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authorJarek Kobus <jaroslaw.kobus@qt.io>2020-01-23 11:52:51 +0100
committerJarek Kobus <jaroslaw.kobus@qt.io>2020-02-28 18:08:45 +0100
commit5ebb03c47604e0597502fbe1069de636987f33fc (patch)
tree7b138570063de3eff29925f79f01b9386740d690 /src/gui/math3d/qmatrix4x4.h
parent543e87c65a8c8a9215c7fa1647792da77c2f6925 (diff)
Remove flagBits from QMatrix4x4
Change-Id: I14a22f3272b4793abd1e1b448351c94d3e07e946 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, 79 insertions, 192 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
index 95f4db92ec..198a47c51b 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) : flagBits(General) {}
+ explicit QMatrix4x4(Qt::Initialization) {}
explicit QMatrix4x4(const float *values);
inline QMatrix4x4(float m11, float m12, float m13, float m14,
float m21, float m22, float m23, float m24,
@@ -186,19 +186,9 @@ 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.
-
- // 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
- };
+
+ // 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.
// Construct without initializing identity matrix.
explicit QMatrix4x4(int) { }
@@ -222,7 +212,6 @@ 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>
@@ -240,7 +229,6 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
m[matrixCol][matrixRow] = 0.0f;
}
}
- flagBits = General;
}
template <int N, int M>
@@ -270,7 +258,6 @@ 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];
}
@@ -288,7 +275,6 @@ 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
@@ -304,7 +290,6 @@ 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
@@ -317,8 +302,6 @@ 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)
@@ -350,7 +333,6 @@ 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)
@@ -371,7 +353,6 @@ 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)
@@ -392,7 +373,6 @@ 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;
}
@@ -414,25 +394,12 @@ 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]
@@ -535,7 +502,6 @@ inline QMatrix4x4& QMatrix4x4::operator*=(float factor)
m[3][1] *= factor;
m[3][2] *= factor;
m[3][3] *= factor;
- flagBits = General;
return *this;
}
@@ -598,7 +564,6 @@ 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;
}
@@ -621,26 +586,11 @@ 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]
@@ -709,7 +659,6 @@ 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;
}
@@ -717,20 +666,19 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
{
- float x, y, z, w;
- x = vector.x() * matrix.m[0][0] +
+ const float x = vector.x() * matrix.m[0][0] +
vector.y() * matrix.m[0][1] +
vector.z() * matrix.m[0][2] +
matrix.m[0][3];
- y = vector.x() * matrix.m[1][0] +
+ const float y = vector.x() * matrix.m[1][0] +
vector.y() * matrix.m[1][1] +
vector.z() * matrix.m[1][2] +
matrix.m[1][3];
- z = vector.x() * matrix.m[2][0] +
+ const float z = vector.x() * matrix.m[2][0] +
vector.y() * matrix.m[2][1] +
vector.z() * matrix.m[2][2] +
matrix.m[2][3];
- w = vector.x() * matrix.m[3][0] +
+ const float w = vector.x() * matrix.m[3][0] +
vector.y() * matrix.m[3][1] +
vector.z() * matrix.m[3][2] +
matrix.m[3][3];
@@ -742,41 +690,29 @@ inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
{
- float x, y, z, w;
- if (matrix.flagBits == QMatrix4x4::Identity) {
+ if (matrix.isIdentity())
return vector;
- } 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);
- }
+
+ 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);
}
#endif
@@ -785,20 +721,19 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
{
- float x, y, z, w;
- x = vector.x() * matrix.m[0][0] +
+ const float 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];
- y = vector.x() * matrix.m[1][0] +
+ const float 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];
- z = vector.x() * matrix.m[2][0] +
+ const float 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];
- w = vector.x() * matrix.m[3][0] +
+ const float 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];
@@ -807,20 +742,19 @@ inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
{
- float x, y, z, w;
- x = vector.x() * matrix.m[0][0] +
+ const float 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];
- y = vector.x() * matrix.m[0][1] +
+ const float 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];
- z = vector.x() * matrix.m[0][2] +
+ const float 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];
- w = vector.x() * matrix.m[0][3] +
+ const float 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];
@@ -831,17 +765,15 @@ inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
{
- float xin, yin;
- float x, y, w;
- xin = point.x();
- yin = point.y();
- x = xin * matrix.m[0][0] +
+ const float xin = point.x();
+ const float yin = point.y();
+ const float x = xin * matrix.m[0][0] +
yin * matrix.m[0][1] +
matrix.m[0][3];
- y = xin * matrix.m[1][0] +
+ const float y = xin * matrix.m[1][0] +
yin * matrix.m[1][1] +
matrix.m[1][3];
- w = xin * matrix.m[3][0] +
+ const float w = xin * matrix.m[3][0] +
yin * matrix.m[3][1] +
matrix.m[3][3];
if (w == 1.0f)
@@ -852,17 +784,15 @@ inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
{
- float xin, yin;
- float x, y, w;
- xin = float(point.x());
- yin = float(point.y());
- x = xin * matrix.m[0][0] +
+ const float xin = float(point.x());
+ const float yin = float(point.y());
+ const float x = xin * matrix.m[0][0] +
yin * matrix.m[0][1] +
matrix.m[0][3];
- y = xin * matrix.m[1][0] +
+ const float y = xin * matrix.m[1][0] +
yin * matrix.m[1][1] +
matrix.m[1][3];
- w = xin * matrix.m[3][0] +
+ const float w = xin * matrix.m[3][0] +
yin * matrix.m[3][1] +
matrix.m[3][3];
if (w == 1.0f) {
@@ -874,69 +804,46 @@ inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
{
- float xin, yin;
- float x, y, w;
- xin = point.x();
- yin = point.y();
- if (matrix.flagBits == QMatrix4x4::Identity) {
+ if (matrix.isIdentity())
return point;
- } 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));
- }
+
+ 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));
}
inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
{
- qreal xin, yin;
- qreal x, y, w;
- xin = point.x();
- yin = point.y();
- if (matrix.flagBits == QMatrix4x4::Identity) {
+ if (matrix.isIdentity())
return point;
- } 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]) +
+
+ const qreal xin = point.x();
+ const qreal yin = point.y();
+ const qreal x = xin * qreal(matrix.m[0][0]) +
yin * qreal(matrix.m[1][0]) +
qreal(matrix.m[3][0]);
- y = xin * qreal(matrix.m[0][1]) +
+ const qreal y = xin * qreal(matrix.m[0][1]) +
yin * qreal(matrix.m[1][1]) +
qreal(matrix.m[3][1]);
- w = xin * qreal(matrix.m[0][3]) +
+ const qreal 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));
- } else {
- return QPointF(qreal(x / w), qreal(y / w));
- }
- }
+ if (w == 1.0)
+ return QPointF(qreal(x), qreal(y));
+
+ return QPointF(qreal(x / w), qreal(y / w));
}
inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
@@ -958,7 +865,6 @@ 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;
}
@@ -981,7 +887,6 @@ 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;
}
@@ -1004,7 +909,6 @@ 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;
}
@@ -1047,25 +951,9 @@ inline QVector3D QMatrix4x4::map(const QVector3D& point) const
inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const
{
- 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]);
- }
+ 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
@@ -1083,7 +971,6 @@ 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;
}