summaryrefslogtreecommitdiffstats
path: root/src/gui/math3d/qmatrix4x4.h
diff options
context:
space:
mode:
authorFabian Kosmale <fabian.kosmale@qt.io>2020-03-04 10:06:08 +0000
committerFabian Kosmale <fabian.kosmale@qt.io>2020-03-04 15:54:38 +0000
commitaa6c560a74cbac5758b5f2227907c1a53232070c (patch)
tree307b5a9a873c4845594984ce7db6bf88bd016e3c /src/gui/math3d/qmatrix4x4.h
parent09f32728142b96fef4c7000fd757f0f18cbfaafe (diff)
Revert "Remove flagBits from QMatrix4x4"
This reverts commit 5ebb03c47604e0597502fbe1069de636987f33fc. 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>
Diffstat (limited to 'src/gui/math3d/qmatrix4x4.h')
-rw-r--r--src/gui/math3d/qmatrix4x4.h271
1 files changed, 192 insertions, 79 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
index 198a47c51b..95f4db92ec 100644
--- a/src/gui/math3d/qmatrix4x4.h
+++ b/src/gui/math3d/qmatrix4x4.h
@@ -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:
-
- // 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.
+ float m[4][4]; // Column-major order to match OpenGL.
+ int flagBits; // Flag bits from the enum below.
+
+ // 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;
}