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-rw-r--r--src/gui/math3d/qmatrix4x4.h177
1 files changed, 85 insertions, 92 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
index 6428b20..2b485c1 100644
--- a/src/gui/math3d/qmatrix4x4.h
+++ b/src/gui/math3d/qmatrix4x4.h
@@ -70,14 +70,14 @@ public:
qreal m41, qreal m42, qreal m43, qreal m44);
#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
template <int N, int M>
- explicit QMatrix4x4(const QGenericMatrix<N, M, qreal, qrealinner>& matrix);
+ explicit QMatrix4x4(const QGenericMatrix<N, M, qreal, float>& matrix);
#endif
- QMatrix4x4(const qrealinner *values, int cols, int rows);
+ QMatrix4x4(const float *values, int cols, int rows);
QMatrix4x4(const QTransform& transform);
QMatrix4x4(const QMatrix& matrix);
inline qreal operator()(int row, int column) const;
- inline qrealinner& operator()(int row, int column);
+ inline float& operator()(int row, int column);
inline QVector4D column(int index) const;
inline void setColumn(int index, const QVector4D& value);
@@ -171,12 +171,12 @@ public:
#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
template <int N, int M>
- QGenericMatrix<N, M, qreal, qrealinner> toGenericMatrix() const;
+ QGenericMatrix<N, M, qreal, float> toGenericMatrix() const;
#endif
- inline qrealinner *data();
- inline const qrealinner *data() const { return m[0]; }
- inline const qrealinner *constData() const { return m[0]; }
+ inline float *data();
+ inline const float *data() const { return m[0]; }
+ inline const float *constData() const { return m[0]; }
void inferSpecialType();
@@ -185,7 +185,7 @@ public:
#endif
private:
- qrealinner m[4][4]; // Column-major order to match OpenGL.
+ float m[4][4]; // Column-major order to match OpenGL.
int flagBits; // Flag bits from the enum below.
enum {
@@ -219,9 +219,9 @@ inline QMatrix4x4::QMatrix4x4
template <int N, int M>
Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
- (const QGenericMatrix<N, M, qreal, qrealinner>& matrix)
+ (const QGenericMatrix<N, M, qreal, float>& matrix)
{
- const qrealinner *values = matrix.constData();
+ const float *values = matrix.constData();
for (int col = 0; col < 4; ++col) {
for (int row = 0; row < 4; ++row) {
if (col < N && row < M)
@@ -236,10 +236,10 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
}
template <int N, int M>
-QGenericMatrix<N, M, qreal, qrealinner> QMatrix4x4::toGenericMatrix() const
+QGenericMatrix<N, M, qreal, float> QMatrix4x4::toGenericMatrix() const
{
- QGenericMatrix<N, M, qreal, qrealinner> result;
- qrealinner *values = result.data();
+ QGenericMatrix<N, M, qreal, float> result;
+ float *values = result.data();
for (int col = 0; col < N; ++col) {
for (int row = 0; row < M; ++row) {
if (col < 4 && row < 4)
@@ -258,10 +258,10 @@ QGenericMatrix<N, M, qreal, qrealinner> QMatrix4x4::toGenericMatrix() const
inline qreal QMatrix4x4::operator()(int row, int column) const
{
Q_ASSERT(row >= 0 && row < 4 && column >= 0 && column < 4);
- return qt_math3d_convert<qreal, qrealinner>(m[column][row]);
+ return qreal(m[column][row]);
}
-inline qrealinner& QMatrix4x4::operator()(int row, int column)
+inline float& QMatrix4x4::operator()(int row, int column)
{
Q_ASSERT(row >= 0 && row < 4 && column >= 0 && column < 4);
flagBits = General;
@@ -420,23 +420,22 @@ inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
inline QMatrix4x4& QMatrix4x4::operator*=(qreal factor)
{
- qrealinner f(factor);
- m[0][0] *= f;
- m[0][1] *= f;
- m[0][2] *= f;
- m[0][3] *= f;
- m[1][0] *= f;
- m[1][1] *= f;
- m[1][2] *= f;
- m[1][3] *= f;
- m[2][0] *= f;
- m[2][1] *= f;
- m[2][2] *= f;
- m[2][3] *= f;
- m[3][0] *= f;
- m[3][1] *= f;
- m[3][2] *= f;
- m[3][3] *= f;
+ 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;
}
@@ -604,7 +603,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
{
- qrealinner x, y, z, w;
+ float x, y, z, w;
x = vector.xp * matrix.m[0][0] +
vector.yp * matrix.m[0][1] +
vector.zp * matrix.m[0][2] +
@@ -629,7 +628,7 @@ inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
{
- qrealinner x, y, z, w;
+ float x, y, z, w;
x = vector.xp * matrix.m[0][0] +
vector.yp * matrix.m[1][0] +
vector.zp * matrix.m[2][0] +
@@ -658,7 +657,7 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
{
- qrealinner x, y, z, w;
+ float x, y, z, w;
