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1148 lines
37 KiB
C++
1148 lines
37 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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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 License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the 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 The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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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 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 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 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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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 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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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/qtguiglobal.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_NAMESPACE
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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(Qt::Initialization) : flagBits(General) {}
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explicit QMatrix4x4(const float *values);
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inline QMatrix4x4(float m11, float m12, float m13, float m14,
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float m21, float m22, float m23, float m24,
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float m31, float m32, float m33, float m34,
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float m41, float m42, float m43, float m44);
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template <int N, int M>
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explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix);
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QMatrix4x4(const float *values, int cols, int rows);
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QMatrix4x4(const QTransform& transform);
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#if QT_DEPRECATED_SINCE(5, 15)
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QMatrix4x4(const QMatrix& matrix);
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#endif // QT_DEPRECATED_SINCE(5, 15)
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inline const float& operator()(int row, int column) const;
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inline float& operator()(int row, int column);
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#ifndef QT_NO_VECTOR4D
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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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#endif
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inline bool isAffine() const;
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inline bool isIdentity() const;
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inline void setToIdentity();
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inline void fill(float value);
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double determinant() const;
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QMatrix4x4 inverted(bool *invertible = nullptr) 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*=(float factor);
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QMatrix4x4& operator/=(float 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*(float factor, const QMatrix4x4& matrix);
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friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor);
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friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float 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(float angle, const QVector3D& vector);
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#endif
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void scale(float x, float y);
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void scale(float x, float y, float z);
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void scale(float factor);
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void translate(float x, float y);
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void translate(float x, float y, float z);
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void rotate(float angle, float x, float y, float 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(float left, float right, float bottom, float top, float nearPlane, float farPlane);
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void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane);
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void perspective(float verticalAngle, float aspectRatio, float nearPlane, float 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 viewport(const QRectF &rect);
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void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f);
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void flipCoordinates();
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void copyDataTo(float *values) const;
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#if QT_DEPRECATED_SINCE(5, 15)
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QT_DEPRECATED_X("Use toTransform()") QMatrix toAffine() const;
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#endif // QT_DEPRECATED_SINCE(5, 15)
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QTransform toTransform() const;
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QTransform toTransform(float 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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template <int N, int M>
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QGenericMatrix<N, M, float> toGenericMatrix() const;
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inline float *data();
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inline const float *data() const { return *m; }
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inline const float *constData() const { return *m; }
