VECTOR3D
|
|
|
|
inline QVector3D QMatrix4x4::map(const QVector3D& point) const
|
|
{
|
|
return *this * point;
|
|
}
|
|
|
|
inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const
|
|
{
|
|
if (flagBits == Identity || flagBits == Translation) {
|
|
return vector;
|
|
} else if (flagBits == Scale || flagBits == (Translation | Scale)) {
|
|
return QVector3D(vector.x() * m[0][0],
|
|
vector.y() * m[1][1],
|
|
vector.z() * m[2][2]);
|
|
} else {
|
|
return QVector3D(vector.x() * m[0][0] +
|
|
vector.y() * m[1][0] +
|
|
vector.z() * m[2][0],
|
|
vector.x() * m[0][1] +
|
|
vector.y() * m[1][1] +
|
|
vector.z() * m[2][1],
|
|
vector.x() * m[0][2] +
|
|
vector.y() * m[1][2] +
|
|
vector.z() * m[2][2]);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_VECTOR4D
|
|
|
|
inline QVector4D QMatrix4x4::map(const QVector4D& point) const
|
|
{
|
|
return *this * point;
|
|
}
|
|
|
|
#endif
|
|
|
|
inline qreal *QMatrix4x4::data()
|
|
{
|
|
// We have to assume that the caller will modify the matrix elements,
|
|
// so we flip it over to "General" mode.
|
|
flagBits = General;
|
|
return m[0];
|
|
}
|
|
|
|
#ifndef QT_NO_DEBUG_STREAM
|
|
Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
|
|
#endif
|
|
|
|
#ifndef QT_NO_DATASTREAM
|
|
Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QMatrix4x4 &);
|
|
Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &);
|
|
#endif
|
|
|
|
template <int N, int M>
|
|
QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix)
|
|
{
|
|
return QMatrix4x4(matrix.constData(), N, M);
|
|
}
|
|
|
|
template <int N, int M>
|
|
QGenericMatrix<N, M, qreal> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
|
|
{
|
|
QGenericMatrix<N, M, qreal> result;
|
|
const qreal *m = matrix.constData();
|
|
qreal *values = result.data();
|
|
for (int col = 0; col < N; ++col) {
|
|
for (int row = 0; row < M; ++row) {
|
|
if (col < 4 && row < 4)
|
|
values[col * M + row] = m[col * 4 + row];
|
|
else if (col == row)
|
|
values[col * M + row] = 1.0f;
|
|
else
|
|
values[col * M + row] = 0.0f;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#endif
|
|
|
|
QT_END_NAMESPACE
|
|
|
|
QT_END_HEADER
|
|
|
|
#endif
|