The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space. More...
Header: | #include <QMatrix4x4> |
qmake: | QT += gui |
Since: | Qt 4.6 |
QMatrix4x4() | |
QMatrix4x4(const float *values) | |
QMatrix4x4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44) | |
QMatrix4x4(const QGenericMatrix<N, M, float> &matrix = ...) | |
QMatrix4x4(const QTransform &transform) | |
QMatrix4x4(const QMatrix &matrix) | |
QVector4D | column(int index) const |
const float * | constData() const |
void | copyDataTo(float *values) const |
float * | data() |
const float * | data() const |
double | determinant() const |
void | fill(float value) |
void | frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane) |
QMatrix4x4 | inverted(bool *invertible = nullptr) const |
bool | isAffine() const |
bool | isIdentity() const |
void | lookAt(const QVector3D &eye, const QVector3D ¢er, const QVector3D &up) |
QPoint | map(const QPoint &point) const |
QPointF | map(const QPointF &point) const |
QVector3D | map(const QVector3D &point) const |
QVector4D | map(const QVector4D &point) const |
QRect | mapRect(const QRect &rect) const |
QRectF | mapRect(const QRectF &rect) const |
QVector3D | mapVector(const QVector3D &vector) const |
QMatrix3x3 | normalMatrix() const |
void | optimize() |
void | ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane) |
void | ortho(const QRectF &rect) |
void | ortho(const QRect &rect) |
void | perspective(float verticalAngle, float aspectRatio, float nearPlane, float farPlane) |
void | rotate(float angle, const QVector3D &vector) |
void | rotate(float angle, float x, float y, float z = 0.0f) |
void | rotate(const QQuaternion &quaternion) |
QVector4D | row(int index) const |
void | scale(const QVector3D &vector) |
void | scale(float x, float y) |
void | scale(float x, float y, float z) |
void | scale(float factor) |
void | setColumn(int index, const QVector4D &value) |
void | setRow(int index, const QVector4D &value) |
void | setToIdentity() |
QMatrix | toAffine() const |
QGenericMatrix<N, M, float> | toGenericMatrix() const |
QTransform | toTransform() const |
QTransform | toTransform(float distanceToPlane) const |
void | translate(const QVector3D &vector) |
void | translate(float x, float y) |
void | translate(float x, float y, float z) |
QMatrix4x4 | transposed() const |
void | viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f) |
void | viewport(const QRectF &rect) |
QVariant | operator QVariant() const |
bool | operator!=(const QMatrix4x4 &other) const |
const float & | operator()(int row, int column) const |
float & | operator()(int row, int column) |
QMatrix4x4 & | operator*=(const QMatrix4x4 &other) |
QMatrix4x4 & | operator*=(float factor) |
QMatrix4x4 & | operator+=(const QMatrix4x4 &other) |
QMatrix4x4 & | operator-=(const QMatrix4x4 &other) |
QMatrix4x4 & | operator/=(float divisor) |
bool | operator==(const QMatrix4x4 &other) const |
bool | qFuzzyCompare(const QMatrix4x4 &m1, const QMatrix4x4 &m2) |
QMatrix4x4 | operator*(const QMatrix4x4 &m1, const QMatrix4x4 &m2) |
QVector3D | operator*(const QVector3D &vector, const QMatrix4x4 &matrix) |
QVector3D | operator*(const QMatrix4x4 &matrix, const QVector3D &vector) |
QVector4D | operator*(const QVector4D &vector, const QMatrix4x4 &matrix) |
QVector4D | operator*(const QMatrix4x4 &matrix, const QVector4D &vector) |
QPoint | operator*(const QPoint &point, const QMatrix4x4 &matrix) |
QPointF | operator*(const QPointF &point, const QMatrix4x4 &matrix) |
QPoint | operator*(const QMatrix4x4 &matrix, const QPoint &point) |
QPointF | operator*(const QMatrix4x4 &matrix, const QPointF &point) |
QMatrix4x4 | operator*(float factor, const QMatrix4x4 &matrix) |
QMatrix4x4 | operator*(const QMatrix4x4 &matrix, float factor) |
QMatrix4x4 | operator+(const QMatrix4x4 &m1, const QMatrix4x4 &m2) |
QMatrix4x4 | operator-(const QMatrix4x4 &m1, const QMatrix4x4 &m2) |
QMatrix4x4 | operator-(const QMatrix4x4 &matrix) |
QMatrix4x4 | operator/(const QMatrix4x4 &matrix, float divisor) |
QDataStream & | operator<<(QDataStream &stream, const QMatrix4x4 &matrix) |
QDataStream & | operator>>(QDataStream &stream, QMatrix4x4 &matrix) |
The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
The QMatrix4x4 class in general is treated as a row-major matrix, in that the constructors and operator() functions take data in row-major format, as is familiar in C-style usage.
Internally the data is stored as column-major format, so as to be optimal for passing to OpenGL functions, which expect column-major data.
When using these functions be aware that they return data in column-major format:
See also QVector3D and QGenericMatrix.
Constructs an identity matrix.
Constructs a matrix from the given 16 floating-point values. The contents of the array values is assumed to be in row-major order.
