Revert "Remove flagBits from QMatrix4x4"
This reverts commit 5ebb03c476
.
Reason for revert: Removing flagBits breaks the batchrenderer in declarative, which accesses them via QMatrix4x4_Accessor. If flagBits are still going to be removed, we need to first find a solution for the renderer.
Change-Id: Ib0a3fc7a327926f2245058c0e2ed30e8789aa75d
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
parent
09f3272814
commit
aa6c560a74
@ -105,6 +105,7 @@ QMatrix4x4::QMatrix4x4(const float *values)
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for (int row = 0; row < 4; ++row)
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for (int col = 0; col < 4; ++col)
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m[col][row] = values[row * 4 + col];
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flagBits = General;
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}
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/*!
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@ -182,6 +183,7 @@ QMatrix4x4::QMatrix4x4(const float *values, int cols, int rows)
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m[col][row] = 0.0f;
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}
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}
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flagBits = General;
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}
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/*!
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@ -213,6 +215,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform)
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m[3][1] = transform.dy();
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m[3][2] = 0.0f;
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m[3][3] = transform.m33();
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flagBits = General;
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}
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/*!
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@ -346,11 +349,15 @@ static inline void copyToDoubles(const float m[4][4], double mm[4][4])
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*/
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double QMatrix4x4::determinant() const
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{
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if (isIdentity())
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if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity)
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return 1.0;
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double mm[4][4];
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copyToDoubles(m, mm);
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if (flagBits < Rotation2D)
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return mm[0][0] * mm[1][1] * mm[2][2]; // Translation | Scale
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if (flagBits < Perspective)
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return matrixDet3(mm, 0, 1, 2, 0, 1, 2);
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return matrixDet4(mm);
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}
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@ -369,10 +376,77 @@ double QMatrix4x4::determinant() const
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QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const
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{
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// Handle some of the easy cases first.
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if (isIdentity()) {
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if (flagBits == Identity) {
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if (invertible)
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*invertible = true;
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return QMatrix4x4();
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} else if (flagBits == Translation) {
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QMatrix4x4 inv;
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inv.m[3][0] = -m[3][0];
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inv.m[3][1] = -m[3][1];
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inv.m[3][2] = -m[3][2];
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inv.flagBits = Translation;
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if (invertible)
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*invertible = true;
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return inv;
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} else if (flagBits < Rotation2D) {
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// Translation | Scale
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if (m[0][0] == 0 || m[1][1] == 0 || m[2][2] == 0) {
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if (invertible)
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*invertible = false;
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return QMatrix4x4();
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}
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QMatrix4x4 inv;
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inv.m[0][0] = 1.0f / m[0][0];
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inv.m[1][1] = 1.0f / m[1][1];
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inv.m[2][2] = 1.0f / m[2][2];
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inv.m[3][0] = -m[3][0] * inv.m[0][0];
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inv.m[3][1] = -m[3][1] * inv.m[1][1];
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inv.m[3][2] = -m[3][2] * inv.m[2][2];
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inv.flagBits = flagBits;
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if (invertible)
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*invertible = true;
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return inv;
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} else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) {
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if (invertible)
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*invertible = true;
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return orthonormalInverse();
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} else if (flagBits < Perspective) {
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QMatrix4x4 inv(1); // The "1" says to not load the identity.
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double mm[4][4];
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copyToDoubles(m, mm);
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double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2);
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if (det == 0.0f) {
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if (invertible)
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*invertible = false;
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return QMatrix4x4();
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}
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det = 1.0f / det;
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inv.m[0][0] = matrixDet2(mm, 1, 2, 1, 2) * det;
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inv.m[0][1] = -matrixDet2(mm, 0, 2, 1, 2) * det;
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inv.m[0][2] = matrixDet2(mm, 0, 1, 1, 2) * det;
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inv.m[0][3] = 0;
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inv.m[1][0] = -matrixDet2(mm, 1, 2, 0, 2) * det;
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inv.m[1][1] = matrixDet2(mm, 0, 2, 0, 2) * det;
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inv.m[1][2] = -matrixDet2(mm, 0, 1, 0, 2) * det;
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inv.m[1][3] = 0;
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inv.m[2][0] = matrixDet2(mm, 1, 2, 0, 1) * det;
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inv.m[2][1] = -matrixDet2(mm, 0, 2, 0, 1) * det;
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inv.m[2][2] = matrixDet2(mm, 0, 1, 0, 1) * det;
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inv.m[2][3] = 0;
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inv.m[3][0] = -inv.m[0][0] * m[3][0] - inv.m[1][0] * m[3][1] - inv.m[2][0] * m[3][2];
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inv.m[3][1] = -inv.m[0][1] * m[3][0] - inv.m[1][1] * m[3][1] - inv.m[2][1] * m[3][2];
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inv.m[3][2] = -inv.m[0][2] * m[3][0] - inv.m[1][2] * m[3][1] - inv.m[2][2] * m[3][2];
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inv.m[3][3] = 1;
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inv.flagBits = flagBits;
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if (invertible)
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*invertible = true;
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return inv;
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}
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QMatrix4x4 inv(1); // The "1" says to not load the identity.
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@ -404,6 +478,7 @@ QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const
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inv.m[3][1] = matrixDet3(mm, 0, 2, 3, 0, 1, 2) * det;
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inv.m[3][2] = -matrixDet3(mm, 0, 1, 3, 0, 1, 2) * det;
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inv.m[3][3] = matrixDet3(mm, 0, 1, 2, 0, 1, 2) * det;
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inv.flagBits = flagBits;
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if (invertible)
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*invertible = true;
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@ -422,6 +497,32 @@ QMatrix3x3 QMatrix4x4::normalMatrix() const
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{
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QMatrix3x3 inv;
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// Handle the simple cases first.