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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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float 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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// When matrices are multiplied, the flag bits are or-ed together.
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enum {
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Identity = 0x0000, // Identity matrix
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Translation = 0x0001, // Contains a translation
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Scale = 0x0002, // Contains a scale
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Rotation2D = 0x0004, // Contains a rotation about the Z axis
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Rotation = 0x0008, // Contains an arbitrary rotation
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Perspective = 0x0010, // Last row is different from (0, 0, 0, 1)
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General = 0x001f // General matrix, unknown contents
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};
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// Construct without initializing identity matrix.
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explicit QMatrix4x4(int) { }
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QMatrix4x4 orthonormalInverse() const;
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void projectedRotate(float angle, float x, float y, float z);
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friend class QGraphicsRotation;
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};
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QT_WARNING_PUSH
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QT_WARNING_DISABLE_CLANG("-Wfloat-equal")
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QT_WARNING_DISABLE_GCC("-Wfloat-equal")
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QT_WARNING_DISABLE_INTEL(1572)
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Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE);
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inline QMatrix4x4::QMatrix4x4
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(float m11, float m12, float m13, float m14,
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float m21, float m22, float m23, float m24,
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float m31, float m32, float m33, float m34,
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float m41, float m42, float m43, float 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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template <int N, int M>
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Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
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(const QGenericMatrix<N, M, float>& matrix)
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{
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const float *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, float> QMatrix4x4::toGenericMatrix() const
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{
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QGenericMatrix<N, M, float> result;
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float *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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inline const float& 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 float& 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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#ifndef QT_NO_VECTOR4D
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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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#endif
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Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor);
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inline bool QMatrix4x4::isAffine() const
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{
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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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}
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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(float 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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inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& o)
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{
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const QMatrix4x4 other = o; // prevent aliasing when &o == this ### Qt 6: take o by value
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flagBits |= other.flagBits;
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|
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if (flagBits < Rotation2D) {
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m[3][0] += m[0][0] * other.m[3][0];
|
|
m[3][1] += m[1][1] * other.m[3][1];
|
|
m[3][2] += m[2][2] * other.m[3][2];
|
|
|
|
m[0][0] *= other.m[0][0];
|
|
m[1][1] *= other.m[1][1];
|
|
m[2][2] *= other.m[2][2];
|
|
return *this;
|
|
}
|
|
|
|
float m0, m1, m2;
|
|
m0 = m[0][0] * other.m[0][0]
|
|
+ m[1][0] * other.m[0][1]
|
|
+ m[2][0] * other.m[0][2]
|
|
+ m[3][0] * other.m[0][3];
|
|
m1 = m[0][0] * other.m[1][0]
|
|
+ m[1][0] * other.m[1][1]
|
|
+ m[2][0] * other.m[1][2]
|
|
+ m[3][0] * other.m[1][3];
|
|
m2 = m[0][0] * other.m[2][0]
|
|
+ m[1][0] * other.m[2][1]
|
|
+ m[2][0] * other.m[2][2]
|
|
+ m[3][0] * other.m[2][3];
|
|
m[3][0] = m[0][0] * other.m[3][0]
|
|
+ m[1][0] * other.m[3][1]
|
|
+ m[2][0] * other.m[3][2]
|
|
+ m[3][0] * other.m[3][3];
|
|
m[0][0] = m0;
|
|
m[1][0] = m1;
|
|
m[2][0] = m2;
|
|
|
|
m0 = m[0][1] * other.m[0][0]
|
|
+ m[1][1] * other.m[0][1]
|
|
+ m[2][1] * other.m[0][2]
|
|
+ m[3][1] * other.m[0][3];
|
|
m1 = m[0][1] * other.m[1][0]
|
|
+ m[1][1] * other.m[1][1]
|
|
+ m[2][1] * other.m[1][2]
|
|
+ m[3][1] * other.m[1][3];
|
|
m2 = m[0][1] * other.m[2][0]
|
|
+ m[1][1] * other.m[2][1]
|
|
+ m[2][1] * other.m[2][2]
|
|
+ m[3][1] * other.m[2][3];
|
|
m[3][1] = m[0][1] * other.m[3][0]
|
|
