diff options
Diffstat (limited to 'src/gui')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 110 | ||||
-rw-r--r-- | src/gui/math3d/qmatrix4x4.h | 19 |
2 files changed, 114 insertions, 15 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index a8dabf3..fd4f69a 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -740,6 +740,43 @@ QMatrix4x4& QMatrix4x4::scale(const QVector3D& vector) \overload Multiplies this matrix by another that scales coordinates by the + components \a x, and \a y. Returns this matrix. + + \sa translate(), rotate() +*/ +QMatrix4x4& QMatrix4x4::scale(qreal x, qreal y) +{ + float vx(x); + float vy(y); + if (flagBits == Identity) { + m[0][0] = vx; + m[1][1] = vy; + flagBits = Scale; + } else if (flagBits == Scale || flagBits == (Scale | Translation)) { + m[0][0] *= vx; + m[1][1] *= vy; + } else if (flagBits == Translation) { + m[0][0] = vx; + m[1][1] = vy; + flagBits |= Scale; + } else { + m[0][0] *= vx; + m[0][1] *= vx; + m[0][2] *= vx; + m[0][3] *= vx; + m[1][0] *= vy; + m[1][1] *= vy; + m[1][2] *= vy; + m[1][3] *= vy; + flagBits = General; + } + return *this; +} + +/*! + \overload + + Multiplies this matrix by another that scales coordinates by the components \a x, \a y, and \a z. Returns this matrix. \sa translate(), rotate() @@ -872,6 +909,46 @@ QMatrix4x4& QMatrix4x4::translate(const QVector3D& vector) \overload Multiplies this matrix by another that translates coordinates + by the components \a x, and \a y. Returns this matrix. + + \sa scale(), rotate() +*/ +QMatrix4x4& QMatrix4x4::translate(qreal x, qreal y) +{ + float vx(x); + float vy(y); + if (flagBits == Identity) { + m[3][0] = vx; + m[3][1] = vy; + flagBits = Translation; + } else if (flagBits == Translation) { + m[3][0] += vx; + m[3][1] += vy; + } else if (flagBits == Scale) { + m[3][0] = m[0][0] * vx; + m[3][1] = m[1][1] * vy; + m[3][2] = 0.; + flagBits |= Translation; + } else if (flagBits == (Scale | Translation)) { + m[3][0] += m[0][0] * vx; + m[3][1] += m[1][1] * vy; + } else { + m[3][0] += m[0][0] * vx + m[1][0] * vy; + m[3][1] += m[0][1] * vx + m[1][1] * vy; + m[3][2] += m[0][2] * vx + m[1][2] * vy; + m[3][3] += m[0][3] * vx + m[1][3] * vy; + if (flagBits == Rotation) + flagBits |= Translation; + else if (flagBits != (Rotation | Translation)) + flagBits = General; + } + return *this; +} + +/*! + \overload + + Multiplies this matrix by another that translates coordinates by the components \a x, \a y, and \a z. Returns this matrix. \sa scale(), rotate() @@ -1431,6 +1508,39 @@ QTransform QMatrix4x4::toTransform() const \sa map() */ +QRectF QMatrix4x4::mapRect(const QRectF& rect) const +{ + if (flagBits & Translation) { + if (flagBits & Scale) { + qreal x = rect.x() * m[0][0] + m[3][0]; + qreal y = rect.y() * m[1][1] + m[3][1]; + qreal w = rect.width() * m[0][0]; + qreal h = rect.height() * m[1][1]; + if (w < 0) { + w = -w; + x -= w; + } + if (h < 0) { + h = -h; + y -= h; + } + return QRectF(x, y, w, h); + } else { + return rect.translated(m[3][0], m[3][1]); + } + } + + 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)); +} + /*! \fn float *QMatrix4x4::data() diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h index 2b485c1..79613a0 100644 --- a/src/gui/math3d/qmatrix4x4.h +++ b/src/gui/math3d/qmatrix4x4.h @@ -130,9 +130,11 @@ public: 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 x, qreal y); + QMatrix4x4& scale(qreal x, qreal y, qreal z); QMatrix4x4& scale(qreal factor); - QMatrix4x4& translate(qreal x, qreal y, qreal z = 0.0f); + QMatrix4x4& translate(qreal x, qreal y); + QMatrix4x4& translate(qreal x, qreal y, qreal z); QMatrix4x4& rotate(qreal angle, qreal x, qreal y, qreal z = 0.0f); #ifndef QT_NO_QUATERNION QMatrix4x4& rotate(const QQuaternion& quaternion); @@ -914,19 +916,6 @@ inline QRect QMatrix4x4::mapRect(const QRect& rect) const 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 float *QMatrix4x4::data() { // We have to assume that the caller will modify the matrix elements, |