diff options
author | Jarek Kobus <jaroslaw.kobus@qt.io> | 2020-01-23 11:52:51 +0100 |
---|---|---|
committer | Jarek Kobus <jaroslaw.kobus@qt.io> | 2020-02-28 18:08:45 +0100 |
commit | 5ebb03c47604e0597502fbe1069de636987f33fc (patch) | |
tree | 7b138570063de3eff29925f79f01b9386740d690 /src/gui/math3d/qmatrix4x4.h | |
parent | 543e87c65a8c8a9215c7fa1647792da77c2f6925 (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.h | 271 |
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; } |