From 5ebb03c47604e0597502fbe1069de636987f33fc Mon Sep 17 00:00:00 2001 From: Jarek Kobus Date: Thu, 23 Jan 2020 11:52:51 +0100 Subject: Remove flagBits from QMatrix4x4 Change-Id: I14a22f3272b4793abd1e1b448351c94d3e07e946 Reviewed-by: Laszlo Agocs --- src/gui/math3d/qmatrix4x4.cpp | 564 ++++----------------- src/gui/math3d/qmatrix4x4.h | 271 +++------- .../auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp | 7 +- 3 files changed, 185 insertions(+), 657 deletions(-) diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 2adb94573b..2297342be7 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -105,7 +105,6 @@ 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; } /*! @@ -183,7 +182,6 @@ QMatrix4x4::QMatrix4x4(const float *values, int cols, int rows) m[col][row] = 0.0f; } } - flagBits = General; } /*! @@ -215,7 +213,6 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform) m[3][1] = transform.dy(); m[3][2] = 0.0f; m[3][3] = transform.m33(); - flagBits = General; } /*! @@ -349,15 +346,11 @@ static inline void copyToDoubles(const float m[4][4], double mm[4][4]) */ double QMatrix4x4::determinant() const { - if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity) + if (isIdentity()) 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); } @@ -376,77 +369,10 @@ double QMatrix4x4::determinant() const QMatrix4x4 QMatrix4x4::inverted(bool *invertible) const { // Handle some of the easy cases first. - if (flagBits == Identity) { + if (isIdentity()) { 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. @@ -478,7 +404,6 @@ 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; @@ -497,32 +422,6 @@ 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); @@ -557,8 +456,6 @@ 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; } @@ -610,7 +507,6 @@ QMatrix4x4& QMatrix4x4::operator/=(float divisor) m[3][1] /= divisor; m[3][2] /= divisor; m[3][3] /= divisor; - flagBits = General; return *this; } @@ -767,7 +663,6 @@ 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; } @@ -789,38 +684,21 @@ QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor) */ void QMatrix4x4::scale(const QVector3D& vector) { - 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; + 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; } #endif @@ -835,28 +713,14 @@ void QMatrix4x4::scale(const QVector3D& vector) */ void QMatrix4x4::scale(float x, float 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; + 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; } /*! @@ -869,35 +733,18 @@ void QMatrix4x4::scale(float x, float y) */ void QMatrix4x4::scale(float x, float y, float 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; + 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; } /*! @@ -910,35 +757,18 @@ void QMatrix4x4::scale(float x, float y, float z) */ void QMatrix4x4::scale(float 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; + 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; } #ifndef QT_NO_VECTOR3D @@ -951,36 +781,13 @@ void QMatrix4x4::scale(float factor) void QMatrix4x4::translate(const QVector3D& vector) { - 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; + 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; } #endif @@ -994,28 +801,10 @@ void QMatrix4x4::translate(const QVector3D& vector) */ void QMatrix4x4::translate(float x, float 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; + 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; } /*! @@ -1028,33 +817,10 @@ void QMatrix4x4::translate(float x, float y) */ void QMatrix4x4::translate(float x, float y, float 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; + 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; } #ifndef QT_NO_VECTOR3D @@ -1115,7 +881,6 @@ 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) { @@ -1132,7 +897,6 @@ 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) { @@ -1149,7 +913,6 @@ 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; } @@ -1180,7 +943,6 @@ 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; } @@ -1204,7 +966,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) s = 0.0f; c = -1.0f; } else { - float a = qDegreesToRadians(angle); + const float a = qDegreesToRadians(angle); c = std::cos(a); s = std::sin(a); } @@ -1224,7 +986,6 @@ 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) { @@ -1235,7 +996,6 @@ 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) { @@ -1246,7 +1006,6 @@ 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) + @@ -1258,7 +1017,7 @@ void QMatrix4x4::projectedRotate(float angle, float x, float y, float z) y = float(double(y) / len); z = float(double(z) / len); } - float ic = 1.0f - c; + const 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; @@ -1276,7 +1035,6 @@ 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; } @@ -1325,7 +1083,6 @@ 