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if (flagBits < Scale) {
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// Translation
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return inv;
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} else if (flagBits < Rotation2D) {
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// Translation | Scale
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if (m[0][0] == 0.0f || m[1][1] == 0.0f || m[2][2] == 0.0f)
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return inv;
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inv.data()[0] = 1.0f / m[0][0];
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inv.data()[4] = 1.0f / m[1][1];
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inv.data()[8] = 1.0f / m[2][2];
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return inv;
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} else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) {
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float *invm = inv.data();
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invm[0 + 0 * 3] = m[0][0];
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invm[1 + 0 * 3] = m[0][1];
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invm[2 + 0 * 3] = m[0][2];
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invm[0 + 1 * 3] = m[1][0];
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invm[1 + 1 * 3] = m[1][1];
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invm[2 + 1 * 3] = m[1][2];
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invm[0 + 2 * 3] = m[2][0];
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invm[1 + 2 * 3] = m[2][1];
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invm[2 + 2 * 3] = m[2][2];
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return inv;
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}
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double mm[4][4];
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copyToDoubles(m, mm);
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double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2);
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@ -456,6 +557,8 @@ QMatrix4x4 QMatrix4x4::transposed() const
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result.m[col][row] = m[row][col];
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}
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}
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// When a translation is transposed, it becomes a perspective transformation.
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result.flagBits = (flagBits & Translation ? General : flagBits);
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return result;
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}
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@ -507,6 +610,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor)
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m[3][1] /= divisor;
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m[3][2] /= divisor;
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m[3][3] /= divisor;
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flagBits = General;
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return *this;
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}
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@ -663,6 +767,7 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor)
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m.m[3][1] = matrix.m[3][1] / divisor;
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m.m[3][2] = matrix.m[3][2] / divisor;
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m.m[3][3] = matrix.m[3][3] / divisor;
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m.flagBits = QMatrix4x4::General;
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return m;
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}
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@ -684,21 +789,38 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor)
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*/
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void QMatrix4x4::scale(const QVector3D& vector)
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{
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const float vx = vector.x();
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const float vy = vector.y();
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const float vz = vector.z();
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m[0][0] *= vx;
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m[0][1] *= vx;
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m[0][2] *= vx;
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m[0][3] *= vx;
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m[1][0] *= vy;
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m[1][1] *= vy;
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m[1][2] *= vy;
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m[1][3] *= vy;
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m[2][0] *= vz;
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m[2][1] *= vz;
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m[2][2] *= vz;
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m[2][3] *= vz;
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float vx = vector.x();
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float vy = vector.y();
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float vz = vector.z();
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if (flagBits < Scale) {
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m[0][0] = vx;
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m[1][1] = vy;
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m[2][2] = vz;
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} else if (flagBits < Rotation2D) {
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m[0][0] *= vx;
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m[1][1] *= vy;
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m[2][2] *= vz;
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} else if (flagBits < Rotation) {
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m[0][0] *= vx;
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m[0][1] *= vx;
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m[1][0] *= vy;
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m[1][1] *= vy;
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m[2][2] *= vz;
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} else {
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m[0][0] *= vx;
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m[0][1] *= vx;
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m[0][2] *= vx;
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m[0][3] *= vx;
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m[1][0] *= vy;
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m[1][1] *= vy;
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m[1][2] *= vy;
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m[1][3] *= vy;
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m[2][0] *= vz;
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m[2][1] *= vz;
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m[2][2] *= vz;
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m[2][3] *= vz;
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}
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flagBits |= Scale;
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}
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#endif
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@ -713,14 +835,28 @@ void QMatrix4x4::scale(const QVector3D& vector)
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*/
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void QMatrix4x4::scale(float x, float y)
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{
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m[0][0] *= x;
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m[0][1] *= x;
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m[0][2] *= x;
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m[0][3] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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m[1][2] *= y;
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m[1][3] *= y;
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if (flagBits < Scale) {
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m[0][0] = x;
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m[1][1] = y;
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} else if (flagBits < Rotation2D) {
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m[0][0] *= x;
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m[1][1] *= y;
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} else if (flagBits < Rotation) {
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m[0][0] *= x;
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m[0][1] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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} else {
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m[0][0] *= x;
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m[0][1] *= x;
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m[0][2] *= x;
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m[0][3] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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m[1][2] *= y;
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m[1][3] *= y;
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}
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flagBits |= Scale;
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}
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/*!
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@ -733,18 +869,35 @@ void QMatrix4x4::scale(float x, float y)
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*/
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void QMatrix4x4::scale(float x, float y, float z)
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{
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m[0][0] *= x;
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m[0][1] *= x;
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m[0][2] *= x;
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m[0][3] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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m[1][2] *= y;
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m[1][3] *= y;
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m[2][0] *= z;
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m[2][1] *= z;
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m[2][2] *= z;
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m[2][3] *= z;
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if (flagBits < Scale) {
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m[0][0] = x;
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m[1][1] = y;
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m[2][2] = z;
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} else if (flagBits < Rotation2D) {
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m[0][0] *= x;
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m[1][1] *= y;
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m[2][2] *= z;
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} else if (flagBits < Rotation) {
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m[0][0] *= x;
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m[0][1] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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m[2][2] *= z;
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} else {
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m[0][0] *= x;
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m[0][1] *= x;
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m[0][2] *= x;
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m[0][3] *= x;
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m[1][0] *= y;
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m[1][1] *= y;
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m[1][2] *= y;
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m[1][3] *= y;
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m[2][0] *= z;
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m[2][1] *= z;
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m[2][2] *= z;
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m[2][3] *= z;
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}
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flagBits |= Scale;
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}
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/*!
