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:
Fabian Kosmale 2020-03-04 10:06:08 +00:00
parent 09f3272814
commit aa6c560a74
3 changed files with 656 additions and 184 deletions

View File

@ -105,6 +105,7 @@ QMatrix4x4::QMatrix4x4(const float *values)
for (int row = 0; row < 4; ++row)
for (int col = 0; col < 4; ++col)
m[col][row] = values[row * 4 + col];
flagBits = General;
}
/*!
@ -182,6 +183,7 @@ QMatrix4x4::QMatrix4x4(const float *values, int cols, int rows)
m[col][row] = 0.0f;
}
}
flagBits = General;
}
/*!
@ -213,6 +215,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform)
m[3][1] = transform.dy();
m[3][2] = 0.0f;
m[3][3] = transform.m33();
flagBits = General;
}
/*!
@ -346,11 +349,15 @@ static inline void copyToDoubles(const float m[4][4], double mm[4][4])
*/
double QMatrix4x4::determinant() const
{
if (isIdentity())
if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity)
return 1.0;
double mm[4][4];
copyToDoubles(m, mm);
if (flagBits < Rotation2D)
return mm[0][0] * mm[1][1] * mm[2][2]; // Translation | Scale
if (flagBits < Perspective)
return matrixDet3(mm, 0, 1, 2, 0, 1, 2);
return matrixDet4(mm);
}
@ -369,10 +376,77 @@ double QMatrix4x4::determinant() const
QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const
{
// Handle some of the easy cases first.
if (isIdentity()) {
if (flagBits == Identity) {
if (invertible)
*invertible = true;
return QMatrix4x4();
} else if (flagBits == Translation) {
QMatrix4x4 inv;
inv.m[3][0] = -m[3][0];
inv.m[3][1] = -m[3][1];
inv.m[3][2] = -m[3][2];
inv.flagBits = Translation;
if (invertible)
*invertible = true;
return inv;
} else if (flagBits < Rotation2D) {
// Translation | Scale
if (m[0][0] == 0 || m[1][1] == 0 || m[2][2] == 0) {
if (invertible)
*invertible = false;
return QMatrix4x4();
}
QMatrix4x4 inv;
inv.m[0][0] = 1.0f / m[0][0];
inv.m[1][1] = 1.0f / m[1][1];
inv.m[2][2] = 1.0f / m[2][2];
inv.m[3][0] = -m[3][0] * inv.m[0][0];
inv.m[3][1] = -m[3][1] * inv.m[1][1];
inv.m[3][2] = -m[3][2] * inv.m[2][2];
inv.flagBits = flagBits;
if (invertible)
*invertible = true;
return inv;
} else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) {
if (invertible)
*invertible = true;
return orthonormalInverse();
} else if (flagBits < Perspective) {
QMatrix4x4 inv(1); // The "1" says to not load the identity.
double mm[4][4];
copyToDoubles(m, mm);
double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2);
if (det == 0.0f) {
if (invertible)
*invertible = false;
return QMatrix4x4();
}
det = 1.0f / det;
inv.m[0][0] = matrixDet2(mm, 1, 2, 1, 2) * det;
inv.m[0][1] = -matrixDet2(mm, 0, 2, 1, 2) * det;
inv.m[0][2] = matrixDet2(mm, 0, 1, 1, 2) * det;
inv.m[0][3] = 0;
inv.m[1][0] = -matrixDet2(mm, 1, 2, 0, 2) * det;
inv.m[1][1] = matrixDet2(mm, 0, 2, 0, 2) * det;
inv.m[1][2] = -matrixDet2(mm, 0, 1, 0, 2) * det;
inv.m[1][3] = 0;
inv.m[2][0] = matrixDet2(mm, 1, 2, 0, 1) * det;
inv.m[2][1] = -matrixDet2(mm, 0, 2, 0, 1) * det;
inv.m[2][2] = matrixDet2(mm, 0, 1, 0, 1) * det;
inv.m[2][3] = 0;
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];
