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author | Paolo Angelelli <paolo.angelelli@qt.io> | 2016-12-04 20:43:26 +0100 |
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committer | Paolo Angelelli <paolo.angelelli@qt.io> | 2017-01-23 12:12:52 +0000 |
commit | 93cd42ef606178261e12eeffc88cd4b7d029dbc3 (patch) | |
tree | cd810b47a0b3a9d4d4b4e5a260be7f669364a9c4 /src/positioning/qdoublematrix4x4_p.h | |
parent | 645e61163333002f92fc3f730043837df08cd4dd (diff) | |
download | qtlocation-93cd42ef606178261e12eeffc88cd4b7d029dbc3.tar.gz |
Make QGeoProjectionWebMercator use a projection matrix
This patch changes the way QGeoProjectionWebMercator implements
its operations -to and -from screen coordinates.
By using a double matrix 4x4 instead of only scaling and shifting this
will make it possible to convert coordinates also in presence of
bearing and tilting != 0
Change-Id: I6a74a9675a7ad397ec6ad32f4274f897aa7694b1
Reviewed-by: Alex Blasche <alexander.blasche@qt.io>
Diffstat (limited to 'src/positioning/qdoublematrix4x4_p.h')
-rw-r--r-- | src/positioning/qdoublematrix4x4_p.h | 946 |
1 files changed, 946 insertions, 0 deletions
diff --git a/src/positioning/qdoublematrix4x4_p.h b/src/positioning/qdoublematrix4x4_p.h new file mode 100644 index 00000000..3ce7b312 --- /dev/null +++ b/src/positioning/qdoublematrix4x4_p.h @@ -0,0 +1,946 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the QtGui module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QDOUBLEMATRIX4X4_H +#define QDOUBLEMATRIX4X4_H + +// +// W A R N I N G +// ------------- +// +// This file is not part of the Qt API. It exists purely as an +// implementation detail. This header file may change from version to +// version without notice, or even be removed. +// +// We mean it. +// + +#include <QtPositioning/private/qpositioningglobal_p.h> +#include <QtPositioning/private/qdoublevector3d_p.h> +#include <QtCore/qmetatype.h> +#include <QtCore/QRectF> +#include <QtGui/qmatrix4x4.h> + +QT_BEGIN_NAMESPACE + +/* + * This class is a copy/paste/replace of QMatrix4x4 + * No algorithm has been changed. + * Some methods have been removed. + */ + +class Q_POSITIONING_PRIVATE_EXPORT QDoubleMatrix4x4 +{ +public: + inline QDoubleMatrix4x4() { setToIdentity(); } + explicit QDoubleMatrix4x4(Qt::Initialization) : flagBits(General) {} + explicit QDoubleMatrix4x4(const double *values); + inline QDoubleMatrix4x4(double m11, double m12, double m13, double m14, + double m21, double m22, double m23, double m24, + double m31, double m32, double m33, double m34, + double m41, double m42, double m43, double m44); + + QDoubleMatrix4x4(const double *values, int cols, int rows); + + inline const double& operator()(int row, int column) const; + inline double& operator()(int row, int column); + + inline bool isAffine() const; + + inline bool isIdentity() const; + inline void setToIdentity(); + + inline void fill(double value); + + double determinant() const; + QDoubleMatrix4x4 inverted(bool *invertible = Q_NULLPTR) const; + QDoubleMatrix4x4 transposed() const; + + inline QDoubleMatrix4x4& operator+=(const QDoubleMatrix4x4& other); + inline QDoubleMatrix4x4& operator-=(const QDoubleMatrix4x4& other); + inline QDoubleMatrix4x4& operator*=(const QDoubleMatrix4x4& other); + inline QDoubleMatrix4x4& operator*=(double factor); + QDoubleMatrix4x4& operator/=(double divisor); + inline bool operator==(const QDoubleMatrix4x4& other) const; + inline bool operator!