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@ -757,18 +910,35 @@ void QMatrix4x4::scale(float x, float y, float z)
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*/
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void QMatrix4x4::scale(float factor)
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{
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m[0][0] *= factor;
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m[0][1] *= factor;
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m[0][2] *= factor;
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m[0][3] *= factor;
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m[1][0] *= factor;
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m[1][1] *= factor;
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m[1][2] *= factor;
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m[1][3] *= factor;
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m[2][0] *= factor;
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m[2][1] *= factor;
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m[2][2] *= factor;
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m[2][3] *= factor;
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if (flagBits < Scale) {
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m[0][0] = factor;
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m[1][1] = factor;
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m[2][2] = factor;
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} else if (flagBits < Rotation2D) {
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m[0][0] *= factor;
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m[1][1] *= factor;
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m[2][2] *= factor;
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} else if (flagBits < Rotation) {
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m[0][0] *= factor;
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m[0][1] *= factor;
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m[1][0] *= factor;
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m[1][1] *= factor;
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m[2][2] *= factor;
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} else {
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m[0][0] *= factor;
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m[0][1] *= factor;
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m[0][2] *= factor;
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m[0][3] *= factor;
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m[1][0] *= factor;
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m[1][1] *= factor;
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m[1][2] *= factor;
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m[1][3] *= factor;
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m[2][0] *= factor;
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m[2][1] *= factor;
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m[2][2] *= factor;
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m[2][3] *= factor;
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}
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flagBits |= Scale;
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}
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#ifndef QT_NO_VECTOR3D
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@ -781,13 +951,36 @@ void QMatrix4x4::scale(float factor)
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void QMatrix4x4::translate(const QVector3D& vector)
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{
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const float vx = vector.x();
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const float vy = vector.y();
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const float vz = vector.z();
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m[3][0] += m[0][0] * vx + m[1][0] * vy + m[2][0] * vz;
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m[3][1] += m[0][1] * vx + m[1][1] * vy + m[2][1] * vz;
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m[3][2] += m[0][2] * vx + m[1][2] * vy + m[2][2] * vz;
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m[3][3] += m[0][3] * vx + m[1][3] * vy + m[2][3] * vz;
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float vx = vector.x();
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float vy = vector.y();
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float vz = vector.z();
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if (flagBits == Identity) {
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m[3][0] = vx;
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m[3][1] = vy;
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m[3][2] = vz;
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} else if (flagBits == Translation) {
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m[3][0] += vx;
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m[3][1] += vy;
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m[3][2] += vz;
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} else if (flagBits == Scale) {
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m[3][0] = m[0][0] * vx;
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m[3][1] = m[1][1] * vy;
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m[3][2] = m[2][2] * vz;
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} else if (flagBits == (Translation | Scale)) {
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m[3][0] += m[0][0] * vx;
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m[3][1] += m[1][1] * vy;
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m[3][2] += m[2][2] * vz;
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} else if (flagBits < Rotation) {
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m[3][0] += m[0][0] * vx + m[1][0] * vy;
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m[3][1] += m[0][1] * vx + m[1][1] * vy;
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m[3][2] += m[2][2] * vz;
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} else {
|
||||
m[3][0] += m[0][0] * vx + m[1][0] * vy + m[2][0] * vz;
|
||||
m[3][1] += m[0][1] * vx + m[1][1] * vy + m[2][1] * vz;
|
||||
m[3][2] += m[0][2] * vx + m[1][2] * vy + m[2][2] * vz;
|
||||
m[3][3] += m[0][3] * vx + m[1][3] * vy + m[2][3] * vz;
|
||||
}
|
||||
flagBits |= Translation;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -801,10 +994,28 @@ void QMatrix4x4::translate(const QVector3D& vector)
|
||||
*/
|
||||
void QMatrix4x4::translate(float x, float y)
|
||||
{
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y;
|
||||