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];
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];
inv.m[3][3] = 1;
inv.flagBits = flagBits;
if (invertible)
*invertible = true;
return inv;
}
QMatrix4x4 inv(1); // The "1" says to not load the identity.
@ -404,6 +478,7 @@ QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const
inv.m[3][1] = matrixDet3(mm, 0, 2, 3, 0, 1, 2) * det;
inv.m[3][2] = -matrixDet3(mm, 0, 1, 3, 0, 1, 2) * det;
inv.m[3][3] = matrixDet3(mm, 0, 1, 2, 0, 1, 2) * det;
inv.flagBits = flagBits;
if (invertible)
*invertible = true;
@ -422,6 +497,32 @@ QMatrix3x3 QMatrix4x4::normalMatrix() const
{
QMatrix3x3 inv;
// Handle the simple cases first.
if (flagBits < Scale) {
// Translation
return inv;
} else if (flagBits < Rotation2D) {
// Translation | Scale
if (m[0][0] == 0.0f || m[1][1] == 0.0f || m[2][2] == 0.0f)
return inv;
inv.data()[0] = 1.0f / m[0][0];
inv.data()[4] = 1.0f / m[1][1];
inv.data()[8] = 1.0f / m[2][2];
return inv;
} else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) {
float *invm = inv.data();
invm[0 + 0 * 3] = m[0][0];
invm[1 + 0 * 3] = m[0][1];
invm[2 + 0 * 3] = m[0][2];
invm[0 + 1 * 3] = m[1][0];
invm[1 + 1 * 3] = m[1][1];
invm[2 + 1 * 3] = m[1][2];
invm[0 + 2 * 3] = m[2][0];
invm[1 + 2 * 3] = m[2][1];
invm[2 + 2 * 3] = m[2][2];
return inv;
}
double mm[4][4];
copyToDoubles(m, mm);
double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2);
@ -456,6 +557,8 @@ QMatrix4x4 QMatrix4x4::transposed() const
result.m[col][row] = m[row][col];
}
}
// When a translation is transposed, it becomes a perspective transformation.
result.flagBits = (flagBits & Translation ? General : flagBits);
return result;
}
@ -507,6 +610,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor)
m[3][1] /= divisor;
m[3][2] /= divisor;
m[3][3] /= divisor;
flagBits = General;
return *this;
}
@ -663,6 +767,7 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor)
m.m[3][1] = matrix.m[3][1] / divisor;
m.m[3][2] = matrix.m[3][2] / divisor;
m.m[3][3] = matrix.m[3][3] / divisor;
m.flagBits = QMatrix4x4::General;
return m;
}
@ -684,21 +789,38 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor)
*/
void QMatrix4x4::scale(const QVector3D& vector)
{
const float vx = vector.x();
const float vy = vector.y();
const float vz = vector.z();
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;
m[2][0] *= vz;
m[2][1] *= vz;
m[2][2] *= vz;
m[2][3] *= vz;
float vx = vector.x();
float vy = vector.y();
float vz = vector.z();
if (flagBits < Scale) {
m[0][0] = vx;
m[1][1] = vy;
m[2][2] = vz;
} else if (flagBits < Rotation2D) {
m[0][0] *= vx;
m[1][1] *= vy;
m[2][2] *= vz;
} else if (flagBits < Rotation) {
m[0][0] *= vx;
m[0][1] *= vx;
m[1][0] *= vy;
m[1][1] *= vy;
m[2][2] *= vz;
} 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;
m[2][0] *= vz;
m[2][1] *= vz;
m[2][2] *= vz;
m[2][3] *= vz;
}
flagBits |= Scale;
}
#endif
@ -713,14 +835,28 @@ void QMatrix4x4::scale(const QVector3D& vector)
*/
void QMatrix4x4::scale(float x, float y)
{
m[0][0] *= x;
m[0][1] *= x;
m[0][2] *= x;
m[0][3] *= x;
m[1][0] *= y;
