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-rw-r--r--src/gui/math3d/qmatrix4x4.h321
1 files changed, 212 insertions, 109 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
index bfbe4b9793..2c98dd03e3 100644
--- a/src/gui/math3d/qmatrix4x4.h
+++ b/src/gui/math3d/qmatrix4x4.h
@@ -80,11 +80,13 @@ public:
inline const qreal& operator()(int row, int column) const;
inline qreal& operator()(int row, int column);
+#ifndef QT_NO_VECTOR4D
inline QVector4D column(int index) const;
inline void setColumn(int index, const QVector4D& value);
inline QVector4D row(int index) const;
inline void setRow(int index, const QVector4D& value);
+#endif
inline bool isIdentity() const;
inline void setToIdentity();
@@ -188,16 +190,19 @@ private:
qreal 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 = 0x0001, // Identity matrix
- General = 0x0002, // General matrix, unknown contents
- Translation = 0x0004, // Contains a simple translation
- Scale = 0x0008, // Contains a simple scale
- Rotation = 0x0010 // Contains a simple rotation
+ 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.
- QMatrix4x4(int) { flagBits = General; }
+ QMatrix4x4(int) { }
QMatrix4x4 orthonormalInverse() const;
@@ -270,6 +275,7 @@ inline qreal& QMatrix4x4::operator()(int aRow, int aColumn)
return m[aColumn][aRow];
}
+#ifndef QT_NO_VECTOR4D
inline QVector4D QMatrix4x4::column(int index) const
{
Q_ASSERT(index >= 0 && index < 4);
@@ -301,6 +307,7 @@ inline void QMatrix4x4::setRow(int index, const QVector4D& value)
m[3][index] = value.w();
flagBits = General;
}
+#endif
Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
@@ -409,15 +416,100 @@ inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other)
inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
{
- if (flagBits == Identity) {
- *this = other;
- return *this;
- } else if (other.flagBits == Identity) {
- return *this;
- } else {
- *this = *this * other;
+ 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;
}
+
+ qreal m0, m1, m2;
+ m0 = m[0][0] * other.m[0][0]
+ + m[1][0] * other.m[0][1]
+ + m[2][0] * other.m[0][2]
+ + m[3][0] * other.m[0][3];
+ m1 = m[0][0] * other.m[1][0]
+ + m[1][0] * other.m[1][1]
+ + m[2][0] * other.m[1][2]
+ + m[3][0] * other.m[1][3];
+ m2 = m[0][0] * other.m[2][0]
+ + m[1][0] * other.m[2][1]
+ + m[2][0] * other.m[2][2]
+ + m[3][0] * other.m[2][3];
+ m[3][0] = m[0][0] * other.m[3][0]
+ + m[1][0] * other.m[3][1]
+ + m[2][0] * other.m[3][2]
+ + m[3][0] * other.m[3][3];
+ m[0][0] = m0;
+ m[1][0] = m1;
+ m[2][0] = m2;
+
+ m0 = m[0][1] * other.m[0][0]
+ + m[1][1] * other.m[0][1]
+ + m[2][1] * other.m[0][2]
+ + m[3][1] * other.m[0][3];
+ m1 = m[0][1] * other.m[1][0]
+ + m[1][1] * other.m[1][1]
+ + m[2][1] * other.m[1][2]
+ + m[3][1] * other.m[1][3];
+ m2 = m[0][1] * other.m[2][0]