m[3][2] += m[0][2] * x + m[1][2] * y;
|
||||
m[3][3] += m[0][3] * x + m[1][3] * y;
|
||||
if (flagBits == Identity) {
|
||||
m[3][0] = x;
|
||||
m[3][1] = y;
|
||||
} else if (flagBits == Translation) {
|
||||
m[3][0] += x;
|
||||
m[3][1] += y;
|
||||
} else if (flagBits == Scale) {
|
||||
m[3][0] = m[0][0] * x;
|
||||
m[3][1] = m[1][1] * y;
|
||||
} else if (flagBits == (Translation | Scale)) {
|
||||
m[3][0] += m[0][0] * x;
|
||||
m[3][1] += m[1][1] * y;
|
||||
} else if (flagBits < Rotation) {
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y;
|
||||
} else {
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y;
|
||||
m[3][2] += m[0][2] * x + m[1][2] * y;
|
||||
m[3][3] += m[0][3] * x + m[1][3] * y;
|
||||
}
|
||||
flagBits |= Translation;
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -817,10 +1028,33 @@ void QMatrix4x4::translate(float x, float y)
|
||||
*/
|
||||
void QMatrix4x4::translate(float x, float y, float z)
|
||||
{
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y + m[2][0] * z;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y + m[2][1] * z;
|
||||
m[3][2] += m[0][2] * x + m[1][2] * y + m[2][2] * z;
|
||||
m[3][3] += m[0][3] * x + m[1][3] * y + m[2][3] * z;
|
||||
if (flagBits == Identity) {
|
||||
m[3][0] = x;
|
||||
m[3][1] = y;
|
||||
m[3][2] = z;
|
||||
} else if (flagBits == Translation) {
|
||||
m[3][0] += x;
|
||||
m[3][1] += y;
|
||||
m[3][2] += z;
|
||||
} else if (flagBits == Scale) {
|
||||
m[3][0] = m[0][0] * x;
|
||||
m[3][1] = m[1][1] * y;
|
||||
m[3][2] = m[2][2] * z;
|
||||
} else if (flagBits == (Translation | Scale)) {
|
||||
m[3][0] += m[0][0] * x;
|
||||
m[3][1] += m[1][1] * y;
|
||||
m[3][2] += m[2][2] * z;
|
||||
} else if (flagBits < Rotation) {
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y;
|
||||
m[3][2] += m[2][2] * z;
|
||||
} else {
|
||||
m[3][0] += m[0][0] * x + m[1][0] * y + m[2][0] * z;
|
||||
m[3][1] += m[0][1] * x + m[1][1] * y + m[2][1] * z;
|
||||
m[3][2] += m[0][2] * x + m[1][2] * y + m[2][2] * z;
|
||||
m[3][3] += m[0][3] * x + m[1][3] * y + m[2][3] * z;
|
||||
}
|
||||
flagBits |= Translation;
|
||||
}
|
||||
|
||||
#ifndef QT_NO_VECTOR3D
|
||||
@ -881,6 +1115,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
|
||||
m[0][3] = (tmp = m[0][3]) * c + m[1][3] * s;
|
||||
m[1][3] = m[1][3] * c - tmp * s;
|
||||
|
||||
flagBits |= Rotation2D;
|
||||
return;
|
||||
}
|
||||
} else if (z == 0.0f) {
|
||||
@ -897,6 +1132,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
|
||||
m[2][3] = (tmp = m[2][3]) * c + m[0][3] * s;
|
||||
m[0][3] = m[0][3] * c - tmp * s;
|
||||
|
||||
flagBits |= Rotation;
|
||||
return;
|
||||
}
|
||||
} else if (y == 0.0f && z == 0.0f) {
|
||||
@ -913,6 +1149,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
|
||||
m[1][3] = (tmp = m[1][3]) * c + m[2][3] * s;
|
||||
m[2][3] = m[2][3] * c - tmp * s;
|
||||
|
||||
flagBits |= Rotation;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -943,6 +1180,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z)
|
||||
rot.m[1][3] = 0.0f;
|
||||
rot.m[2][3] = 0.0f;
|
||||
rot.m[3][3] = 1.0f;
|
||||
rot.flagBits = Rotation;
|
||||
*this *= rot;
|
||||
}
|
||||
|
||||
@ -966,7 +1204,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
s = 0.0f;
|
||||
c = -1.0f;
|
||||
} else {
|
||||
const float a = qDegreesToRadians(angle);
|
||||
float a = qDegreesToRadians(angle);
|
||||
c = std::cos(a);
|
||||
s = std::sin(a);
|
||||
}
|
||||
@ -986,6 +1224,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
m[0][3] = (tmp = m[0][3]) * c + m[1][3] * s;
|
||||
m[1][3] = m[1][3] * c - tmp * s;
|
||||
|
||||
flagBits |= Rotation2D;
|
||||
return;
|
||||
}
|
||||
} else if (z == 0.0f) {
|
||||
@ -996,6 +1235,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
m[0][1] = m[0][1] * c + m[3][1] * s * inv_dist_to_plane;
|
||||
m[0][2] = m[0][2] * c + m[3][2] * s * inv_dist_to_plane;
|
||||
m[0][3] = m[0][3] * c + m[3][3] * s * inv_dist_to_plane;
|
||||
flagBits = General;
|
||||
return;
|
||||
}
|
||||
} else if (y == 0.0f && z == 0.0f) {
|
||||
@ -1006,6 +1246,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
m[1][1] = m[1][1] * c - m[3][1] * s * inv_dist_to_plane;
|
||||
m[1][2] = m[1][2] * c - m[3][2] * s * inv_dist_to_plane;
|
||||
m[1][3] = m[1][3] * c - m[3][3] * s * inv_dist_to_plane;
|
||||
flagBits = General;
|
||||
return;
|
||||
}
|
||||
double len = double(x) * double(x) +
|
||||
@ -1017,7 +1258,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
y = float(double(y) / len);
|
||||
z = float(double(z) / len);
|
||||
}
|
||||
const float ic = 1.0f - c;
|
||||
float ic = 1.0f - c;
|
||||
QMatrix4x4 rot(1); // The "1" says to not load the identity.
|
||||
rot.m[0][0] = x * x * ic + c;
|
||||
rot.m[1][0] = x * y * ic - z * s;
|
||||
@ -1035,6 +1276,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z)
|
||||
rot.m[1][3] = (y * z * ic + x * s) * -inv_dist_to_plane;
|
||||
rot.m[2][3] = 0.0f;
|
||||
rot.m[3][3] = 1.0f;
|
||||
rot.flagBits = General;
|
||||
*this *= rot;
|
||||
}
|
||||
|
||||
@ -1083,6 +1325,7 @@ void QMatrix4x4::rotate(const QQuaternion& quaternion)
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = 0.0f;
|
||||
m.m[3][3] = 1.0f;
|
||||
m.flagBits = Rotation;
|
||||
*this *= m;
|
||||
}
|
||||
|
||||
@ -1135,9 +1378,9 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n
|
||||
return;
|
||||
|
||||
// Construct the projection.
|
||||
const float width = right - left;
|
||||
const float invheight = top - bottom;
|
||||
const float clip = farPlane - nearPlane;
|
||||
float width = right - left;
|
||||
float invheight = top - bottom;
|
||||
float clip = farPlane - nearPlane;
|
||||
QMatrix4x4 m(1);
|
||||
m.m[0][0] = 2.0f / width;
|
||||
m.m[1][0] = 0.0f;
|
||||
@ -1155,6 +1398,7 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = 0.0f;
|
||||
m.m[3][3] = 1.0f;
|
||||
m.flagBits = Translation | Scale;
|
||||
|
||||
// Apply the projection.
|
||||
*this *= m;
|
||||
@ -1176,9 +1420,9 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float
|
||||
|
||||
// Construct the projection.
|
||||
QMatrix4x4 m(1);
|
||||
const float width = right - left;
|
||||
const float invheight = top - bottom;
|
||||
const float clip = farPlane - nearPlane;
|
||||
float width = right - left;
|
||||
float invheight = top - bottom;
|
||||
float clip = farPlane - nearPlane;
|
||||
m.m[0][0] = 2.0f * nearPlane / width;
|
||||
m.m[1][0] = 0.0f;
|
||||
m.m[2][0] = (left + right) / width;
|
||||
@ -1195,6 +1439,7 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = -1.0f;
|
||||
m.m[3][3] = 0.0f;
|
||||
m.flagBits = General;
|
||||
|
||||
// Apply the projection.
|
||||
*this *= m;
|
||||
@ -1218,12 +1463,12 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP
|
||||
|
||||
// Construct the projection.