=(const QDoubleMatrix4x4& other) const; + + friend QDoubleMatrix4x4 operator+(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2); + friend QDoubleMatrix4x4 operator-(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2); + friend QDoubleMatrix4x4 operator*(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2); + + friend QDoubleVector3D operator*(const QDoubleMatrix4x4& matrix, const QDoubleVector3D& vector); + friend QDoubleVector3D operator*(const QDoubleVector3D& vector, const QDoubleMatrix4x4& matrix); + + friend QPoint operator*(const QPoint& point, const QDoubleMatrix4x4& matrix); + friend QPointF operator*(const QPointF& point, const QDoubleMatrix4x4& matrix); + friend QDoubleMatrix4x4 operator-(const QDoubleMatrix4x4& matrix); + friend QPoint operator*(const QDoubleMatrix4x4& matrix, const QPoint& point); + friend QPointF operator*(const QDoubleMatrix4x4& matrix, const QPointF& point); + friend QDoubleMatrix4x4 operator*(double factor, const QDoubleMatrix4x4& matrix); + friend QDoubleMatrix4x4 operator*(const QDoubleMatrix4x4& matrix, double factor); + friend Q_POSITIONING_PRIVATE_EXPORT QDoubleMatrix4x4 operator/(const QDoubleMatrix4x4& matrix, double divisor); + + friend inline bool qFuzzyCompare(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2); + + + void scale(const QDoubleVector3D& vector); + void translate(const QDoubleVector3D& vector); + void rotate(double angle, const QDoubleVector3D& vector); + + void scale(double x, double y); + void scale(double x, double y, double z); + void scale(double factor); + void translate(double x, double y); + void translate(double x, double y, double z); + void rotate(double angle, double x, double y, double z = 0.0f); + + void ortho(const QRect& rect); + void ortho(const QRectF& rect); + void ortho(double left, double right, double bottom, double top, double nearPlane, double farPlane); + void frustum(double left, double right, double bottom, double top, double nearPlane, double farPlane); + void perspective(double verticalAngle, double aspectRatio, double nearPlane, double farPlane); + + void lookAt(const QDoubleVector3D& eye, const QDoubleVector3D& center, const QDoubleVector3D& up); + + void viewport(const QRectF &rect); + void viewport(double left, double bottom, double width, double height, double nearPlane = 0.0f, double farPlane = 1.0f); + void flipCoordinates(); + + void copyDataTo(double *values) const; + + QPoint map(const QPoint& point) const; + QPointF map(const QPointF& point) const; + + QDoubleVector3D map(const QDoubleVector3D& point) const; + QDoubleVector3D mapVector(const QDoubleVector3D& vector) const; + + QRect mapRect(const QRect& rect) const; + QRectF mapRect(const QRectF& rect) const; + + inline double *data(); + inline const double *data() const { return *m; } + inline const double *constData() const { return *m; } + + void optimize(); + +#ifndef QT_NO_DEBUG_STREAM + friend Q_POSITIONING_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const QDoubleMatrix4x4 &m); +#endif + +private: + double 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 QDoubleMatrix4x4(int) { } + + QDoubleMatrix4x4 orthonormalInverse() const; + + void projectedRotate(double angle, double x, double y, double z); +}; + +Q_DECLARE_TYPEINFO(QDoubleMatrix4x4, Q_MOVABLE_TYPE); + +inline QDoubleMatrix4x4::QDoubleMatrix4x4 + (double m11, double m12, double m13, double m14, + double m21, double m22, double m23, double m24, + double m31, double m32, double m33, double m34, + double m41, double m42, double m43, double m44) +{ + m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41; + 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; +} + +inline const double& QDoubleMatrix4x4::operator()(int aRow, int aColumn) const +{ + Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); + return m[aColumn][aRow]; +} + +inline double& QDoubleMatrix4x4::operator()(int aRow, int aColumn) +{ + Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); + flagBits = General; + return m[aColumn][aRow]; +} + +Q_POSITIONING_PRIVATE_EXPORT QDoubleMatrix4x4 operator/(const QDoubleMatrix4x4& matrix, double divisor); + +inline bool QDoubleMatrix4x4::isAffine() const +{ + return m[0][3] == 0.0f && m[1][3] == 0.0f && m[2][3] == 0.0f && m[3][3] == 1.0f; +} + +inline bool QDoubleMatrix4x4::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) + return false; + if (m[1][2] != 0.0f || m[1][3] != 0.0f || m[2][0] != 0.0f) + return false; + if (m[2][1] != 0.0f || m[2][2] != 1.0f || m[2][3] != 0.0f) + return false; + if (m[3][0] != 0.0f || m[3][1] != 0.0f || m[3][2] != 0.0f) + return false; + return (m[3][3] == 1.0f); +} + +inline void QDoubleMatrix4x4::setToIdentity() +{ + m[0][0] = 1.0f; + m[0][1] = 0.0f; + m[0][2] = 0.0f; + m[0][3] = 0.0f; + m[1][0] = 0.0f; + m[1][1] = 1.0f; + m[1][2] = 0.0f; + m[1][3] = 0.0f; + m[2][0] = 0.0f; + m[2][1] = 0.0f; + m[2][2] = 1.0f; + m[2][3] = 0.0f; + m[3][0] = 0.0f; + m[3][1] = 0.0f; + m[3][2] = 0.0f; + m[3][3] = 1.0f; + flagBits = Identity; +} + +inline void QDoubleMatrix4x4::fill(double value) +{ + m[0][0] = value; + m[0][1] = value; + m[0][2] = value; + m[0][3] = value; + m[1][0] = value; + m[1][1] = value; + m[1][2] = value; + m[1][3] = value; + m[2][0] = value; + m[2][1] = value; + m[2][2] = value; + m[2][3] = value; + m[3][0] = value; + m[3][1] = value; + m[3][2] = value; + m[3][3] = value; + flagBits = General; +} + +inline QDoubleMatrix4x4& QDoubleMatrix4x4::operator+=(const QDoubleMatrix4x4& other) +{ + m[0][0] += other.m[0][0]; + m[0][1] += other.m[0][1]; + m[0][2] += other.m[0][2]; + m[0][3] += other.m[0][3]; + m[1][0] += other.m[1][0]; + m[1][1] += other.m[1][1]; + m[1][2] += other.m[1][2]; + m[1][3] += other.m[1][3]; + m[2][0] += other.m[2][0]; + m[2][1] += other.m[2][1]; + m[2][2] += other.m[2][2]; + m[2][3] += other.m[2][3]; + m[3][0] += other.m[3][0]; + 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 QDoubleMatrix4x4& QDoubleMatrix4x4::operator-=(const QDoubleMatrix4x4& other) +{ + m[0][0] -= other.m[0][0]; + m[0][1] -= other.m[0][1]; + m[0][2] -= other.m[0][2]; + m[0][3] -= other.m[0][3]; + m[1][0] -= other.m[1][0]; + m[1][1] -= other.m[1][1]; + m[1][2] -= other.m[1][2]; + m[1][3] -= other.m[1][3]; + m[2][0] -= other.m[2][0]; + m[2][1] -= other.m[2][1]; + m[2][2] -= other.m[2][2]; + m[2][3] -= other.m[2][3]; + m[3][0] -= other.m[3][0]; + 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 QDoubleMatrix4x4& QDoubleMatrix4x4::operator*=(const QDoubleMatrix4x4& 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; + } + + double 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 QDoubleMatrix4x4& QDoubleMatrix4x4::operator*=(double 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; + m[3][0] *= factor; + m[3][1] *= factor; + m[3][2] *= factor; + m[3][3] *= factor; + flagBits = General; + return *this; +} + +inline bool QDoubleMatrix4x4::operator==(const QDoubleMatrix4x4& other) const +{ + return m[0][0] == other.m[0][0] && + m[0][1] == other.m[0][1] && + m[0][2] == other.m[0][2] && + m[0][3] == other.m[0][3] && + m[1][0] == other.m[1][0] && + m[1][1] == other.m[1][1] && + m[1][2] == other.m[1][2] && + m[1][3] == other.m[1][3] && + m[2][0] == other.m[2][0] && + m[2][1] == other.m[2][1] && + m[2][2] == other.m[2][2] && + m[2][3] == other.m[2][3] && + m[3][0] == other.m[3][0] && + m[3][1] == other.m[3][1] && + m[3][2] == other.m[3][2] && + m[3][3] == other.m[3][3]; +} + +inline bool QDoubleMatrix4x4::operator!=(const QDoubleMatrix4x4& other) const +{ + return m[0][0] != other.m[0][0] || + m[0][1] != other.m[0][1] || + m[0][2] != other.m[0][2] || + m[0][3] != other.m[0][3] || + m[1][0] != other.m[1][0] || + m[1][1] != other.m[1][1] || + m[1][2] != other.m[1][2] || + m[1][3] != other.m[1][3] || + m[2][0] != other.m[2][0] || + m[2][1] != other.m[2][1] || + m[2][2] != other.m[2][2] || + m[2][3] != other.m[2][3] || + m[3][0] != other.m[3][0] || + m[3][1] != other.m[3][1] || + m[3][2] != other.m[3][2] || + m[3][3] != other.m[3][3]; +} + +inline QDoubleMatrix4x4 operator+(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2) +{ + QDoubleMatrix4x4 m(1); + m.m[0][0] = m1.m[0][0] + m2.m[0][0]; + m.m[0][1] = m1.m[0][1] + m2.m[0][1]; + m.m[0][2] = m1.m[0][2] + m2.m[0][2]; + m.m[0][3] = m1.m[0][3] + m2.m[0][3]; + m.m[1][0] = m1.m[1][0] + m2.m[1][0]; + m.m[1][1] = m1.m[1][1] + m2.m[1][1]; + m.m[1][2] = m1.m[1][2] + m2.m[1][2]; + m.m[1][3] = m1.m[1][3] + m2.m[1][3]; + m.m[2][0] = m1.m[2][0] + m2.m[2][0]; + m.m[2][1] = m1.m[2][1] + m2.m[2][1]; + m.m[2][2] = m1.m[2][2] + m2.m[2][2]; + m.m[2][3] = m1.m[2][3] + m2.m[2][3]; + m.m[3][0] = m1.m[3][0] + m2.m[3][0]; + 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 = QDoubleMatrix4x4::General; + return m; +} + +inline QDoubleMatrix4x4 operator-(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2) +{ + QDoubleMatrix4x4 m(1); + m.m[0][0] = m1.m[0][0] - m2.m[0][0]; + m.m[0][1] = m1.m[0][1] - m2.m[0][1]; + m.m[0][2] = m1.m[0][2] - m2.m[0][2]; + m.m[0][3] = m1.m[0][3] - m2.m[0][3]; + m.m[1][0] = m1.m[1][0] - m2.m[1][0]; + m.m[1][1] = m1.m[1][1] - m2.m[1][1]; + m.m[1][2] = m1.m[1][2] - m2.m[1][2]; + m.m[1][3] = m1.m[1][3] - m2.m[1][3]; + m.m[2][0] = m1.m[2][0] - m2.m[2][0]; + m.m[2][1] = m1.m[2][1] - m2.m[2][1]; + m.m[2][2] = m1.m[2][2] - m2.m[2][2]; + m.m[2][3] = m1.m[2][3] - m2.m[2][3]; + m.m[3][0] = m1.m[3][0] - m2.m[3][0]; + 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 = QDoubleMatrix4x4::General; + return m; +} + +inline QDoubleMatrix4x4 operator*(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2) +{ + int flagBits = m1.flagBits | m2.flagBits; + if (flagBits < QDoubleMatrix4x4::Rotation2D) { + QDoubleMatrix4x4 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; + } + + QDoubleMatrix4x4 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.flagBits = flagBits; + return m; +} + +inline QDoubleVector3D operator*(const QDoubleVector3D& vector, const QDoubleMatrix4x4& matrix) +{ + double 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]; + 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] + + vector.y() * matrix.m[2][1] + + vector.z() * matrix.m[2][2] + + matrix.m[2][3]; + w = vector.x() * matrix.m[3][0] + + vector.y() * matrix.m[3][1] + + vector.z() * matrix.m[3][2] + + matrix.m[3][3]; + if (w == 1.0f) + return QDoubleVector3D(x, y, z); + else + return QDoubleVector3D(x / w, y / w, z / w); +} + +inline QDoubleVector3D operator*(const QDoubleMatrix4x4& matrix, const QDoubleVector3D& vector) +{ + double x, y, z, w; + if (matrix.flagBits == QDoubleMatrix4x4::Identity) { + return vector; + } else if (matrix.flagBits < QDoubleMatrix4x4::Rotation2D) { + // Translation | Scale + return QDoubleVector3D(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 < QDoubleMatrix4x4::Rotation) { + // Translation | Scale | Rotation2D + return QDoubleVector3D(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 QDoubleVector3D(x, y, z); + else + return QDoubleVector3D(x / w, y / w, z / w); + } +} + +inline QPoint operator*(const QPoint& point, const QDoubleMatrix4x4& matrix) +{ + double xin, yin; + double x, y, w; + xin = point.x(); + yin = point.y(); + x = xin * matrix.m[0][0] + + yin * matrix.m[0][1] + + matrix.m[0][3]; + y = xin * matrix.m[1][0] + + yin * matrix.m[1][1] + + matrix.m[1][3]; + w = xin * matrix.m[3][0] + + yin * matrix.m[3][1] + + 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 QPointF& point, const QDoubleMatrix4x4& matrix) +{ + double xin, yin; + double x, y, w; + xin = point.x(); + yin = point.y(); + x = xin * matrix.m[0][0] + + yin * matrix.m[0][1] + + matrix.m[0][3]; + y = xin * matrix.m[1][0] + + yin * matrix.m[1][1] + + matrix.m[1][3]; + w = xin * matrix.m[3][0] + + yin * matrix.m[3][1] + + matrix.m[3][3]; + if (w == 1.0f) { + return QPointF(double(x), double(y)); + } else { + return QPointF(double(x / w), double(y / w)); + } +} + +inline QPoint operator*(const QDoubleMatrix4x4& matrix, const QPoint& point) +{ + double xin, yin; + double x, y, w; + xin = point.x(); + yin = point.y(); + if (matrix.flagBits == QDoubleMatrix4x4::Identity) { + return point; + } else if (matrix.flagBits < QDoubleMatrix4x4::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 < QDoubleMatrix4x4::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 QDoubleMatrix4x4& matrix, const QPointF& point) +{ + double xin, yin; + double x, y, w; + xin = point.x(); + yin = point.y(); + if (matrix.flagBits == QDoubleMatrix4x4::Identity) { + return point; + } else if (matrix.flagBits < QDoubleMatrix4x4::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 < QDoubleMatrix4x4::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] + + 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 QPointF(double(x), double(y)); + } else { + return QPointF(double(x / w), double(y / w)); + } + } +} + +inline QDoubleMatrix4x4 operator-(const QDoubleMatrix4x4& matrix) +{ + QDoubleMatrix4x4 m(1); + m.m[0][0] = -matrix.m[0][0]; + m.m[0][1] = -matrix.m[0][1]; + m.m[0][2] = -matrix.m[0][2]; + m.m[0][3] = -matrix.m[0][3]; + m.m[1][0] = -matrix.m[1][0]; + m.m[1][1] = -matrix.m[1][1]; + m.m[1][2] = -matrix.m[1][2]; + m.m[1][3] = -matrix.m[1][3]; + m.m[2][0] = -matrix.m[2][0]; + m.m[2][1] = -matrix.m[2][1]; + m.m[2][2] = -matrix.m[2][2]; + m.m[2][3] = -matrix.m[2][3]; + m.m[3][0] = -matrix.m[3][0]; + 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 = QDoubleMatrix4x4::General; + return m; +} + +inline QDoubleMatrix4x4 operator*(double factor, const QDoubleMatrix4x4& matrix) +{ + QDoubleMatrix4x4 