x = vector.xp * matrix.m[0][0] +
vector.yp * matrix.m[0][1] +
vector.zp * matrix.m[0][2] +
@@ -680,7 +679,7 @@ inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
{
- qrealinner x, y, z, w;
+ float x, y, z, w;
x = vector.xp * matrix.m[0][0] +
vector.yp * matrix.m[1][0] +
vector.zp * matrix.m[2][0] +
@@ -704,8 +703,8 @@ inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
{
- qrealinner xin, yin;
- qrealinner x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -725,8 +724,8 @@ inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
{
- qrealinner xin, yin;
- qrealinner x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -739,18 +738,16 @@ inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
yin * matrix.m[3][1] +
matrix.m[3][3];
if (w == 1.0f) {
- return QPointF(qt_math3d_convert<qreal, qrealinner>(x),
- qt_math3d_convert<qreal, qrealinner>(y));
+ return QPointF(qreal(x), qreal(y));
} else {
- return QPointF(qt_math3d_convert<qreal, qrealinner>(x / w),
- qt_math3d_convert<qreal, qrealinner>(y / w));
+ return QPointF(qreal(x / w), qreal(y / w));
}
}
inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
{
- qrealinner xin, yin;
- qrealinner x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -770,8 +767,8 @@ inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
{
- qrealinner xin, yin;
- qrealinner x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -784,11 +781,9 @@ inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
yin * matrix.m[1][3] +
matrix.m[3][3];
if (w == 1.0f) {
- return QPointF(qt_math3d_convert<qreal, qrealinner>(x),
- qt_math3d_convert<qreal, qrealinner>(y));
+ return QPointF(qreal(x), qreal(y));
} else {
- return QPointF(qt_math3d_convert<qreal, qrealinner>(x / w),
- qt_math3d_convert<qreal, qrealinner>(y / w));
+ return QPointF(qreal(x / w), qreal(y / w));
}
}
@@ -817,46 +812,44 @@ inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
inline QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix)
{
QMatrix4x4 m(1);
- qrealinner f(factor);
- m.m[0][0] = matrix.m[0][0] * f;
- m.m[0][1] = matrix.m[0][1] * f;
- m.m[0][2] = matrix.m[0][2] * f;
- m.m[0][3] = matrix.m[0][3] * f;
- m.m[1][0] = matrix.m[1][0] * f;
- m.m[1][1] = matrix.m[1][1] * f;
- m.m[1][2] = matrix.m[1][2] * f;
- m.m[1][3] = matrix.m[1][3] * f;
- m.m[2][0] = matrix.m[2][0] * f;
- m.m[2][1] = matrix.m[2][1] * f;
- m.m[2][2] = matrix.m[2][2] * f;
- m.m[2][3] = matrix.m[2][3] * f;
- m.m[3][0] = matrix.m[3][0] * f;
- m.m[3][1] = matrix.m[3][1] * f;
- m.m[3][2] = matrix.m[3][2] * f;
- m.m[3][3] = matrix.m[3][3] * f;
+ 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);
- qrealinner f(factor);
- m.m[0][0] = matrix.m[0][0] * f;
- m.m[0][1] = matrix.m[0][1] * f;
- m.m[0][2] = matrix.m[0][2] * f;
- m.m[0][3] = matrix.m[0][3] * f;
- m.m[1][0] = matrix.m[1][0] * f;
- m.m[1][1] = matrix.m[1][1] * f;
- m.m[1][2] = matrix.m[1][2] * f;
- m.m[1][3] = matrix.m[1][3] * f;
- m.m[2][0] = matrix.m[2][0] * f;
- m.m[2][1] = matrix.m[2][1] * f;
- m.m[2][2] = matrix.m[2][2] * f;
- m.m[2][3] = matrix.m[2][3] * f;
- m.m[3][0] = matrix.m[3][0] * f;
- m.m[3][1] = matrix.m[3][1] * f;
- m.m[3][2] = matrix.m[3][2] * f;
- m.m[3][3] = matrix.m[3][3] * f;
+ 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;
}
@@ -934,7 +927,7 @@ inline QRectF QMatrix4x4::mapRect(const QRectF& rect) const
return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax));
}
-inline qrealinner *QMatrix4x4::data()
+inline float *QMatrix4x4::data()
{
// We have to assume that the caller will modify the matrix elements,
// so we flip it over to "General" mode.
@@ -947,17 +940,17 @@ Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
#endif
template <int N, int M>
-QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal, qrealinner>& matrix)
+QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal, float>& matrix)
{
return QMatrix4x4(matrix.constData(), N, M);
}
template <int N, int M>
-QGenericMatrix<N, M, qreal, qrealinner> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
+QGenericMatrix<N, M, qreal, float> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
{
- QGenericMatrix<N, M, qreal, qrealinner> result;
- const qrealinner *m = matrix.constData();
- qrealinner *values = result.data();
+ QGenericMatrix<N, M, qreal, 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)