|
||||
QMatrix4x4 m(1);
|
||||
const float radians = qDegreesToRadians(verticalAngle / 2.0f);
|
||||
const float sine = std::sin(radians);
|
||||
float radians = qDegreesToRadians(verticalAngle / 2.0f);
|
||||
float sine = std::sin(radians);
|
||||
if (sine == 0.0f)
|
||||
return;
|
||||
const float cotan = std::cos(radians) / sine;
|
||||
const float clip = farPlane - nearPlane;
|
||||
float cotan = std::cos(radians) / sine;
|
||||
float clip = farPlane - nearPlane;
|
||||
m.m[0][0] = cotan / aspectRatio;
|
||||
m.m[1][0] = 0.0f;
|
||||
m.m[2][0] = 0.0f;
|
||||
@ -1240,6 +1485,7 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = -1.0f;
|
||||
m.m[3][3] = 0.0f;
|
||||
m.flagBits = General;
|
||||
|
||||
// Apply the projection.
|
||||
*this *= m;
|
||||
@ -1283,6 +1529,7 @@ void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVe
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = 0.0f;
|
||||
m.m[3][3] = 1.0f;
|
||||
m.flagBits = Rotation;
|
||||
|
||||
*this *= m;
|
||||
translate(-eye);
|
||||
@ -1331,6 +1578,7 @@ void QMatrix4x4::viewport(float left, float bottom, float width, float height, f
|
||||
m.m[1][3] = 0.0f;
|
||||
m.m[2][3] = 0.0f;
|
||||
m.m[3][3] = 1.0f;
|
||||
m.flagBits = General;
|
||||
|
||||
*this *= m;
|
||||
}
|
||||
@ -1350,14 +1598,21 @@ void QMatrix4x4::flipCoordinates()
|
||||
// Multiplying the y and z coordinates with -1 does NOT flip between right-handed and
|
||||
// left-handed coordinate systems, it just rotates 180 degrees around the x axis, so
|
||||
// I'm deprecating this function.
|
||||
m[1][0] = -m[1][0];
|
||||
m[1][1] = -m[1][1];
|
||||
m[1][2] = -m[1][2];
|
||||
m[1][3] = -m[1][3];
|
||||
m[2][0] = -m[2][0];
|
||||
m[2][1] = -m[2][1];
|
||||
m[2][2] = -m[2][2];
|
||||
m[2][3] = -m[2][3];
|
||||
if (flagBits < Rotation2D) {
|
||||
// Translation | Scale
|
||||
m[1][1] = -m[1][1];
|
||||
m[2][2] = -m[2][2];
|
||||
} else {
|
||||
m[1][0] = -m[1][0];
|
||||
m[1][1] = -m[1][1];
|
||||
m[1][2] = -m[1][2];
|
||||
m[1][3] = -m[1][3];
|
||||
m[2][0] = -m[2][0];
|
||||
m[2][1] = -m[2][1];
|
||||
m[2][2] = -m[2][2];
|
||||
m[2][3] = -m[2][3];
|
||||
}
|
||||
flagBits |= Scale;
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -1421,7 +1676,7 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const
|
||||
// | 0 0 d 1 |
|
||||
// where d = -1 / distanceToPlane. After projection, row 3 and
|
||||
// column 3 are dropped to form the final QTransform.
|
||||
const float d = 1.0f / distanceToPlane;
|
||||
float d = 1.0f / distanceToPlane;
|
||||
return QTransform(m[0][0], m[0][1], m[0][3] - m[0][2] * d,
|
||||
m[1][0], m[1][1], m[1][3] - m[1][2] * d,
|
||||
m[3][0], m[3][1], m[3][3] - m[3][2] * d);
|
||||
@ -1493,16 +1748,38 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const
|
||||
*/
|
||||
QRect QMatrix4x4::mapRect(const QRect& rect) const
|
||||
{
|
||||
const QPoint tl = map(rect.topLeft());
|
||||
const QPoint tr = map(QPoint(rect.x() + rect.width(), rect.y()));
|
||||
const QPoint bl = map(QPoint(rect.x(), rect.y() + rect.height()));
|
||||
const QPoint br = map(QPoint(rect.x() + rect.width(),
|
||||
rect.y() + rect.height()));
|
||||
if (flagBits < Scale) {
|
||||
// Translation
|
||||
return QRect(qRound(rect.x() + m[3][0]),
|
||||
qRound(rect.y() + m[3][1]),
|
||||
rect.width(), rect.height());
|
||||
} else if (flagBits < Rotation2D) {
|
||||
// Translation | Scale
|
||||
float x = rect.x() * m[0][0] + m[3][0];
|
||||
float y = rect.y() * m[1][1] + m[3][1];
|
||||
float w = rect.width() * m[0][0];
|
||||
float h = rect.height() * m[1][1];
|
||||
if (w < 0) {
|
||||
w = -w;
|
||||
x -= w;
|
||||
}
|
||||
if (h < 0) {
|
||||
h = -h;
|
||||
y -= h;
|
||||
}
|
||||
return QRect(qRound(x), qRound(y), qRound(w), qRound(h));
|
||||
}
|
||||
|
||||
const int xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x()));
|
||||
const int xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x()));
|
||||
const int ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y()));
|
||||
const int ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y()));
|
||||
QPoint tl = map(rect.topLeft());
|
||||
QPoint tr = map(QPoint(rect.x() + rect.width(), rect.y()));
|
||||
QPoint bl = map(QPoint(rect.x(), rect.y() + rect.height()));
|
||||
QPoint br = map(QPoint(rect.x() + rect.width(),
|
||||
rect.y() + rect.height()));
|
||||
|
||||
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(xmin, ymin, xmax - xmin, ymax - ymin);
|
||||
}
|
||||
@ -1517,13 +1794,33 @@ QRect QMatrix4x4::mapRect(const QRect& rect) const
|
||||
*/
|
||||
QRectF QMatrix4x4::mapRect(const QRectF& rect) const
|
||||
{
|
||||
const QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight());
|
||||
const QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight());
|
||||
if (flagBits < Scale) {
|
||||
// Translation
|
||||
return rect.translated(m[3][0], m[3][1]);
|
||||
} else if (flagBits < Rotation2D) {
|
||||
// Translation | Scale
|
||||
float x = rect.x() * m[0][0] + m[3][0];
|
||||
float y = rect.y() * m[1][1] + m[3][1];
|
||||
float w = rect.width() * m[0][0];
|
||||
float 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);
|
||||
}
|
||||
|
||||
const float xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x()));
|
||||
const float xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x()));
|
||||
const float ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y()));
|
||||
const float ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y()));
|
||||
QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight());
|
||||
QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight());
|
||||
|
||||
float xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x()));
|
||||
float xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x()));
|
||||
float ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y()));
|
||||
float ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y()));
|
||||
|
||||
return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax));
|
||||
}
|
||||
@ -1581,6 +1878,8 @@ QMatrix4x4 QMatrix4x4::orthonormalInverse() const
|
||||
result.m[3][2] = -(result.m[0][2] * m[3][0] + result.m[1][2] * m[3][1] + result.m[2][2] * m[3][2]);
|
||||
result.m[3][3] = 1.0f;
|
||||
|
||||
result.flagBits = flagBits;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -1606,6 +1905,54 @@ QMatrix4x4 QMatrix4x4::orthonormalInverse() const
|
||||
*/
|
||||
void QMatrix4x4::optimize()
|
||||
{
|
||||
// If the last row is not (0, 0, 0, 1), the matrix is not a special type.
