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diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
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+/****************************************************************************
+**
+** 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