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; } @@ -1378,9 +1135,9 @@ void QMatrix4x4::ortho(float left, float right, float bottom, float top, float n return; // Construct the projection. - float width = right - left; - float invheight = top - bottom; - float clip = farPlane - nearPlane; + const float width = right - left; + const float invheight = top - bottom; + const float clip = farPlane - nearPlane; QMatrix4x4 m(1); m.m[0][0] = 2.0f / width; m.m[1][0] = 0.0f; @@ -1398,7 +1155,6 @@ 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; @@ -1420,9 +1176,9 @@ void QMatrix4x4::frustum(float left, float right, float bottom, float top, float // Construct the projection. QMatrix4x4 m(1); - float width = right - left; - float invheight = top - bottom; - float clip = farPlane - nearPlane; + const float width = right - left; + const float invheight = top - bottom; + const 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; @@ -1439,7 +1195,6 @@ 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; @@ -1463,12 +1218,12 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP // Construct the projection. QMatrix4x4 m(1); - float radians = qDegreesToRadians(verticalAngle / 2.0f); - float sine = std::sin(radians); + const float radians = qDegreesToRadians(verticalAngle / 2.0f); + const float sine = std::sin(radians); if (sine == 0.0f) return; - float cotan = std::cos(radians) / sine; - float clip = farPlane - nearPlane; + const float cotan = std::cos(radians) / sine; + const float clip = farPlane - nearPlane; m.m[0][0] = cotan / aspectRatio; m.m[1][0] = 0.0f; m.m[2][0] = 0.0f; @@ -1485,7 +1240,6 @@ 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; @@ -1529,7 +1283,6 @@ 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); @@ -1578,7 +1331,6 @@ 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; } @@ -1598,21 +1350,14 @@ 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. - 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; + 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]; } /*! @@ -1676,7 +1421,7 @@ 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. - float d = 1.0f / distanceToPlane; + const 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); @@ -1748,38 +1493,16 @@ QTransform QMatrix4x4::toTransform(float distanceToPlane) const */ QRect QMatrix4x4::mapRect(const QRect& rect) const { - 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 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())); - 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())); + 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())); return QRect(xmin, ymin, xmax - xmin, ymax - ymin); } @@ -1794,33 +1517,13 @@ QRect QMatrix4x4::mapRect(const QRect& rect) const */ QRectF QMatrix4x4::mapRect(const QRectF& rect) const { - 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 QPointF tl = map(rect.topLeft()); QPointF tr = map(rect.topRight()); + const QPointF bl = map(rect.bottomLeft()); QPointF br = map(rect.bottomRight()); - 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())); + 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())); return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax)); } @@ -1878,8 +1581,6 @@ 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; } @@ -1905,54 +1606,6 @@ 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; - } - } } /*! @@ -1970,23 +1623,10 @@ QDebug operator<<(QDebug dbg, const QMatrix4x4 &m) QDebugStateSaver saver(dbg); // Create a string that represents the matrix type. QByteArray bits; - if (m.flagBits == QMatrix4x4::Identity) { + if (m.isIdentity()) { bits = "Identity"; - } 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); + bits = "General"; } // 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 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 @@ -240,7 +229,6 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 m[matrixCol][matrixRow] = 0.0f; } } - flagBits = General; } template @@ -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; } diff --git a/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp b/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp index 26e22e5883..c39fd7f7bc 100644 --- a/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp +++ b/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp @@ -139,8 +139,8 @@ private slots: void convertGeneric(); - void optimize_data(); - void optimize(); +// void optimize_data(); +// void optimize(); void columnsAndRows(); @@ -2881,6 +2881,7 @@ void tst_QMatrixNxN::convertGeneric() #endif } +/* // Copy of "flagBits" in qmatrix4x4.h. enum { Identity = 0x0000, // Identity matrix @@ -3014,7 +3015,7 @@ void tst_QMatrixNxN::optimize() QCOMPARE(reinterpret_cast(&m)->flagBits, flagBits); } - +*/ void tst_QMatrixNxN::columnsAndRows() { QMatrix4x4 m1(uniqueValues4); -- cgit v1.2.3