|
||||
flagBits = General;
|
||||
if (m[0][3] != 0 || m[1][3] != 0 || m[2][3] != 0 || m[3][3] != 1)
|
||||
return;
|
||||
|
||||
flagBits &= ~Perspective;
|
||||
|
||||
// If the last column is (0, 0, 0, 1), then there is no translation.
|
||||
if (m[3][0] == 0 && m[3][1] == 0 && m[3][2] == 0)
|
||||
flagBits &= ~Translation;
|
||||
|
||||
// If the two first elements of row 3 and column 3 are 0, then any rotation must be about Z.
|
||||
if (!m[0][2] && !m[1][2] && !m[2][0] && !m[2][1]) {
|
||||
flagBits &= ~Rotation;
|
||||
// If the six non-diagonal elements in the top left 3x3 matrix are 0, there is no rotation.
|
||||
if (!m[0][1] && !m[1][0]) {
|
||||
flagBits &= ~Rotation2D;
|
||||
// Check for identity.
|
||||
if (m[0][0] == 1 && m[1][1] == 1 && m[2][2] == 1)
|
||||
flagBits &= ~Scale;
|
||||
} else {
|
||||
// If the columns are orthonormal and form a right-handed system, then there is no scale.
|
||||
double mm[4][4];
|
||||
copyToDoubles(m, mm);
|
||||
double det = matrixDet2(mm, 0, 1, 0, 1);
|
||||
double lenX = mm[0][0] * mm[0][0] + mm[0][1] * mm[0][1];
|
||||
double lenY = mm[1][0] * mm[1][0] + mm[1][1] * mm[1][1];
|
||||
double lenZ = mm[2][2];
|
||||
if (qFuzzyCompare(det, 1.0) && qFuzzyCompare(lenX, 1.0)
|
||||
&& qFuzzyCompare(lenY, 1.0) && qFuzzyCompare(lenZ, 1.0))
|
||||
{
|
||||
flagBits &= ~Scale;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// If the columns are orthonormal and form a right-handed system, then there is no scale.
|
||||
double mm[4][4];
|
||||
copyToDoubles(m, mm);
|
||||
double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2);
|
||||
double lenX = mm[0][0] * mm[0][0] + mm[0][1] * mm[0][1] + mm[0][2] * mm[0][2];
|
||||
double lenY = mm[1][0] * mm[1][0] + mm[1][1] * mm[1][1] + mm[1][2] * mm[1][2];
|
||||
double lenZ = mm[2][0] * mm[2][0] + mm[2][1] * mm[2][1] + mm[2][2] * mm[2][2];
|
||||
if (qFuzzyCompare(det, 1.0) && qFuzzyCompare(lenX, 1.0)
|
||||
&& qFuzzyCompare(lenY, 1.0) && qFuzzyCompare(lenZ, 1.0))
|
||||
{
|
||||
flagBits &= ~Scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -1623,10 +1970,23 @@ QDebug operator<<(QDebug dbg, const QMatrix4x4 &m)
|
||||
QDebugStateSaver saver(dbg);
|
||||
// Create a string that represents the matrix type.
|
||||
QByteArray bits;
|
||||
if (m.isIdentity()) {
|
||||
if (m.flagBits == QMatrix4x4::Identity) {
|
||||
bits = "Identity";
|
||||
} else {
|
||||
} else if (m.flagBits == QMatrix4x4::General) {
|
||||
bits = "General";
|
||||
} else {
|
||||
if ((m.flagBits & QMatrix4x4::Translation) != 0)
|
||||
bits += "Translation,";
|
||||
if ((m.flagBits & QMatrix4x4::Scale) != 0)
|
||||
bits += "Scale,";
|
||||
if ((m.flagBits & QMatrix4x4::Rotation2D) != 0)
|
||||
bits += "Rotation2D,";
|
||||
if ((m.flagBits & QMatrix4x4::Rotation) != 0)
|
||||
bits += "Rotation,";
|
||||
if ((m.flagBits & QMatrix4x4::Perspective) != 0)
|
||||
bits += "Perspective,";
|
||||
if (bits.size() > 0)
|
||||
bits = bits.left(bits.size() - 1);
|
||||
}
|
||||
|
||||
// Output in row-major order because it is more human-readable.
|
||||
|
@ -59,7 +59,7 @@ class Q_GUI_EXPORT QMatrix4x4
|
||||
{
|
||||
public:
|
||||
inline QMatrix4x4() { setToIdentity(); }
|
||||
explicit QMatrix4x4(Qt::Initialization) {}
|
||||
explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {}
|
||||
explicit QMatrix4x4(const float *values);
|
||||
inline QMatrix4x4(float m11, float m12, float m13, float m14,
|
||||
float m21, float m22, float m23, float m24,
|
||||
@ -186,9 +186,19 @@ public:
|
||||
|
||||
void projectedRotate(float angle, float x, float y, float z);
|
||||
private:
|
||||
float m[4][4]; // Column-major order to match OpenGL.