m(1); + m.m[0][0] = matrix.m[0][0] * factor; + m.m[0][1] = matrix.m[0][1] * factor; + m.m[0][2] = matrix.m[0][2] * factor; + m.m[0][3] = matrix.m[0][3] * factor; + m.m[1][0] = matrix.m[1][0] * factor; + m.m[1][1] = matrix.m[1][1] * factor; + m.m[1][2] = matrix.m[1][2] * factor; + m.m[1][3] = matrix.m[1][3] * factor; + m.m[2][0] = matrix.m[2][0] * factor; + m.m[2][1] = matrix.m[2][1] * factor; + m.m[2][2] = matrix.m[2][2] * factor; + m.m[2][3] = matrix.m[2][3] * factor; + m.m[3][0] = matrix.m[3][0] * 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 = QDoubleMatrix4x4::General; + return m; +} + +inline QDoubleMatrix4x4 operator*(const QDoubleMatrix4x4& matrix, double factor) +{ + QDoubleMatrix4x4 m(1); + m.m[0][0] = matrix.m[0][0] * factor; + m.m[0][1] = matrix.m[0][1] * factor; + m.m[0][2] = matrix.m[0][2] * factor; + m.m[0][3] = matrix.m[0][3] * factor; + m.m[1][0] = matrix.m[1][0] * factor; + m.m[1][1] = matrix.m[1][1] * factor; + m.m[1][2] = matrix.m[1][2] * factor; + m.m[1][3] = matrix.m[1][3] * factor; + m.m[2][0] = matrix.m[2][0] * factor; + m.m[2][1] = matrix.m[2][1] * factor; + m.m[2][2] = matrix.m[2][2] * factor; + m.m[2][3] = matrix.m[2][3] * factor; + m.m[3][0] = matrix.m[3][0] * 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 = QDoubleMatrix4x4::General; + return m; +} + +inline bool qFuzzyCompare(const QDoubleMatrix4x4& m1, const QDoubleMatrix4x4& m2) +{ + return qFuzzyCompare(m1.m[0][0], m2.m[0][0]) && + qFuzzyCompare(m1.m[0][1], m2.m[0][1]) && + qFuzzyCompare(m1.m[0][2], m2.m[0][2]) && + qFuzzyCompare(m1.m[0][3], m2.m[0][3]) && + qFuzzyCompare(m1.m[1][0], m2.m[1][0]) && + qFuzzyCompare(m1.m[1][1], m2.m[1][1]) && + qFuzzyCompare(m1.m[1][2], m2.m[1][2]) && + qFuzzyCompare(m1.m[1][3], m2.m[1][3]) && + qFuzzyCompare(m1.m[2][0], m2.m[2][0]) && + qFuzzyCompare(m1.m[2][1], m2.m[2][1]) && + qFuzzyCompare(m1.m[2][2], m2.m[2][2]) && + qFuzzyCompare(m1.m[2][3], m2.m[2][3]) && + qFuzzyCompare(m1.m[3][0], m2.m[3][0]) && + qFuzzyCompare(m1.m[3][1], m2.m[3][1]) && + qFuzzyCompare(m1.m[3][2], m2.m[3][2]) && + qFuzzyCompare(m1.m[3][3], m2.m[3][3]); +} + +inline QPoint QDoubleMatrix4x4::map(const QPoint& point) const +{ + return *this * point; +} + +inline QPointF QDoubleMatrix4x4::map(const QPointF& point) const +{ + return *this * point; +} + +inline QDoubleVector3D QDoubleMatrix4x4::map(const QDoubleVector3D& point) const +{ + return *this * point; +} + +inline QDoubleVector3D QDoubleMatrix4x4::mapVector(const QDoubleVector3D& vector) const +{ + if (flagBits < Scale) { + // Translation + return vector; + } else if (flagBits < Rotation2D) { + // Translation | Scale + return QDoubleVector3D(vector.x() * m[0][0], + vector.y() * m[1][1], + vector.z() * m[2][2]); + } else { + return QDoubleVector3D(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]); + } +} + +inline double *QDoubleMatrix4x4::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; +} + +inline void QDoubleMatrix4x4::viewport(const QRectF &rect) +{ + viewport(rect.x(), rect.y(), rect.width(), rect.height()); +} + +#ifndef QT_NO_DEBUG_STREAM +Q_POSITIONING_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const QDoubleMatrix4x4 &m); +#endif + +#ifndef QT_NO_DATASTREAM +Q_POSITIONING_PRIVATE_EXPORT QDataStream &operator<<(QDataStream &, const QDoubleMatrix4x4 &); +Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QDoubleMatrix4x4 &); +#endif + + +QT_END_NAMESPACE + + +#endif // QDOUBLEMATRIX4X4_H |