diff options
Diffstat (limited to 'src/gui/math3d/qmatrix4x4.cpp')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 93 |
1 files changed, 39 insertions, 54 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 0e40966bef..d04a502519 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -1,41 +1,5 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the QtGui module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU Lesser General Public License Usage -** Alternatively, this file may be used under the terms of the GNU Lesser -** General Public License version 3 as published by the Free Software -** Foundation and appearing in the file LICENSE.LGPL3 included in the -** packaging of this file. Please review the following information to -** ensure the GNU Lesser General Public License version 3 requirements -** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 2.0 or (at your option) the GNU General -** Public license version 3 or any later version approved by the KDE Free -** Qt Foundation. The licenses are as published by the Free Software -** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-2.0.html and -** https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ +// Copyright (C) 2016 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qmatrix4x4.h" #include <QtCore/qmath.h> @@ -136,7 +100,7 @@ QMatrix4x4::QMatrix4x4(const float *values) */ /*! - \fn QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const + \fn template <int N, int M> QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const Constructs a NxM generic matrix from the left-most N columns and top-most M rows of this 4x4 matrix. If N or M is greater than 4, @@ -633,7 +597,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor) \fn QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) \relates QMatrix4x4 - \deprecated [6.1] Convert the QVector3D to a QVector4D first, then multiply. + \deprecated [6.1] Convert the QVector3D to a QVector4D with 1.0 as the w coordinate, then multiply. Returns the result of transforming \a vector according to \a matrix, with the matrix applied post-vector. The vector is transformed as a point. @@ -643,7 +607,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor) \fn QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) \relates QMatrix4x4 - \deprecated [6.1] Use QMatrix4x4::map() or QMatrix4x4::mapVector() instead. + \deprecated [6.1] Use QMatrix4x4::map() instead. Returns the result of transforming \a vector according to \a matrix, with the matrix applied pre-vector. The vector is transformed as a @@ -1200,12 +1164,15 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) /*! \internal */ -void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) +void QMatrix4x4::projectedRotate(float angle, float x, float y, float z, float distanceToPlane) { // Used by QGraphicsRotation::applyTo() to perform a rotation // and projection back to 2D in a single step. + if (qIsNull(distanceToPlane)) + return rotate(angle, x, y, z); if (angle == 0.0f) return; + float c, s; if (angle == 90.0f || angle == -270.0f) { s = 1.0f; @@ -1221,6 +1188,8 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) c = std::cos(a); s = std::sin(a); } + + const qreal d = 1.0 / distanceToPlane; if (x == 0.0f) { if (y == 0.0f) { if (z != 0.0f) { @@ -1244,10 +1213,11 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) // Rotate around the Y axis. if (y < 0) s = -s; - m[0][0] = m[0][0] * c + m[3][0] * s * inv_dist_to_plane; - 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; + s *= d; + m[0][0] = m[0][0] * c + m[3][0] * s; + m[0][1] = m[0][1] * c + m[3][1] * s; + m[0][2] = m[0][2] * c + m[3][2] * s; + m[0][3] = m[0][3] * c + m[3][3] * s; flagBits = General; return; } @@ -1255,10 +1225,11 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) // Rotate around the X axis. if (x < 0) s = -s; - m[1][0] = m[1][0] * c - m[3][0] * s * inv_dist_to_plane; - 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; + s *= d; + m[1][0] = m[1][0] * c - m[3][0] * s; + m[1][1] = m[1][1] * c - m[3][1] * s; + m[1][2] = m[1][2] * c - m[3][2] * s; + m[1][3] = m[1][3] * c - m[3][3] * s; flagBits = General; return; } @@ -1285,14 +1256,24 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) rot.m[1][2] = 0.0f; rot.m[2][2] = 1.0f; rot.m[3][2] = 0.0f; - rot.m[0][3] = (x * z * ic - y * s) * -inv_dist_to_plane; - rot.m[1][3] = (y * z * ic + x * s) * -inv_dist_to_plane; + rot.m[0][3] = (x * z * ic - y * s) * -d; + rot.m[1][3] = (y * z * ic + x * s) * -d; rot.m[2][3] = 0.0f; rot.m[3][3] = 1.0f; rot.flagBits = General; *this *= rot; } +#if QT_VERSION < QT_VERSION_CHECK(7, 0, 0) +/*! + \internal +*/ +void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) +{ + projectedRotate(angle, x, y, z, 1024.0); +} +#endif + /*! \fn int QMatrix4x4::flags() const \internal @@ -1737,8 +1718,12 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const /*! \fn QVector3D QMatrix4x4::map(const QVector3D& point) const - Maps \a point by multiplying this matrix by \a point. - The matrix is applied pre-point. + Maps \a point by multiplying this matrix by \a point extended to a 4D + vector by assuming 1.0 for the w coordinate. The matrix is applied + pre-point. + + \note This function is not the same as mapVector(). For points, always use + map(). mapVector() is suitable for vectors (directions) only. \sa mapRect(), mapVector() */ |