+ m[1][1] * other.m[3][1]
|
|
+ m[2][1] * other.m[3][2]
|
|
+ m[3][1] * other.m[3][3];
|
|
m[0][1] = m0;
|
|
m[1][1] = m1;
|
|
m[2][1] = m2;
|
|
|
|
m0 = m[0][2] * other.m[0][0]
|
|
+ m[1][2] * other.m[0][1]
|
|
+ m[2][2] * other.m[0][2]
|
|
+ m[3][2] * other.m[0][3];
|
|
m1 = m[0][2] * other.m[1][0]
|
|
+ m[1][2] * other.m[1][1]
|
|
+ m[2][2] * other.m[1][2]
|
|
+ m[3][2] * other.m[1][3];
|
|
m2 = m[0][2] * other.m[2][0]
|
|
+ m[1][2] * other.m[2][1]
|
|
+ m[2][2] * other.m[2][2]
|
|
+ m[3][2] * other.m[2][3];
|
|
m[3][2] = m[0][2] * other.m[3][0]
|
|
+ m[1][2] * other.m[3][1]
|
|
+ m[2][2] * other.m[3][2]
|
|
+ m[3][2] * other.m[3][3];
|
|
m[0][2] = m0;
|
|
m[1][2] = m1;
|
|
m[2][2] = m2;
|
|
|
|
m0 = m[0][3] * other.m[0][0]
|
|
+ m[1][3] * other.m[0][1]
|
|
+ m[2][3] * other.m[0][2]
|
|
+ m[3][3] * other.m[0][3];
|
|
m1 = m[0][3] * other.m[1][0]
|
|
+ m[1][3] * other.m[1][1]
|
|
+ m[2][3] * other.m[1][2]
|
|
+ m[3][3] * other.m[1][3];
|
|
m2 = m[0][3] * other.m[2][0]
|
|
+ m[1][3] * other.m[2][1]
|
|
+ m[2][3] * other.m[2][2]
|
|
+ m[3][3] * other.m[2][3];
|
|
m[3][3] = m[0][3] * other.m[3][0]
|
|
+ m[1][3] * other.m[3][1]
|
|
+ m[2][3] * other.m[3][2]
|
|
+ m[3][3] * other.m[3][3];
|
|
m[0][3] = m0;
|
|
m[1][3] = m1;
|
|
m[2][3] = m2;
|
|
return *this;
|
|
}
|
|
|
|
inline QMatrix4x4& QMatrix4x4::operator*=(float factor)
|
|
{
|
|
m[0][0] *= factor;
|
|
m[0][1] *= factor;
|
|
m[0][2] *= factor;
|
|
m[0][3] *= factor;
|
|
m[1][0] *= factor;
|
|
m[1][1] *= factor;
|
|
m[1][2] *= factor;
|
|
m[1][3] *= factor;
|
|
m[2][0] *= factor;
|
|
m[2][1] *= factor;
|
|
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;
|
|
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];
|
|
m.flagBits = QMatrix4x4::General;
|
|
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];
|
|
m.flagBits = QMatrix4x4::General;
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
|
{
|
|
int flagBits = m1.flagBits | m2.flagBits;
|
|
if (flagBits < QMatrix4x4::Rotation2D) {
|
|
QMatrix4x4 m = m1;
|
|
m.m[3][0] += m.m[0][0] * m2.m[3][0];
|
|
m.m[3][1] += m.m[1][1] * m2.m[3][1];
|
|
m.m[3][2] += m.m[2][2] * m2.m[3][2];
|
|
|
|
m.m[0][0] *= m2.m[0][0];
|
|
m.m[1][1] *= m2.m[1][1];
|
|
m.m[2][2] *= m2.m[2][2];
|
|
m.flagBits = flagBits;
|
|
return m;
|
|
}
|
|
|
|
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];
|
|
m.flagBits = flagBits;
|
|
return m;
|
|
}
|
|
|
|
#ifndef QT_NO_VECTOR3D
|
|
|
|
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
|
|
{
|
|
float 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)
|
|
{
|
|
float x, y, z, w;
|
|
if (matrix.flagBits == QMatrix4x4::Identity) {
|
|
return vector;
|
|
} else if (matrix.flagBits < QMatrix4x4::Rotation2D) {
|
|
// Translation | 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::Rotation) {
|
|
// Translation | Scale | Rotation2D
|
|
return QVector3D(vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + matrix.m[3][0],
|
|
vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + matrix.m[3][1],
|
|
vector.z() * matrix.m[2][2] + matrix.m[3][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)
|
|
{
|
|
float 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)
|
|
{
|
|
float 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)
|
|
{
|
|
float xin, yin;
|
|
float 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)
|
|
{
|
|
float xin, yin;
|
|
float x, y, w;
|
|
xin = float(point.x());
|
|
yin = float(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)
|
|
{
|
|
float xin, yin;
|
|
float x, y, w;
|
|
xin = point.x();
|
|
yin = point.y();
|
|
if (matrix.flagBits == QMatrix4x4::Identity) {
|
|
return point;
|
|
} else if (matrix.flagBits < QMatrix4x4::Rotation2D) {
|
|
// Translation | 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::Perspective) {
|
|
return QPoint(qRound(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0]),
|
|
qRound(xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][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::Rotation2D) {
|
|
// Translation | Scale
|
|
return QPointF(xin * qreal(matrix.m[0][0]) + qreal(matrix.m[3][0]),
|
|
yin * qreal(matrix.m[1][1]) + qreal(matrix.m[3][1]));
|
|
} else if (matrix.flagBits < QMatrix4x4::Perspective) {
|
|
return QPointF(xin * qreal(matrix.m[0][0]) + yin * qreal(matrix.m[1][0]) +
|
|
qreal(matrix.m[3][0]),
|
|
xin * qreal(matrix.m[0][1]) + yin * qreal(matrix.m[1][1]) +
|
|
qreal(matrix.m[3][1]));
|
|
} else {
|
|
x = xin * qreal(matrix.m[0][0]) +
|
|
yin * qreal(matrix.m[1][0]) +
|
|
qreal(matrix.m[3][0]);
|
|
y = xin * qreal(matrix.m[0][1]) +
|
|
yin * qreal(matrix.m[1][1]) +
|
|
qreal(matrix.m[3][1]);
|
|
w = xin * qreal(matrix.m[0][3]) +
|
|
yin * qreal(matrix.m[1][3]) +
|
|
qreal(matrix.m[3][3]);
|
|
if (w == 1.0) {
|
|
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];
|
|
m.flagBits = QMatrix4x4::General;
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(float 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;
|
|
m.flagBits = QMatrix4x4::General;
|
|
return m;
|
|
}
|
|
|
|
inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float 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;
|
|
m.flagBits = QMatrix4x4::General;
|
|
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 < Scale) {
|
|
// Translation
|
|
return vector;
|
|
} else if (flagBits < Rotation2D) {
|
|
// 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 float *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;
|
|
}
|
|
|
|
inline void QMatrix4x4::viewport(const QRectF &rect)
|
|
{
|
|
viewport(float(rect.x()), float(rect.y()), float(rect.width()), float(rect.height()));
|
|
}
|
|
|
|
QT_WARNING_POP
|
|
|
|
#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
|
|
|
|
#if QT_DEPRECATED_SINCE(5, 0)
|
|
template <int N, int M>
|
|
QT_DEPRECATED QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
|
|
{
|
|
return QMatrix4x4(matrix.constData(), N, M);
|
|
}
|
|
|
|
template <int N, int M>
|
|
QT_DEPRECATED QGenericMatrix<N, M, float> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
|
|
{
|
|
QGenericMatrix<N, M, float> result;
|
|
const float *m = matrix.constData();
|
|
float *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
|
|
|
|
#endif
|
|
|
|
QT_END_NAMESPACE
|
|
|
|
#endif
|