+ + m[1][1] * other.m[2][1]
+ + m[2][1] * other.m[2][2]
+ + m[3][1] * other.m[2][3];
+ m[3][1] = m[0][1] * other.m[3][0]
+ + m[1][1] * other.m[3][1]
+ + m[2][1] * other.m[3][2]
+ + m[3][1] * other.m[3][3];
+ m[0][1] = m0;
+ m[1][1] = m1;
+ m[2][1] = m2;
+
+ m0 = m[0][2] * other.m[0][0]
+ + m[1][2] * other.m[0][1]
+ + m[2][2] * other.m[0][2]
+ + m[3][2] * other.m[0][3];
+ m1 = m[0][2] * other.m[1][0]
+ + m[1][2] * other.m[1][1]
+ + m[2][2] * other.m[1][2]
+ + m[3][2] * other.m[1][3];
+ m2 = m[0][2] * other.m[2][0]
+ + m[1][2] * other.m[2][1]
+ + m[2][2] * other.m[2][2]
+ + m[3][2] * other.m[2][3];
+ m[3][2] = m[0][2] * other.m[3][0]
+ + m[1][2] * other.m[3][1]
+ + m[2][2] * other.m[3][2]
+ + m[3][2] * other.m[3][3];
+ m[0][2] = m0;
+ m[1][2] = m1;
+ m[2][2] = m2;
+
+ m0 = m[0][3] * other.m[0][0]
+ + m[1][3] * other.m[0][1]
+ + m[2][3] * other.m[0][2]
+ + m[3][3] * other.m[0][3];
+ m1 = m[0][3] * other.m[1][0]
+ + m[1][3] * other.m[1][1]
+ + m[2][3] * other.m[1][2]
+ + m[3][3] * other.m[1][3];
+ m2 = m[0][3] * other.m[2][0]
+ + m[1][3] * other.m[2][1]
+ + m[2][3] * other.m[2][2]
+ + m[3][3] * other.m[2][3];
+ m[3][3] = m[0][3] * other.m[3][0]
+ + m[1][3] * other.m[3][1]
+ + m[2][3] * other.m[3][2]
+ + m[3][3] * other.m[3][3];
+ m[0][3] = m0;
+ m[1][3] = m1;
+ m[2][3] = m2;
+ return *this;
}
inline QMatrix4x4& QMatrix4x4::operator*=(qreal factor)
@@ -501,6 +593,7 @@ 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;
}
@@ -523,81 +616,95 @@ 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)
{
- if (m1.flagBits == QMatrix4x4::Identity)
- return m2;
- else if (m2.flagBits == QMatrix4x4::Identity)
- return m1;
+ 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] +
- m1.m[2][0] * m2.m[0][2] +
- m1.m[3][0] * m2.m[0][3];
- m.m[0][1] = m1.m[0][1] * m2.m[0][0] +
- m1.m[1][1] * m2.m[0][1] +
- m1.m[2][1] * m2.m[0][2] +
- m1.m[3][1] * m2.m[0][3];
- m.m[0][2] = m1.m[0][2] * m2.m[0][0] +
- m1.m[1][2] * m2.m[0][1] +
- m1.m[2][2] * m2.m[0][2] +
- m1.m[3][2] * m2.m[0][3];
- m.m[0][3] = m1.m[0][3] * m2.m[0][0] +
- m1.m[1][3] * m2.m[0][1] +
- m1.m[2][3] * m2.m[0][2] +
- m1.m[3][3] * m2.m[0][3];
- m.m[1][0] = m1.m[0][0] * m2.m[1][0] +
- m1.m[1][0] * m2.m[1][1] +
- m1.m[2][0] * m2.m[1][2] +
- m1.m[3][0] * m2.m[1][3];
- m.m[1][1] = m1.m[0][1] * m2.m[1][0] +
- m1.m[1][1] * m2.m[1][1] +
- m1.m[2][1] * m2.m[1][2] +
- m1.m[3][1] * m2.m[1][3];
- m.m[1][2] = m1.m[0][2] * m2.m[1][0] +
- m1.m[1][2] * m2.m[1][1] +
- m1.m[2][2] * m2.m[1][2] +
- m1.m[3][2] * m2.m[1][3];
- m.m[1][3] = m1.m[0][3] * m2.m[1][0] +
- m1.m[1][3] * m2.m[1][1] +
- m1.m[2][3] * m2.m[1][2] +
- m1.m[3][3] * m2.m[1][3];
- m.m[2][0] = m1.m[0][0] * m2.m[2][0] +
- m1.m[1][0] * m2.m[2][1] +
- m1.m[2][0] * m2.m[2][2] +
- m1.m[3][0] * m2.m[2][3];
- m.m[2][1] = m1.m[0][1] * m2.m[2][0] +
- m1.m[1][1] * m2.m[2][1] +