|
||||
int flagBits; // Flag bits from the enum below.
|
||||
|
||||
// No other members are allowed in order to ensure a size of 16 * sizeof(float)
|
||||
float m[4][4]; // Column-major order to match OpenGL.
|
||||
// When matrices are multiplied, the flag bits are or-ed together.
|
||||
enum {
|
||||
Identity = 0x0000, // Identity matrix
|
||||
Translation = 0x0001, // Contains a translation
|
||||
Scale = 0x0002, // Contains a scale
|
||||
Rotation2D = 0x0004, // Contains a rotation about the Z axis
|
||||
Rotation = 0x0008, // Contains an arbitrary rotation
|
||||
Perspective = 0x0010, // Last row is different from (0, 0, 0, 1)
|
||||
General = 0x001f // General matrix, unknown contents
|
||||
};
|
||||
|
||||
// Construct without initializing identity matrix.
|
||||
explicit QMatrix4x4(int) { }
|
||||
@ -212,6 +222,7 @@ inline QMatrix4x4::QMatrix4x4
|
||||
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;
|
||||
}
|
||||
|
||||
template <int N, int M>
|
||||
@ -229,6 +240,7 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
|
||||
m[matrixCol][matrixRow] = 0.0f;
|
||||
}
|
||||
}
|
||||
flagBits = General;
|
||||
}
|
||||
|
||||
template <int N, int M>
|
||||
@ -258,6 +270,7 @@ inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const
|
||||
inline float& QMatrix4x4::operator()(int aRow, int aColumn)
|
||||
{
|
||||
Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
|
||||
flagBits = General;
|
||||
return m[aColumn][aRow];
|
||||
}
|
||||
|
||||
@ -275,6 +288,7 @@ inline void QMatrix4x4::setColumn(int index, const QVector4D& value)
|
||||
m[index][1] = value.y();
|
||||
m[index][2] = value.z();
|
||||
m[index][3] = value.w();
|
||||
flagBits = General;
|
||||
}
|
||||
|
||||
inline QVector4D QMatrix4x4::row(int index) const
|
||||
@ -290,6 +304,7 @@ inline void QMatrix4x4::setRow(int index, const QVector4D& value)
|
||||
m[1][index] = value.y();
|
||||
m[2][index] = value.z();
|
||||
m[3][index] = value.w();
|
||||
flagBits = General;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -302,6 +317,8 @@ inline bool QMatrix4x4::isAffine() const
|
||||
|
||||
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)
|
||||
@ -333,6 +350,7 @@ inline void QMatrix4x4::setToIdentity()
|
||||
m[3][1] = 0.0f;
|
||||
m[3][2] = 0.0f;
|
||||
m[3][3] = 1.0f;
|
||||
flagBits = Identity;
|
||||
}
|
||||
|
||||
inline void QMatrix4x4::fill(float value)
|
||||
@ -353,6 +371,7 @@ inline void QMatrix4x4::fill(float value)
|
||||
m[3][1] = value;
|
||||
m[3][2] = value;
|
||||
m[3][3] = value;
|
||||
flagBits = General;
|
||||
}
|
||||
|
||||
inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other)
|
||||
@ -373,6 +392,7 @@ inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other)
|
||||
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;
|
||||
}
|
||||
|
||||
@ -394,12 +414,25 @@ inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other)
|
||||
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& o)
|
||||
{
|
||||
const QMatrix4x4 other = o; // prevent aliasing when &o == this ### Qt 6: take o by value
|
||||
flagBits |= other.flagBits;
|
||||
|
||||
if (flagBits < Rotation2D) {
|
||||
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]
|
||||
@ -502,6 +535,7 @@ inline QMatrix4x4& QMatrix4x4::operator*=(float factor)
|
||||
m[3][1] *= factor;
|
||||
m[3][2] *= factor;
|
||||
m[3][3] *= factor;
|
||||
flagBits = General;
|
||||
return *this;
|
||||
}
|
||||
|
||||
@ -564,6 +598,7 @@ inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
||||
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;
|
||||
}
|
||||
|
||||
@ -586,11 +621,26 @@ inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
||||
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]
|
||||
@ -659,6 +709,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
||||
+ 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;
|
||||
}
|
||||
|
||||
@ -666,19 +717,20 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
|
||||
|
||||
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
|
||||
{
|
||||
const float x = vector.x() * matrix.m[0][0] +
|
||||
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];
|
||||
const float y = vector.x() * matrix.m[1][0] +
|
||||
y = vector.x() * matrix.m[1][0] +
|
||||
vector.y() * matrix.m[1][1] +
|
||||
vector.z() * matrix.m[1][2] +
|
||||
matrix.m[1][3];
|
||||
const float z = vector.x() * matrix.m[2][0] +
|
||||
z = vector.x() * matrix.m[2][0] +
|
||||
vector.y() * matrix.m[2][1] +
|
||||
vector.z() * matrix.m[2][2] +
|
||||
matrix.m[2][3];
|
||||
const float w = vector.x() * matrix.m[3][0] +
|
||||
w = vector.x() * matrix.m[3][0] +
|
||||
vector.y() * matrix.m[3][1] +
|
||||
vector.z() * matrix.m[3][2] +
|
||||
matrix.m[3][3];
|
||||
@ -690,29 +742,41 @@ inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
|
||||
|
||||
inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
|
||||
{
|
||||
if (matrix.isIdentity())
|
||||
float x, y, z, w;
|
||||
if (matrix.flagBits == QMatrix4x4::Identity) {
|
||||
return vector;
|
||||
|
||||
const float x = vector.x() * matrix.m[0][0] +
|
||||
vector.y() * matrix.m[1][0] +
|
||||
vector.z() * matrix.m[2][0] +
|
||||
matrix.m[3][0];
|
||||
const float y = vector.x() * matrix.m[0][1] +
|
||||
vector.y() * matrix.m[1][1] +
|
||||
vector.z() * matrix.m[2][1] +
|
||||
matrix.m[3][1];
|
||||
const float z = vector.x() * matrix.m[0][2] +
|
||||
vector.y() * matrix.m[1][2] +
|
||||
vector.z() * matrix.m[2][2] +
|
||||
matrix.m[3][2];
|
||||
const float 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);
|
||||
} 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
|
||||
@ -721,19 +785,20 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
|
||||
|
||||
inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
|
||||
{
|
||||
const float x = vector.x() * matrix.m[0][0] +
|
||||
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];
|
||||
const float y = vector.x() * matrix.m[1][0] +
|
||||
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];
|
||||
const float z = vector.x() * matrix.m[2][0] +
|
||||
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];
|
||||
const float w = vector.x() * matrix.m[3][0] +
|
||||
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];
|
||||
@ -742,19 +807,20 @@ inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
|
||||
|
||||
inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
|
||||
{
|
||||
const float x = vector.x() * matrix.m[0][0] +
|
||||
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];
|
||||
const float y = vector.x() * matrix.m[0][1] +
|
||||
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];
|
||||
const float z = vector.x() * matrix.m[0][2] +
|
||||
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];
|
||||
const float w = vector.x() * matrix.m[0][3] +
|
||||
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];
|
||||
@ -765,15 +831,17 @@ inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
|
||||
|
||||
inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
|
||||
{
|
||||
const float xin = point.x();
|
||||
const float yin = point.y();
|
||||
const float x = xin * matrix.m[0][0] +
|
||||
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];
|
||||
const float y = xin * matrix.m[1][0] +
|
||||
y = xin * matrix.m[1][0] +
|
||||
yin * matrix.m[1][1] +
|
||||
matrix.m[1][3];
|
||||
const float w = xin * matrix.m[3][0] +
|
||||
w = xin * matrix.m[3][0] +
|
||||
yin * matrix.m[3][1] +
|
||||
matrix.m[3][3];
|
||||
if (w == 1.0f)
|
||||
@ -784,15 +852,17 @@ inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
|
||||
|
||||
inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
|
||||
{
|
||||
const float xin = float(point.x());
|
||||
const float yin = float(point.y());
|
||||
const float x = xin * matrix.m[0][0] +
|
||||
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];
|
||||
const float y = xin * matrix.m[1][0] +
|
||||
y = xin * matrix.m[1][0] +
|
||||
yin * matrix.m[1][1] +
|
||||
matrix.m[1][3];
|
||||
const float w = xin * matrix.m[3][0] +
|
||||
w = xin * matrix.m[3][0] +
|
||||
yin * matrix.m[3][1] +
|
||||
matrix.m[3][3];
|
||||
if (w == 1.0f) {
|
||||
@ -804,46 +874,69 @@ inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
|
||||
|
||||
inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
|
||||
{
|
||||
if (matrix.isIdentity())
|
||||
float xin, yin;
|
||||
float x, y, w;
|
||||
xin = point.x();
|
||||
yin = point.y();
|
||||
if (matrix.flagBits == QMatrix4x4::Identity) {
|
||||
return point;
|
||||
|
||||
const float xin = point.x();
|
||||
const float yin = point.y();
|
||||
const float x = xin * matrix.m[0][0] +
|
||||
yin * matrix.m[1][0] +
|
||||
matrix.m[3][0];
|
||||
const float y = xin * matrix.m[0][1] +
|
||||
yin * matrix.m[1][1] +
|
||||
matrix.m[3][1];
|
||||
const float 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));
|
||||
|
||||
return QPoint(qRound(x / w), qRound(y / w));
|
||||
} 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)
|
||||
{
|
||||
if (matrix.isIdentity())
|
||||
qreal xin, yin;
|
||||
qreal x, y, w;
|
||||
xin = point.x();
|
||||
yin = point.y();
|
||||
if (matrix.flagBits == QMatrix4x4::Identity) {
|
||||
return point;
|
||||
|
||||
const qreal xin = point.x();
|
||||
const qreal yin = point.y();
|
||||
const qreal x = xin * qreal(matrix.m[0][0]) +
|
||||
} 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]);
|
||||
const qreal y = xin * qreal(matrix.m[0][1]) +
|
||||
y = xin * qreal(matrix.m[0][1]) +
|
||||
yin * qreal(matrix.m[1][1]) +
|
||||
qreal(matrix.m[3][1]);
|
||||
const qreal w = xin * qreal(matrix.m[0][3]) +
|
||||
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));
|
||||
|
||||
return QPointF(qreal(x / w), qreal(y / w));
|
||||
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)
|
||||
@ -865,6 +958,7 @@ inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
|
||||
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;
|
||||
}
|
||||
|
||||
@ -887,6 +981,7 @@ inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix)
|
||||
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;
|
||||
}
|
||||
|
||||
@ -909,6 +1004,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float 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;
|
||||
}
|
||||
|
||||
@ -951,9 +1047,25 @@ inline QVector3D QMatrix4x4::map(const QVector3D& point) const
|
||||
|
||||
inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const
|
||||
{
|
||||
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]);
|
||||
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
|
||||
@ -971,6 +1083,7 @@ 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;
|
||||
}
|
||||
|
||||
|
@ -139,8 +139,8 @@ private slots:
|
||||
|
||||
void convertGeneric();
|
||||
|
||||
// void optimize_data();
|
||||
// void optimize();
|
||||
void optimize_data();
|
||||
void optimize();
|
||||
|
||||
void columnsAndRows();
|
||||
|
||||
@ -2881,7 +2881,6 @@ void tst_QMatrixNxN::convertGeneric()
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
// Copy of "flagBits" in qmatrix4x4.h.
|
||||
enum {
|
||||
Identity = 0x0000, // Identity matrix
|
||||
@ -3015,7 +3014,7 @@ void tst_QMatrixNxN::optimize()
|
||||
|
||||
QCOMPARE(reinterpret_cast<Matrix4x4 *>(&m)->flagBits, flagBits);
|
||||
}
|
||||
*/
|
||||
|
||||
void tst_QMatrixNxN::columnsAndRows()
|
||||
{
|
||||
QMatrix4x4 m1(uniqueValues4);
|
||||
|
Loading…
Reference in New Issue
Block a user