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Diffstat (limited to 'src/gui/math3d/qmatrix4x4.h')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.h | 954 |
1 files changed, 954 insertions, 0 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h new file mode 100644 index 0000000..8ef73bf --- /dev/null +++ b/src/gui/math3d/qmatrix4x4.h @@ -0,0 +1,954 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the $MODULE$ of the Qt Toolkit. +** +** $TROLLTECH_DUAL_LICENSE$ +** +****************************************************************************/ + +#ifndef QMATRIX4X4_H +#define QMATRIX4X4_H + +#include <QtGui/qvector3d.h> +#include <QtGui/qvector4d.h> +#include <QtGui/qquaternion.h> +#include <QtGui/qgenericmatrix.h> +#include <QtCore/qrect.h> + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +QT_MODULE(Gui) + +#ifndef QT_NO_MATRIX4X4 + +class QMatrix; +class QTransform; + +class Q_GUI_EXPORT QMatrix4x4 +{ +public: + inline QMatrix4x4() { setIdentity(); } + explicit QMatrix4x4(const qreal *values); + inline QMatrix4x4(qreal m11, qreal m12, qreal m13, qreal m14, + qreal m21, qreal m22, qreal m23, qreal m24, + qreal m31, qreal m32, qreal m33, qreal m34, + 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); +#endif + QMatrix4x4(const qrealinner *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 QVector4D column(int index) const; + inline void setColumn(int index, const QVector4D& value); + + inline QVector4D row(int index) const; + inline void setRow(int index, const QVector4D& value); + + inline bool isIdentity() const; + inline void setIdentity(); + + inline void fill(qreal value); + + qreal determinant() const; + QMatrix4x4 inverted(bool *invertible = 0) const; + QMatrix4x4 transposed() const; + QMatrix3x3 normalMatrix() const; + + inline QMatrix4x4& operator+=(const QMatrix4x4& other); + inline QMatrix4x4& operator-=(const QMatrix4x4& other); + inline QMatrix4x4& operator*=(const QMatrix4x4& other); + inline QMatrix4x4& operator*=(qreal factor); + QMatrix4x4& operator/=(qreal divisor); + inline bool operator==(const QMatrix4x4& other) const; + inline bool operator!=(const QMatrix4x4& other) const; + + friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2); + friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2); + friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2); +#ifndef QT_NO_VECTOR3D + friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); + friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); +#endif +#ifndef QT_NO_VECTOR4D + friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); + friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); +#endif + friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix); + friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix); + friend QMatrix4x4 operator-(const QMatrix4x4& matrix); + friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point); + friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point); + friend QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix); + friend QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor); + friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor); + + friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2); + +#ifndef QT_NO_VECTOR3D + QMatrix4x4& scale(const QVector3D& vector); + QMatrix4x4& translate(const QVector3D& vector); + QMatrix4x4& rotate(qreal angle, const QVector3D& vector); +#endif + QMatrix4x4& scale(qreal x, qreal y, qreal z = 1.0f); + QMatrix4x4& scale(qreal factor); + QMatrix4x4& translate(qreal x, qreal y, qreal z = 0.0f); + QMatrix4x4& rotate(qreal angle, qreal x, qreal y, qreal z = 0.0f); +#ifndef QT_NO_QUATERNION + QMatrix4x4& rotate(const QQuaternion& quaternion); +#endif + +#ifndef QT_NO_VECTOR3D + void extractAxisRotation(qreal &angle, QVector3D &axis) const; + QVector3D extractTranslation() const; +#endif + + QMatrix4x4& ortho(const QRect& rect); + QMatrix4x4& ortho(const QRectF& rect); + QMatrix4x4& ortho(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane); + QMatrix4x4& frustum(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane); + QMatrix4x4& perspective(qreal angle, qreal aspect, qreal nearPlane, qreal farPlane); +#ifndef QT_NO_VECTOR3D + QMatrix4x4& lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up); +#endif + QMatrix4x4& flipCoordinates(); + + void toValueArray(qreal *values) const; + + QMatrix toAffine() const; + QTransform toTransform() const; + + QPoint map(const QPoint& point) const; + QPointF map(const QPointF& point) const; +#ifndef QT_NO_VECTOR3D + QVector3D map(const QVector3D& point) const; +#endif +#ifndef QT_NO_VECTOR4D + QVector4D map(const QVector4D& point) const; +#endif + QRect mapRect(const QRect& rect) const; + QRectF mapRect(const QRectF& rect) const; + +#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC) + template <int N, int M> + QGenericMatrix<N, M, qreal, qrealinner> toGenericMatrix() const; +#endif + + inline qrealinner *data(); + inline const qrealinner *data() const { return m[0]; } + inline const qrealinner *constData() const { return m[0]; } + + void inferSpecialType(); + +#ifndef QT_NO_DEBUG_STREAM + friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m); +#endif + +private: + qrealinner m[4][4]; // Column-major order to match OpenGL. + int flagBits; // Flag bits from the enum below. + + enum { + Identity = 0x0001, // Identity matrix + General = 0x0002, // General matrix, unknown contents + Translation = 0x0004, // Contains a simple translation + Scale = 0x0008, // Contains a simple scale + Rotation = 0x0010 // Contains a simple rotation + }; + + // Construct without initializing identity matrix. + QMatrix4x4(int) { flagBits = General; } + + QMatrix4x4 orthonormalInverse() const; +}; + +inline QMatrix4x4::QMatrix4x4 + (qreal m11, qreal m12, qreal m13, qreal m14, + qreal m21, qreal m22, qreal m23, qreal m24, + qreal m31, qreal m32, qreal m33, qreal m34, + qreal m41, qreal m42, qreal m43, qreal m44) +{ + m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; + m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; + m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; + m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; + flagBits = General; +} + +#if !defined(QT_NO_MEMBER_TEMPLATES) + +template <int N, int M> +Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 + (const QGenericMatrix<N, M, qreal, qrealinner>& matrix) +{ + const qrealinner *values = matrix.constData(); + for (int col = 0; col < 4; ++col) { + for (int row = 0; row < 4; ++row) { + if (col < N && row < M) + m[col][row] = values[col * M + row]; + else if (col == row) + m[col][row] = 1.0f; + else + m[col][row] = 0.0f; + } + } + flagBits = General; +} + +template <int N, int M> +QGenericMatrix<N, M, qreal, qrealinner> QMatrix4x4::toGenericMatrix() const +{ + QGenericMatrix<N, M, qreal, qrealinner> result; + qrealinner *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][row]; + else if (col == row) + values[col * M + row] = 1.0f; + else + values[col * M + row] = 0.0f; + } + } + return result; +} + +#endif + +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]); +} + +inline qrealinner& QMatrix4x4::operator()(int row, int column) +{ + Q_ASSERT(row >= 0 && row < 4 && column >= 0 && column < 4); + flagBits = General; + return m[column][row]; +} + +inline QVector4D QMatrix4x4::column(int index) const +{ + Q_ASSERT(index >= 0 && index < 4); + return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3], 1); +} + +inline void QMatrix4x4::setColumn(int index, const QVector4D& value) +{ + Q_ASSERT(index >= 0 && index < 4); + m[index][0] = value.xp; + m[index][1] = value.yp; + m[index][2] = value.zp; + m[index][3] = value.wp; + flagBits = General; +} + +inline QVector4D QMatrix4x4::row(int index) const +{ + Q_ASSERT(index >= 0 && index < 4); + return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index], 1); +} + +inline void QMatrix4x4::setRow(int index, const QVector4D& value) +{ + Q_ASSERT(index >= 0 && index < 4); + m[0][index] = value.xp; + m[1][index] = value.yp; + m[2][index] = value.zp; + m[3][index] = value.wp; + flagBits = General; +} + +Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor); + +inline bool QMatrix4x4::isIdentity() const +{ + if (flagBits == Identity) + return true; + if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) + return false; + if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) + return false; + if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) + return false; + if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) + return false; + if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) + return false; + return (m[3][3] == 1.0f); +} + +inline void QMatrix4x4::setIdentity() +{ + m[0][0] = 1.0f; + m[0][1] = 0.0f; + m[0][2] = 0.0f; + m[0][3] = 0.0f; + m[1][0] = 0.0f; + m[1][1] = 1.0f; + m[1][2] = 0.0f; + m[1][3] = 0.0f; + m[2][0] = 0.0f; + m[2][1] = 0.0f; + m[2][2] = 1.0f; + m[2][3] = 0.0f; + m[3][0] = 0.0f; + m[3][1] = 0.0f; + m[3][2] = 0.0f; + m[3][3] = 1.0f; + flagBits = Identity; +} + +inline void QMatrix4x4::fill(qreal value) +{ + m[0][0] = value; + m[0][1] = value; + m[0][2] = value; + m[0][3] = value; + m[1][0] = value; + m[1][1] = value; + m[1][2] = value; + m[1][3] = value; + m[2][0] = value; + m[2][1] = value; + m[2][2] = value; + m[2][3] = value; + m[3][0] = value; + m[3][1] = value; + m[3][2] = value; + m[3][3] = value; + flagBits = General; +} + +inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) +{ + 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]; + flagBits = General; + return *this; +} + +inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other) +{ + 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]; + flagBits = General; + return *this; +} + +inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other) +{ + if (flagBits == Identity) { + *this = other; + return *this; + } else if (other.flagBits == Identity) { + return *this; + } else { + *this = *this * other; + return *this; + } +} + +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; + 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]; + 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) +{ + qrealinner x, y, z, w; + x = vector.xp * matrix.m[0][0] + + vector.yp * matrix.m[0][1] + + vector.zp * matrix.m[0][2] + + matrix.m[0][3]; + y = vector.xp * matrix.m[1][0] + + vector.yp * matrix.m[1][1] + + vector.zp * matrix.m[1][2] + + matrix.m[1][3]; + z = vector.xp * matrix.m[2][0] + + vector.yp * matrix.m[2][1] + + vector.zp * matrix.m[2][2] + + matrix.m[2][3]; + w = vector.xp * matrix.m[3][0] + + vector.yp * matrix.m[3][1] + + vector.zp * matrix.m[3][2] + + matrix.m[3][3]; + if (w == 1.0f) + return QVector3D(x, y, z, 1); + else + return QVector3D(x / w, y / w, z / w, 1); +} + +inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) +{ + qrealinner x, y, z, w; + x = vector.xp * matrix.m[0][0] + + vector.yp * matrix.m[1][0] + + vector.zp * matrix.m[2][0] + + matrix.m[3][0]; + y = vector.xp * matrix.m[0][1] + + vector.yp * matrix.m[1][1] + + vector.zp * matrix.m[2][1] + + matrix.m[3][1]; + z = vector.xp * matrix.m[0][2] + + vector.yp * matrix.m[1][2] + + vector.zp * matrix.m[2][2] + + matrix.m[3][2]; + w = vector.xp * matrix.m[0][3] + + vector.yp * matrix.m[1][3] + + vector.zp * matrix.m[2][3] + + matrix.m[3][3]; + if (w == 1.0f) + return QVector3D(x, y, z, 1); + else + return QVector3D(x / w, y / w, z / w, 1); +} + +#endif + +#ifndef QT_NO_VECTOR4D + +inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) +{ + qrealinner x, y, z, w; + x = vector.xp * matrix.m[0][0] + + vector.yp * matrix.m[0][1] + + vector.zp * matrix.m[0][2] + + vector.wp * matrix.m[0][3]; + y = vector.xp * matrix.m[1][0] + + vector.yp * matrix.m[1][1] + + vector.zp * matrix.m[1][2] + + vector.wp * matrix.m[1][3]; + z = vector.xp * matrix.m[2][0] + + vector.yp * matrix.m[2][1] + + vector.zp * matrix.m[2][2] + + vector.wp * matrix.m[2][3]; + w = vector.xp * matrix.m[3][0] + + vector.yp * matrix.m[3][1] + + vector.zp * matrix.m[3][2] + + vector.wp * matrix.m[3][3]; + return QVector4D(x, y, z, w, 1); +} + +inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) +{ + qrealinner x, y, z, w; + x = vector.xp * matrix.m[0][0] + + vector.yp * matrix.m[1][0] + + vector.zp * matrix.m[2][0] + + vector.wp * matrix.m[3][0]; + y = vector.xp * matrix.m[0][1] + + vector.yp * matrix.m[1][1] + + vector.zp * matrix.m[2][1] + + vector.wp * matrix.m[3][1]; + z = vector.xp * matrix.m[0][2] + + vector.yp * matrix.m[1][2] + + vector.zp * matrix.m[2][2] + + vector.wp * matrix.m[3][2]; + w = vector.xp * matrix.m[0][3] + + vector.yp * matrix.m[1][3] + + vector.zp * matrix.m[2][3] + + vector.wp * matrix.m[3][3]; + return QVector4D(x, y, z, w, 1); +} + +#endif + +inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) +{ + qrealinner xin, yin; + qrealinner 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) +{ + qrealinner xin, yin; + qrealinner 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(qt_math3d_convert<qreal, qrealinner>(x), + qt_math3d_convert<qreal, qrealinner>(y)); + } else { + return QPointF(qt_math3d_convert<qreal, qrealinner>(x / w), + qt_math3d_convert<qreal, qrealinner>(y / w)); + } +} + +inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point) +{ + qrealinner xin, yin; + qrealinner x, y, w; + xin = point.x(); + yin = point.y(); + 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) +{ + qrealinner xin, yin; + qrealinner x, y, w; + xin = point.x(); + yin = point.y(); + 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(qt_math3d_convert<qreal, qrealinner>(x), + qt_math3d_convert<qreal, qrealinner>(y)); + } else { + return QPointF(qt_math3d_convert<qreal, qrealinner>(x / w), + qt_math3d_convert<qreal, qrealinner>(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); + 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; + 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; + 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; +} + +#endif + +#ifndef QT_NO_VECTOR4D + +inline QVector4D QMatrix4x4::map(const QVector4D& point) const +{ + return *this * point; +} + +#endif + +inline QRect QMatrix4x4::mapRect(const QRect& rect) const +{ + QPoint tl = map(rect.topLeft()); QPoint tr = map(rect.topRight()); + QPoint bl = map(rect.bottomLeft()); QPoint br = map(rect.bottomRight()); + + int xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); + int xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); + int ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); + int ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); + + return QRect(QPoint(xmin, ymin), QPoint(xmax, ymax)); +} + +inline QRectF QMatrix4x4::mapRect(const QRectF& rect) const +{ + QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight()); + QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight()); + + qreal xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); + qreal xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); + qreal ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); + qreal ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); + + return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax)); +} + +inline qrealinner *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 + +template <int N, int M> +QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal, qrealinner>& 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, qrealinner> result; + const qrealinner *m = matrix.constData(); + qrealinner *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 + +#ifndef QT_NO_MATRIX4X4 +Q_DECLARE_METATYPE(QMatrix4x4) +#endif + +QT_END_HEADER + +#endif |