m[1][1] *= y;
m[1][2] *= y;
m[1][3] *= y;
if (flagBits < Scale) {
m[0][0] = x;
m[1][1] = y;
} else if (flagBits < Rotation2D) {
m[0][0] *= x;
m[1][1] *= y;
} else if (flagBits < Rotation) {
m[0][0] *= x;
m[0][1] *= x;
m[1][0] *= y;
m[1][1] *= y;
} else {
m[0][0] *= x;
m[0][1] *= x;
m[0][2] *= x;
m[0][3] *= x;
m[1][0] *= y;
m[1][1] *= y;
m[1][2] *= y;
m[1][3] *= y;
}
flagBits |= Scale;
}
/*!
@ -733,18 +869,35 @@ void QMatrix4x4::scale(float x, float y)
*/
void QMatrix4x4::scale(float x, float y, float z)
{
m[0][0] *= x;
m[0][1] *= x;
m[0][2] *= x;
m[0][3] *= x;
m[1][0] *= y;
m[1][1] *= y;
m[1][2] *= y;
m[1][3] *= y;
m[2][0] *= z;
m[2][1] *= z;
m[2][2] *= z;
m[2][3] *= z;
if (flagBits < Scale) {
m[0][0] = x;
m[1][1] = y;
m[2][2] = z;
} else if (flagBits < Rotation2D) {
m[0][0] *= x;
m[1][1] *= y;
m[2][2] *= z;
} else if (flagBits < Rotation) {
m[0][0] *= x;
m[0][1] *= x;
m[1][0] *= y;
m[1][1] *= y;
m[2][2] *= z;
} else {
m[0][0] *= x;
m[0][1] *= x;
m[0][2] *= x;
m[0][3] *= x;
m[1][0] *= y;
m[1][1] *= y;
m[1][2] *= y;
m[1][3] *= y;
m[2][0] *= z;
m[2][1] *= z;
m[2][2] *= z;
m[2][3] *= z;
}
flagBits |= Scale;
}
/*!
@ -757,18 +910,35 @@ void QMatrix4x4::scale(float x, float y, float z)
*/
void QMatrix4x4::scale(float factor)
{
m[0][0] *= factor;
m[0][1] *= factor;
m[0][2] *= factor;
m[0][3] *= factor;
m[1][0] *= factor;
m[1][1] *= factor;
m[1][2] *= factor;
m[1][3] *= factor;
m[2][0] *= factor;
m[2][1] *= factor;
m[2][2] *= factor;
m[2][3] *= factor;
if (flagBits < Scale) {
m[0][0] = factor;
m[1][1] = factor;
m[2][2] = factor;
} else if (flagBits < Rotation2D) {
m[0][0] *= factor;
m[1][1] *= factor;
m[2][2] *= factor;
} else if (flagBits < Rotation) {
m[0][0] *= factor;
m[0][1] *= factor;
m[1][0] *= factor;
m[1][1] *= factor;
m[2][2] *= factor;
} else {
m[0][0] *= factor;
m[0][1] *= factor;
m[0][2] *= factor;
m[0][3] *= factor;
m[1][0] *= factor;
m[1][1] *= factor;
m[1][2] *= factor;
m[1][3] *= factor;
m[2][0] *= factor;
m[2][1] *= factor;
m[2][2] *= factor;
m[2][3] *= factor;
}
flagBits |= Scale;
}
#ifndef QT_NO_VECTOR3D
@ -781,13 +951,36 @@ void QMatrix4x4::scale(float factor)
void QMatrix4x4::translate(const QVector3D& vector)
{
const float vx = vector.x();
const float vy = vector.y();
const float vz = vector.z();
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;
float vx = vector.x();
float vy = vector.y();
float vz = vector.z();
if (flagBits == Identity) {
m[3][0] = vx;
m[3][1] = vy;
m[3][2] = vz;
} else if (flagBits == Translation) {
m[3][0] += vx;
m[3][1] += vy;
m[3][2] += vz;
} else if (flagBits == Scale) {
m[3][0] = m[0][0] * vx;
m[3][1] = m[1][1] * vy;
m[3][2] = m[2][2] * vz;
} else if (flagBits == (Translation | Scale)) {
m[3][0] += m[0][0] * vx;
m[3][1] += m[1][1] * vy;
m[3][2] += m[2][2] * vz;
} else if (flagBits < Rotation) {
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[2][2] * vz;
} 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.

View File

@ -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;
}

View File

@ -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);