- m1.m[2][1] * m2.m[2][2] +
- m1.m[3][1] * m2.m[2][3];
- m.m[2][2] = m1.m[0][2] * m2.m[2][0] +
- m1.m[1][2] * m2.m[2][1] +
- m1.m[2][2] * m2.m[2][2] +
- m1.m[3][2] * m2.m[2][3];
- m.m[2][3] = m1.m[0][3] * m2.m[2][0] +
- m1.m[1][3] * m2.m[2][1] +
- m1.m[2][3] * m2.m[2][2] +
- m1.m[3][3] * m2.m[2][3];
- m.m[3][0] = m1.m[0][0] * m2.m[3][0] +
- m1.m[1][0] * m2.m[3][1] +
- m1.m[2][0] * m2.m[3][2] +
- m1.m[3][0] * m2.m[3][3];
- m.m[3][1] = m1.m[0][1] * m2.m[3][0] +
- m1.m[1][1] * m2.m[3][1] +
- m1.m[2][1] * m2.m[3][2] +
- m1.m[3][1] * m2.m[3][3];
- m.m[3][2] = m1.m[0][2] * m2.m[3][0] +
- m1.m[1][2] * m2.m[3][1] +
- m1.m[2][2] * m2.m[3][2] +
- m1.m[3][2] * m2.m[3][3];
- m.m[3][3] = m1.m[0][3] * m2.m[3][0] +
- 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.m[0][0] = m1.m[0][0] * m2.m[0][0]
+ + m1.m[1][0] * m2.m[0][1]
+ + m1.m[2][0] * m2.m[0][2]
+ + m1.m[3][0] * m2.m[0][3];
+ m.m[0][1] = m1.m[0][1] * m2.m[0][0]
+ + m1.m[1][1] * m2.m[0][1]
+ + m1.m[2][1] * m2.m[0][2]
+ + m1.m[3][1] * m2.m[0][3];
+ m.m[0][2] = m1.m[0][2] * m2.m[0][0]
+ + m1.m[1][2] * m2.m[0][1]
+ + m1.m[2][2] * m2.m[0][2]
+ + m1.m[3][2] * m2.m[0][3];
+ m.m[0][3] = m1.m[0][3] * m2.m[0][0]
+ + m1.m[1][3] * m2.m[0][1]
+ + m1.m[2][3] * m2.m[0][2]
+ + m1.m[3][3] * m2.m[0][3];
+
+ m.m[1][0] = m1.m[0][0] * m2.m[1][0]
+ + m1.m[1][0] * m2.m[1][1]
+ + m1.m[2][0] * m2.m[1][2]
+ + m1.m[3][0] * m2.m[1][3];
+ m.m[1][1] = m1.m[0][1] * m2.m[1][0]
+ + m1.m[1][1] * m2.m[1][1]
+ + m1.m[2][1] * m2.m[1][2]
+ + m1.m[3][1] * m2.m[1][3];
+ m.m[1][2] = m1.m[0][2] * m2.m[1][0]
+ + m1.m[1][2] * m2.m[1][1]
+ + m1.m[2][2] * m2.m[1][2]
+ + m1.m[3][2] * m2.m[1][3];
+ m.m[1][3] = m1.m[0][3] * m2.m[1][0]
+ + m1.m[1][3] * m2.m[1][1]
+ + m1.m[2][3] * m2.m[1][2]
+ + m1.m[3][3] * m2.m[1][3];
+
+ m.m[2][0] = m1.m[0][0] * m2.m[2][0]
+ + m1.m[1][0] * m2.m[2][1]
+ + m1.m[2][0] * m2.m[2][2]
+ + m1.m[3][0] * m2.m[2][3];
+ m.m[2][1] = m1.m[0][1] * m2.m[2][0]
+ + m1.m[1][1] * m2.m[2][1]
+ + m1.m[2][1] * m2.m[2][2]
+ + m1.m[3][1] * m2.m[2][3];
+ m.m[2][2] = m1.m[0][2] * m2.m[2][0]
+ + m1.m[1][2] * m2.m[2][1]
+ + m1.m[2][2] * m2.m[2][2]
+ + m1.m[3][2] * m2.m[2][3];
+ m.m[2][3] = m1.m[0][3] * m2.m[2][0]
+ + m1.m[1][3] * m2.m[2][1]
+ + m1.m[2][3] * m2.m[2][2]
+ + m1.m[3][3] * m2.m[2][3];
+
+ m.m[3][0] = m1.m[0][0] * m2.m[3][0]
+ + m1.m[1][0] * m2.m[3][1]
+ + m1.m[2][0] * m2.m[3][2]
+ + m1.m[3][0] * m2.m[3][3];
+ m.m[3][1] = m1.m[0][1] * m2.m[3][0]
+ + m1.m[1][1] * m2.m[3][1]
+ + m1.m[2][1] * m2.m[3][2]
+ + m1.m[3][1] * m2.m[3][3];
+ m.m[3][2] = m1.m[0][2] * m2.m[3][0]
+ + m1.m[1][2] * m2.m[3][1]
+ + m1.m[2][2] * m2.m[3][2]
+ + m1.m[3][2] * m2.m[3][3];
+ m.m[3][3] = m1.m[0][3] * m2.m[3][0]
+ + 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;
}
@@ -633,19 +740,16 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
