diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 564 | ||||
-rw-r--r-- | src/gui/math3d/qmatrix4x4.h | 271 |
2 files changed, 654 insertions, 181 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 2297342be7..2adb94573b 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -105,6 +105,7 @@ QMatrix4x4::QMatrix4x4(const float *values) for (int row = 0; row < 4; ++row) for (int col = 0; col < 4; ++col) m[col][row] = values[row * 4 + col]; + flagBits = General; } /*! @@ -182,6 +183,7 @@ QMatrix4x4::QMatrix4x4(const float *values, int cols, int rows) m[col][row] = 0.0f; } } + flagBits = General; } /*! @@ -213,6 +215,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform) m[3][1] = transform.dy(); m[3][2] = 0.0f; m[3][3] = transform.m33(); + flagBits = General; } /*! @@ -346,11 +349,15 @@ static inline void copyToDoubles(const float m[4][4], double mm[4][4]) */ double QMatrix4x4::determinant() const { - if (isIdentity()) + if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) return 1.0; double mm[4][4]; copyToDoubles(m, mm); + if (flagBits < Rotation2D) + return mm[0][0] * mm[1][1] * mm[2][2]; // Translation | Scale + if (flagBits < Perspective) + return matrixDet3(mm, 0, 1, 2, 0, 1, 2); return matrixDet4(mm); } @@ -369,10 +376,77 @@ double QMatrix4x4::determinant() const QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const { // Handle some of the easy cases first. - if (isIdentity()) { + if (flagBits == Identity) { if (invertible) *invertible = true; return QMatrix4x4(); + } else if (flagBits == Translation) { + QMatrix4x4 inv; + inv.m[3][0] = -m[3][0]; + inv.m[3][1] = -m[3][1]; + inv.m[3][2] = -m[3][2]; + inv.flagBits = Translation; + if (invertible) + *invertible = true; + return inv; + } else if (flagBits < Rotation2D) { + // Translation | Scale + if (m[0][0] == 0 || m[1][1] == 0 || m[2][2] == 0) { + if (invertible) + *invertible = false; + return QMatrix4x4(); + } + QMatrix4x4 inv; + inv.m[0][0] = 1.0f / m[0][0]; + inv.m[1][1] = 1.0f / m[1][1]; + inv.m[2][2] = 1.0f / m[2][2]; + inv.m[3][0] = -m[3][0] * inv.m[0][0]; + inv.m[3][1] = -m[3][1] * inv.m[1][1]; + inv.m[3][2] = -m[3][2] * inv.m[2][2]; + inv.flagBits = flagBits; + + if (invertible) + *invertible = true; + return inv; + } else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) { + if (invertible) + *invertible = true; + return orthonormalInverse(); + } else if (flagBits < Perspective) { + QMatrix4x4 inv(1); // The "1" says to not load the identity. + + double mm[4][4]; + copyToDoubles(m, mm); + + double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2); + if (det == 0.0f) { + if (invertible) + *invertible = false; + return QMatrix4x4(); + } + det = 1.0f / det; + + inv.m[0][0] = matrixDet2(mm, 1, 2, 1, 2) * det; + inv.m[0][1] = -matrixDet2(mm, 0, 2, 1, 2) * det; + inv.m[0][2] = matrixDet2(mm, 0, 1, 1, 2) * det; + inv.m[0][3] = 0; + inv.m[1][0] = -matrixDet2(mm, 1, 2, 0, 2) * det; + inv.m[1][1] = matrixDet2(mm, 0, 2, 0, 2) * det; + inv.m[1][2] = -matrixDet2(mm, 0, 1, 0, 2) * det; + inv.m[1][3] = 0; + inv.m[2][0] = matrixDet2(mm, 1, 2, 0, 1) * det; + inv.m[2][1] = -matrixDet2(mm, 0, 2, 0, 1) * det; + inv.m[2][2] = matrixDet2(mm, 0, 1, 0, 1) * det; + inv.m[2][3] = 0; + inv.m[3][0] = -inv.m[0][0] * m[3][0] - inv.m[1][0] * m[3][1] - inv.m[2][0] * m[3][2]; + inv.m[3][1] = -inv.m[0][1] * m[3][0] - inv.m[1][1] * m[3][1] - inv.m[2][1] * m[3][2]; + inv.m[3][2] = -inv.m[0][2] * m[3][0] - inv.m[1][2] * m[3][1] - inv.m[2][2] * m[3][2]; + inv.m[3][3] = 1; + inv.flagBits = flagBits; + + if (invertible) + *invertible = true; + return inv; } QMatrix4x4 inv(1); // The "1" says to not load the identity. @@ -404,6 +478,7 @@ QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const inv.m[3][1] = matrixDet3(mm, 0, 2, 3, 0, 1, 2) * det; inv.m[3][2] = -matrixDet3(mm, 0, 1, 3, 0, 1, 2) * det; inv.m[3][3] = matrixDet3(mm, 0, 1, 2, 0, 1, 2) * det; + inv.flagBits = flagBits; if (invertible) *invertible = true; @@ -422,6 +497,32 @@ QMatrix3x3 QMatrix4x4::normalMatrix() const { QMatrix3x3 inv; + // Handle the simple cases first. + if (flagBits < Scale) { + // Translation + return inv; + } else if (flagBits < Rotation2D) { + // Translation | Scale + if (m[0][0] == 0.0f || m[1][1] == 0.0f || m[2][2] == 0.0f) + return inv; + inv.data()[0] = 1.0f / m[0][0]; + inv.data()[4] = 1.0f / m[1][1]; + inv.data()[8] = 1.0f / m[2][2]; + return inv; + } else if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) { + float *invm = inv.data(); + invm[0 + 0 * 3] = m[0][0]; + invm[1 + 0 * 3] = m[0][1]; + invm[2 + 0 * 3] = m[0][2]; + invm[0 + 1 * 3] = m[1][0]; + invm[1 + 1 * 3] = m[1][1]; + invm[2 + 1 * 3] = m[1][2]; + invm[0 + 2 * 3] = m[2][0]; + invm[1 + 2 * 3] = m[2][1]; + invm[2 + 2 * 3] = m[2][2]; + return inv; + } + double mm[4][4]; copyToDoubles(m, mm); double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2); @@ -456,6 +557,8 @@ QMatrix4x4 QMatrix4x4::transposed() const result.m[col][row] = m[row][col]; } } + // When a translation is transposed, it becomes a perspective transformation. + result.flagBits = (flagBits & Translation ? General : flagBits); return result; } @@ -507,6 +610,7 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor) m[3][1] /= divisor; m[3][2] /= divisor; m[3][3] /= divisor; + flagBits = General; return *this; } @@ -663,6 +767,7 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor) m.m[3][1] = matrix.m[3][1] / divisor; m.m[3][2] = matrix.m[3][2] / divisor; m.m[3][3] = matrix.m[3][3] / divisor; + m.flagBits = QMatrix4x4::General; return m; } @@ -684,21 +789,38 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor) */ void QMatrix4x4::scale(const QVector3D& vector) { - const float vx = vector.x(); - const float vy = vector.y(); - const float vz = vector.z(); - m[0][0] *= vx; - m[0][1] *= vx; - m[0][2] *= vx; - m[0][3] *= vx; - m[1][0] *= vy; - m[1][1] *= vy; - m[1][2] *= vy; - m[1][3] *= vy; - m[2][0] *= vz; - m[2][1] *= vz; - m[2][2] *= vz; - m[2][3] *= vz; + float vx = vector.x(); + float vy = vector.y(); + float vz = vector.z(); + if (flagBits < Scale) { + m[0][0] = vx; + m[1][1] = vy; + m[2][2] = vz; + } else if (flagBits < Rotation2D) { + m[0][0] *= vx; + m[1][1] *= vy; + m[2][2] *= vz; + } else if (flagBits < Rotation) { + m[0][0] *= vx; + m[0][1] *= vx; + m[1][0] *= vy; + m[1][1] *= vy; + m[2][2] *= vz; + } else { + m[0][0] *= vx; + m[0][1] *= vx; + m[0][2] *= vx; + m[0][3] *= vx; + m[1][0] *= vy; + m[1][1] *= vy; + m[1][2] *= vy; + m[1][3] *= vy; + m[2][0] *= vz; + m[2][1] *= vz; + m[2][2] *= vz; + m[2][3] *= vz; + } + flagBits |= Scale; } #endif @@ -713,14 +835,28 @@ void QMatrix4x4::scale(const QVector3D& vector) */ void QMatrix4x4::scale(float x, float y) { - m[0][0] *= x; - m[0][1] *= x; - m[0][2] *= x; - m[0][3] *= x; - m[1][0] *= y; - m[1][1] *= y; - m[1][2] *= y; - m[1][3] *= y; + if (flagBits < Scale) { + m[0][0] = x; + m[1][1] = y; + } else if (flagBits < Rotation2D) { + m[0][0] *= x; + m[1][1] *= y; + } else if (flagBits < Rotation) { + m[0][0] *= x; + m[0][1] *= x; + m[1][0] *= y; + m[1][1] *= y; + } else { + m[0][0] *= x; + m[0][1] *= x; + m[0][2] *= x; + m[0][3] *= x; + m[1][0] *= y; + m[1][1] *= y; + m[1][2] *= y; + m[1][3] *= y; + } + flagBits |= Scale; } /*! @@ -733,18 +869,35 @@ void QMatrix4x4::scale(float x, float y) */ void QMatrix4x4::scale(float x, float y, float z) { - m[0][0] *= x; - m[0][1] *= x; - m[0][2] *= x; - m[0][3] *= x; - m[1][0] *= y; - m[1][1] *= y; - m[1][2] *= y; - m[1][3] *= y; - m[2][0] *= z; - m[2][1] *= z; - m[2][2] *= z; - m[2][3] *= z; + if (flagBits < Scale) { + m[0][0] = x; + m[1][1] = y; + m[2][2] = z; + } else if (flagBits < Rotation2D) { + m[0][0] *= x; + m[1][1] *= y; + m[2][2] *= z; + } else if (flagBits < Rotation) { + m[0][0] *= x; + m[0][1] *= x; + m[1][0] *= y; + m[1][1] *= y; + m[2][2] *= z; + } else { + m[0][0] *= x; + m[0][1] *= x; + m[0][2] *= x; + m[0][3] *= x; + m[1][0] *= y; + m[1][1] *= y; + m[1][2] *= y; + m[1][3] *= y; + m[2][0] *= z; + m[2][1] *= z; + m[2][2] *= z; + m[2][3] *= z; + } + flagBits |= Scale; } /*! @@ -757,18 +910,35 @@ void QMatrix4x4::scale(float x, float y, float z) */ void QMatrix4x4::scale(float factor) { - m[0][0] *= factor; - m[0][1] *= factor; - m[0][2] *= factor; - m[0][3] *= factor; - m[1][0] *= factor; - m[1][1] *= factor; - m[1][2] *= factor; - m[1][3] *= factor; - m[2][0] *= factor; - m[2][1] *= factor; - m[2][2] *= factor; - m[2][3] *= factor; + if (flagBits < Scale) { + m[0][0] = factor; + m[1][1] = factor; + m[2][2] = factor; + } else if (flagBits < Rotation2D) { + m[0][0] *= factor; + m[1][1] *= factor; + m[2][2] *= factor; + } else if (flagBits < Rotation) { + m[0][0] *= factor; + m[0][1] *= factor; + m[1][0] *= factor; + m[1][1] *= factor; + m[2][2] *= factor; + } else { + m[0][0] *= factor; + m[0][1] *= factor; + m[0][2] *= factor; + m[0][3] *= factor; + m[1][0] *= factor; + m[1][1] *= factor; + m[1][2] *= factor; + m[1][3] *= factor; + m[2][0] *= factor; + m[2][1] *= factor; + m[2][2] *= factor; + m[2][3] *= factor; + } + flagBits |= Scale; } #ifndef QT_NO_VECTOR3D @@ -781,13 +951,36 @@ void QMatrix4x4::scale(float factor) void QMatrix4x4::translate(const QVector3D& vector) { - const float vx = vector.x(); - const float vy = vector.y(); - const float vz = vector.z(); - m[3][0] += m[0][0] * vx + m[1][0] * vy + m[2][0] * vz; - m[3][1] += m[0][1] * vx + m[1][1] * vy + m[2][1] * vz; - m[3][2] += m[0][2] * vx + m[1][2] * vy + m[2][2] * vz; - m[3][3] += m[0][3] * vx + m[1][3] * vy + m[2][3] * vz; + float vx = vector.x(); + float vy = vector.y(); + float vz = vector.z(); + if (flagBits == Identity) { + m[3][0] = vx; + m[3][1] = vy; + m[3][2] = vz; + } else if (flagBits == Translation) { + m[3][0] += vx; + m[3][1] += vy; + m[3][2] += vz; + } else if (flagBits == Scale) { + m[3][0] = m[0][0] * vx; + m[3][1] = m[1][1] * vy; + m[3][2] = m[2][2] * vz; + } else if (flagBits == (Translation | Scale)) { + m[3][0] += m[0][0] * vx; + m[3][1] += m[1][1] * vy; + m[3][2] += m[2][2] * vz; + } else if (flagBits < Rotation) { + m[3][0] += m[0][0] * vx + m[1][0] * vy; + m[3][1] += m[0][1] * vx + m[1][1] * vy; + m[3][2] += m[2][2] * vz; + } else { + m[3][0] += m[0][0] * vx + m[1][0] * vy + m[2][0] * vz; + m[3][1] += m[0][1] * vx + m[1][1] * vy + m[2][1] * vz; + m[3][2] += m[0][2] * vx + m[1][2] * vy + m[2][2] * vz; + m[3][3] += m[0][3] * vx + m[1][3] * vy + m[2][3] * vz; + } + flagBits |= Translation; } #endif @@ -801,10 +994,28 @@ void QMatrix4x4::translate(const QVector3D& vector) */ void QMatrix4x4::translate(float x, float y) { - m[3][0] += m[0][0] * x + m[1][0] * y; - m[3][1] += m[0][1] * x + m[1][1] * y; - m[3][2] += m[0][2] * x + m[1][2] * y; - m[3][3] += m[0][3] * x + m[1][3] * y; + if (flagBits == Identity) { + m[3][0] = x; + m[3][1] = y; + } else if (flagBits == Translation) { + m[3][0] += x; + m[3][1] += y; + } else if (flagBits == Scale) { + m[3][0] = m[0][0] * x; + m[3][1] = m[1][1] * y; + } else if (flagBits == (Translation | Scale)) { + m[3][0] += m[0][0] * x; + m[3][1] += m[1][1] * y; + } else if (flagBits < Rotation) { + m[3][0] += m[0][0] * x + m[1][0] * y; + m[3][1] += m[0][1] * x + m[1][1] * y; + } else { + m[3][0] += m[0][0] * x + m[1][0] * y; + m[3][1] += m[0][1] * x + m[1][1] * y; + m[3][2] += m[0][2] * x + m[1][2] * y; + m[3][3] += m[0][3] * x + m[1][3] * y; + } + flagBits |= Translation; } /*! @@ -817,10 +1028,33 @@ void QMatrix4x4::translate(float x, float y) */ void QMatrix4x4::translate(float x, float y, float z) { - m[3][0] += m[0][0] * x + m[1][0] * y + m[2][0] * z; - m[3][1] += m[0][1] * x + m[1][1] * y + m[2][1] * z; - m[3][2] += m[0][2] * x + m[1][2] * y + m[2][2] * z; - m[3][3] += m[0][3] * x + m[1][3] * y + m[2][3] * z; + if (flagBits == Identity) { + m[3][0] = x; + m[3][1] = y; + m[3][2] = z; + } else if (flagBits == Translation) { + m[3][0] += x; + m[3][1] += y; + m[3][2] += z; + } else if (flagBits == Scale) { + m[3][0] = m[0][0] * x; + m[3][1] = m[1][1] * y; + m[3][2] = m[2][2] * z; + } else if (flagBits == (Translation | Scale)) { + m[3][0] += m[0][0] * x; + m[3][1] += m[1][1] * y; + m[3][2] += m[2][2] * z; + } else if (flagBits < Rotation) { + m[3][0] += m[0][0] * x + m[1][0] * y; + m[3][1] += m[0][1] * x + m[1][1] * y; + m[3][2] += m[2][2] * z; + } else { + m[3][0] += m[0][0] * x + m[1][0] * y + m[2][0] * z; + m[3][1] += m[0][1] * x + m[1][1] * y + m[2][1] * z; + m[3][2] += m[0][2] * x + m[1][2] * y + m[2][2] * z; + m[3][3] += m[0][3] * x + m[1][3] * y + m[2][3] * z; + } + flagBits |= Translation; } #ifndef QT_NO_VECTOR3D @@ -881,6 +1115,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) m[0][3] = (tmp = m[0][3]) * c + m[1][3] * s; m[1][3] = m[1][3] * c - tmp * s; + flagBits |= Rotation2D; return; } } else if (z == 0.0f) { @@ -897,6 +1132,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) m[2][3] = (tmp = m[2][3]) * c + m[0][3] * s; m[0][3] = m[0][3] * c - tmp * s; + flagBits |= Rotation; return; } } else if (y == 0.0f && z == 0.0f) { @@ -913,6 +1149,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) m[1][3] = (tmp = m[1][3]) * c + m[2][3] * s; m[2][3] = m[2][3] * c - tmp * s; + flagBits |= Rotation; return; } @@ -943,6 +1180,7 @@ void QMatrix4x4::rotate(float angle, float x, float y, float z) rot.m[1][3] = 0.0f; rot.m[2][3] = 0.0f; rot.m[3][3] = 1.0f; + rot.flagBits = Rotation; *this *= rot; } @@ -966,7 +1204,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) s = 0.0f; c = -1.0f; } else { - const float a = qDegreesToRadians(angle); + float a = qDegreesToRadians(angle); c = std::cos(a); s = std::sin(a); } @@ -986,6 +1224,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) m[0][3] = (tmp = m[0][3]) * c + m[1][3] * s; m[1][3] = m[1][3] * c - tmp * s; + flagBits |= Rotation2D; return; } } else if (z == 0.0f) { @@ -996,6 +1235,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) 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; + flagBits = General; return; } } else if (y == 0.0f && z == 0.0f) { @@ -1006,6 +1246,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) 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; + flagBits = General; return; } double len = double(x) * double(x) + @@ -1017,7 +1258,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) y = float(double(y) / len); z = float(double(z) / len); } - const float ic = 1.0f - c; + float ic = 1.0f - c; QMatrix4x4 rot(1); // The "1" says to not load the identity. rot.m[0][0] = x * x * ic + c; rot.m[1][0] = x * y * ic - z * s; @@ -1035,6 +1276,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) rot.m[1][3] = (y * z * ic + x * s) * -inv_dist_to_plane; rot.m[2][3] = 0.0f; rot.m[3][3] = 1.0f; + rot.flagBits = General; *this *= rot; } @@ -1083,6 +1325,7 @@ void QMatrix4x4::rotate(const QQuaternion& quaternion) m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; m.m[3][3] = 1.0f; + m.flagBits = Rotation; *this *= m; } @@ -1135,9 +1378,9 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n return; // Construct the projection. - const float width = right - left; - const float invheight = top - bottom; - const float clip = farPlane - nearPlane; + float width = right - left; + float invheight = top - bottom; + float clip = farPlane - nearPlane; QMatrix4x4 m(1); m.m[0][0] = 2.0f / width; m.m[1][0] = 0.0f; @@ -1155,6 +1398,7 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; m.m[3][3] = 1.0f; + m.flagBits = Translation | Scale; // Apply the projection. *this *= m; @@ -1176,9 +1420,9 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float // Construct the projection. QMatrix4x4 m(1); - const float width = right - left; - const float invheight = top - bottom; - const float clip = farPlane - nearPlane; + float width = right - left; + float invheight = top - bottom; + float clip = farPlane - nearPlane; m.m[0][0] = 2.0f * nearPlane / width; m.m[1][0] = 0.0f; m.m[2][0] = (left + right) / width; @@ -1195,6 +1439,7 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float m.m[1][3] = 0.0f; m.m[2][3] = -1.0f; m.m[3][3] = 0.0f; + m.flagBits = General; // Apply the projection. *this *= m; @@ -1218,12 +1463,12 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP // Construct the projection. QMatrix4x4 m(1); - const float radians = qDegreesToRadians(verticalAngle / 2.0f); - const float sine = std::sin(radians); + float radians = qDegreesToRadians(verticalAngle / 2.0f); + float sine = std::sin(radians); if (sine == 0.0f) return; - const float cotan = std::cos(radians) / sine; - const float clip = farPlane - nearPlane; + float cotan = std::cos(radians) / sine; + float clip = farPlane - nearPlane; m.m[0][0] = cotan / aspectRatio; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; @@ -1240,6 +1485,7 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP m.m[1][3] = 0.0f; m.m[2][3] = -1.0f; m.m[3][3] = 0.0f; + m.flagBits = General; // Apply the projection. *this *= m; @@ -1283,6 +1529,7 @@ void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVe m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; m.m[3][3] = 1.0f; + m.flagBits = Rotation; *this *= m; translate(-eye); @@ -1331,6 +1578,7 @@ void QMatrix4x4::viewport(float left, float bottom, float width, float height, f m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; m.m[3][3] = 1.0f; + m.flagBits = General; *this *= m; } @@ -1350,14 +1598,21 @@ void QMatrix4x4::flipCoordinates() // Multiplying the y and z coordinates with -1 does NOT flip between right-handed and // left-handed coordinate systems, it just rotates 180 degrees around the x axis, so // I'm deprecating this function. - m[1][0] = -m[1][0]; - m[1][1] = -m[1][1]; - m[1][2] = -m[1][2]; - m[1][3] = -m[1][3]; - m[2][0] = -m[2][0]; - m[2][1] = -m[2][1]; - m[2][2] = -m[2][2]; - m[2][3] = -m[2][3]; + if (flagBits < Rotation2D) { + // Translation | Scale + m[1][1] = -m[1][1]; + m[2][2] = -m[2][2]; + } else { + m[1][0] = -m[1][0]; + m[1][1] = -m[1][1]; + m[1][2] = -m[1][2]; + m[1][3] = -m[1][3]; + m[2][0] = -m[2][0]; + m[2][1] = -m[2][1]; + m[2][2] = -m[2][2]; + m[2][3] = -m[2][3]; + } + flagBits |= Scale; } /*! @@ -1421,7 +1676,7 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const // | 0 0 d 1 | // where d = -1 / distanceToPlane. After projection, row 3 and // column 3 are dropped to form the final QTransform. - const float d = 1.0f / distanceToPlane; + float d = 1.0f / distanceToPlane; return QTransform(m[0][0], m[0][1], m[0][3] - m[0][2] * d, m[1][0], m[1][1], m[1][3] - m[1][2] * d, m[3][0], m[3][1], m[3][3] - m[3][2] * d); @@ -1493,16 +1748,38 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const */ QRect QMatrix4x4::mapRect(const QRect& rect) const { - const QPoint tl = map(rect.topLeft()); - const QPoint tr = map(QPoint(rect.x() + rect.width(), rect.y())); - const QPoint bl = map(QPoint(rect.x(), rect.y() + rect.height())); - const QPoint br = map(QPoint(rect.x() + rect.width(), - rect.y() + rect.height())); + if (flagBits < Scale) { + // Translation + return QRect(qRound(rect.x() + m[3][0]), + qRound(rect.y() + m[3][1]), + rect.width(), rect.height()); + } else if (flagBits < Rotation2D) { + // Translation | Scale + float x = rect.x() * m[0][0] + m[3][0]; + float y = rect.y() * m[1][1] + m[3][1]; + float w = rect.width() * m[0][0]; + float h = rect.height() * m[1][1]; + if (w < 0) { + w = -w; + x -= w; + } + if (h < 0) { + h = -h; + y -= h; + } + return QRect(qRound(x), qRound(y), qRound(w), qRound(h)); + } + + QPoint tl = map(rect.topLeft()); + QPoint tr = map(QPoint(rect.x() + rect.width(), rect.y())); + QPoint bl = map(QPoint(rect.x(), rect.y() + rect.height())); + QPoint br = map(QPoint(rect.x() + rect.width(), + rect.y() + rect.height())); - const int xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); - const int xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); - const int ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); - const int ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); + int xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); + int xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); + int ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); + int ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); return QRect(xmin, ymin, xmax - xmin, ymax - ymin); } @@ -1517,13 +1794,33 @@ QRect QMatrix4x4::mapRect(const QRect& rect) const */ QRectF QMatrix4x4::mapRect(const QRectF& rect) const { - const QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight()); - const QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight()); + if (flagBits < Scale) { + // Translation + return rect.translated(m[3][0], m[3][1]); + } else if (flagBits < Rotation2D) { + // Translation | Scale + float x = rect.x() * m[0][0] + m[3][0]; + float y = rect.y() * m[1][1] + m[3][1]; + float w = rect.width() * m[0][0]; + float h = rect.height() * m[1][1]; + if (w < 0) { + w = -w; + x -= w; + } + if (h < 0) { + h = -h; + y -= h; + } + return QRectF(x, y, w, h); + } + + QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight()); + QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight()); - const float xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); - const float xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); - const float ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); - const float ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); + float xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x())); + float xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x())); + float ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y())); + float ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y())); return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax)); } @@ -1581,6 +1878,8 @@ QMatrix4x4 QMatrix4x4::orthonormalInverse() const result.m[3][2] = -(result.m[0][2] * m[3][0] + result.m[1][2] * m[3][1] + result.m[2][2] * m[3][2]); result.m[3][3] = 1.0f; + result.flagBits = flagBits; + return result; } @@ -1606,6 +1905,54 @@ QMatrix4x4 QMatrix4x4::orthonormalInverse() const */ void QMatrix4x4::optimize() { + // If the last row is not (0, 0, 0, 1), the matrix is not a special type. + flagBits = General; + if (m[0][3] != 0 || m[1][3] != 0 || m[2][3] != 0 || m[3][3] != 1) + return; + + flagBits &= ~Perspective; + + // If the last column is (0, 0, 0, 1), then there is no translation. + if (m[3][0] == 0 && m[3][1] == 0 && m[3][2] == 0) + flagBits &= ~Translation; + + // If the two first elements of row 3 and column 3 are 0, then any rotation must be about Z. + if (!m[0][2] && !m[1][2] && !m[2][0] && !m[2][1]) { + flagBits &= ~Rotation; + // If the six non-diagonal elements in the top left 3x3 matrix are 0, there is no rotation. + if (!m[0][1] && !m[1][0]) { + flagBits &= ~Rotation2D; + // Check for identity. + if (m[0][0] == 1 && m[1][1] == 1 && m[2][2] == 1) + flagBits &= ~Scale; + } else { + // If the columns are orthonormal and form a right-handed system, then there is no scale. + double mm[4][4]; + copyToDoubles(m, mm); + double det = matrixDet2(mm, 0, 1, 0, 1); + double lenX = mm[0][0] * mm[0][0] + mm[0][1] * mm[0][1]; + double lenY = mm[1][0] * mm[1][0] + mm[1][1] * mm[1][1]; + double lenZ = mm[2][2]; + if (qFuzzyCompare(det, 1.0) && qFuzzyCompare(lenX, 1.0) + && qFuzzyCompare(lenY, 1.0) && qFuzzyCompare(lenZ, 1.0)) + { + flagBits &= ~Scale; + } + } + } else { + // If the columns are orthonormal and form a right-handed system, then there is no scale. + double mm[4][4]; + copyToDoubles(m, mm); + double det = matrixDet3(mm, 0, 1, 2, 0, 1, 2); + double lenX = mm[0][0] * mm[0][0] + mm[0][1] * mm[0][1] + mm[0][2] * mm[0][2]; + double lenY = mm[1][0] * mm[1][0] + mm[1][1] * mm[1][1] + mm[1][2] * mm[1][2]; + double lenZ = mm[2][0] * mm[2][0] + mm[2][1] * mm[2][1] + mm[2][2] * mm[2][2]; + if (qFuzzyCompare(det, 1.0) && qFuzzyCompare(lenX, 1.0) + && qFuzzyCompare(lenY, 1.0) && qFuzzyCompare(lenZ, 1.0)) + { + flagBits &= ~Scale; + } + } } /*! @@ -1623,10 +1970,23 @@ QDebug operator<<(QDebug dbg, const QMatrix4x4 &m) QDebugStateSaver saver(dbg); // Create a string that represents the matrix type. QByteArray bits; - if (m.isIdentity()) { + if (m.flagBits == QMatrix4x4::Identity) { bits = "Identity"; - } else { + } else if (m.flagBits == QMatrix4x4::General) { bits = "General"; + } else { + if ((m.flagBits & QMatrix4x4::Translation) != 0) + bits += "Translation,"; + if ((m.flagBits & QMatrix4x4::Scale) != 0) + bits += "Scale,"; + if ((m.flagBits & QMatrix4x4::Rotation2D) != 0) + bits += "Rotation2D,"; + if ((m.flagBits & QMatrix4x4::Rotation) != 0) + bits += "Rotation,"; + if ((m.flagBits & QMatrix4x4::Perspective) != 0) + bits += "Perspective,"; + if (bits.size() > 0) + bits = bits.left(bits.size() - 1); } // Output in row-major order because it is more human-readable. 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; } |