qreal x, y, z, w;
if (matrix.flagBits == QMatrix4x4::Identity) {
return vector;
- } else if (matrix.flagBits == QMatrix4x4::Translation) {
- return QVector3D(vector.x() + matrix.m[3][0],
- vector.y() + matrix.m[3][1],
- vector.z() + matrix.m[3][2]);
- } else if (matrix.flagBits ==
- (QMatrix4x4::Translation | QMatrix4x4::Scale)) {
+ } 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::Scale) {
- return QVector3D(vector.x() * matrix.m[0][0],
- vector.y() * matrix.m[1][1],
- vector.z() * matrix.m[2][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] +
@@ -771,16 +875,13 @@ inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
yin = point.y();
if (matrix.flagBits == QMatrix4x4::Identity) {
return point;
- } else if (matrix.flagBits == QMatrix4x4::Translation) {
- return QPoint(qRound(xin + matrix.m[3][0]),
- qRound(yin + matrix.m[3][1]));
- } else if (matrix.flagBits ==
- (QMatrix4x4::Translation | QMatrix4x4::Scale)) {
+ } 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::Scale) {
- return QPoint(qRound(xin * matrix.m[0][0]),
- qRound(yin * matrix.m[1][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] +
@@ -806,16 +907,13 @@ inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
yin = point.y();
if (matrix.flagBits == QMatrix4x4::Identity) {
return point;
- } else if (matrix.flagBits == QMatrix4x4::Translation) {
- return QPointF(xin + matrix.m[3][0],
- yin + matrix.m[3][1]);
- } else if (matrix.flagBits ==
- (QMatrix4x4::Translation | QMatrix4x4::Scale)) {
+ } else if (matrix.flagBits < QMatrix4x4::Rotation2D) {
+ // Translation | Scale
return QPointF(xin * matrix.m[0][0] + matrix.m[3][0],
yin * matrix.m[1][1] + matrix.m[3][1]);
- } else if (matrix.flagBits == QMatrix4x4::Scale) {
- return QPointF(xin * matrix.m[0][0],
- yin * matrix.m[1][1]);
+ } else if (matrix.flagBits < QMatrix4x4::Perspective) {
+ return QPointF(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0],
+ 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] +
@@ -853,6 +951,7 @@ 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;
}
@@ -875,6 +974,7 @@ inline QMatrix4x4 operator*(qreal 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;
}
@@ -897,6 +997,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal 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;
}
@@ -939,9 +1040,11 @@ inline QVector3D QMatrix4x4::map(const QVector3D& point) const
inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const
{
- if (flagBits == Identity || flagBits == Translation) {
+ if (flagBits < Scale) {
+ // Translation
return vector;
- } else if (flagBits == Scale || flagBits == (Translation | Scale)) {
+ } else if (flagBits < Rotation2D) {
+ // Translation | Scale
return QVector3D(vector.x() * m[0][0],
vector.y() * m[1][1],
vector.z() * m[2][2]);