If the matrix has a special type (identity, translate, scale, etc), the programmer should follow this constructor with a call to optimize() if they wish QMatrix4x4 to optimize further calls to translate(), scale(), etc.
See also copyDataTo() and optimize().
Constructs a matrix from the 16 elements m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, and m44. The elements are specified in row-major order.
If the matrix has a special type (identity, translate, scale, etc), the programmer should follow this constructor with a call to optimize() if they wish QMatrix4x4 to optimize further calls to translate(), scale(), etc.
See also optimize().
Constructs a 4x4 matrix from the left-most 4 columns and top-most 4 rows of matrix. If matrix has less than 4 columns or rows, the remaining elements are filled with elements from the identity matrix.
See also toGenericMatrix().
Constructs a 4x4 matrix from the conventional Qt 2D transformation matrix transform.
If transform has a special type (identity, translate, scale, etc), the programmer should follow this constructor with a call to optimize() if they wish QMatrix4x4 to optimize further calls to translate(), scale(), etc.
See also toTransform() and optimize().
Constructs a 4x4 matrix from a conventional Qt 2D affine transformation matrix.
If matrix has a special type (identity, translate, scale, etc), the programmer should follow this constructor with a call to optimize() if they wish QMatrix4x4 to optimize further calls to translate(), scale(), etc.
See also toAffine() and optimize().
Returns the elements of column index as a 4D vector.
See also setColumn() and row().
Returns a constant pointer to the raw data of this matrix. This raw data is stored in column-major format.
See also data().
Retrieves the 16 items in this matrix and copies them to values in row-major order.
Returns a pointer to the raw data of this matrix.
See also constData() and optimize().
Returns a constant pointer to the raw data of this matrix. This raw data is stored in column-major format.
See also constData().
Returns the determinant of this matrix.
Fills all elements of this matrx with value.
Multiplies this matrix by another that applies a perspective frustum projection for a window with lower-left corner (left, bottom), upper-right corner (right, top), and the specified nearPlane and farPlane clipping planes.
See also ortho() and perspective().
Returns the inverse of this matrix. Returns the identity if this matrix cannot be inverted; i.e. determinant() is zero. If invertible is not null, then true will be written to that location if the matrix can be inverted; false otherwise.
If the matrix is recognized as the identity or an orthonormal matrix, then this function will quickly invert the matrix using optimized routines.
See also determinant() and normalMatrix().
Returns true
if this matrix is affine matrix; false otherwise.
An affine matrix is a 4x4 matrix with row 3 equal to (0, 0, 0, 1), e.g. no projective coefficients.
This function was introduced in Qt 5.5.
See also isIdentity().
Returns true
if this matrix is the identity; false otherwise.
See also setToIdentity().
Multiplies this matrix by a viewing matrix derived from an eye point. The center value indicates the center of the view that the eye is looking at. The up value indicates which direction should be considered up with respect to the eye.
Note: The up vector must not be parallel to the line of sight from eye to center.
Maps point by multiplying this matrix by point.
See also mapRect().
Maps point by multiplying this matrix by point.
See also mapRect().
Maps point by multiplying this matrix by point.
See also mapRect() and mapVector().
Maps point by multiplying this matrix by point.
See also mapRect().
Maps rect by multiplying this matrix by the corners of rect and then forming a new rectangle from the results. The returned rectangle will be an ordinary 2D rectangle with sides parallel to the horizontal and vertical axes.
See also map().
Maps rect by multiplying this matrix by the corners of rect and then forming a new rectangle from the results. The returned rectangle will be an ordinary 2D rectangle with sides parallel to the horizontal and vertical axes.
See also map().
Maps vector by multiplying the top 3x3 portion of this matrix by vector. The translation and projection components of this matrix are ignored.
See also map().
Returns the normal matrix corresponding to this 4x4 transformation. The normal matrix is the transpose of the inverse of the top-left 3x3 part of this 4x4 matrix. If the 3x3 sub-matrix is not invertible, this function returns the identity.
See also inverted().
Optimize the usage of this matrix from its current elements.
Some operations such as translate(), scale(), and rotate() can be performed more efficiently if the matrix being modified is already known to be the identity, a previous translate(), a previous scale(), etc.
Normally the QMatrix4x4 class keeps track of this special type internally as operations are performed. However, if the matrix is modified directly with {QLoggingCategory::operator()}{operator()()} or data(), then QMatrix4x4 will lose track of the special type and will revert to the safest but least efficient operations thereafter.
By calling optimize() after directly modifying the matrix, the programmer can force QMatrix4x4 to recover the special type if the elements appear to conform to one of the known optimized types.
See also operator()(), data(), and translate().
Multiplies this matrix by another that applies an orthographic projection for a window with lower-left corner (left, bottom), upper-right corner (right, top), and the specified nearPlane and farPlane clipping planes.
See also frustum() and perspective().
This is an overloaded function.
Multiplies this matrix by another that applies an orthographic projection for a window with boundaries specified by rect. The near and far clipping planes will be -1 and 1 respectively.
See also frustum() and perspective().
This is an overloaded function.
Multiplies this matrix by another that applies an orthographic projection for a window with boundaries specified by rect. The near and far clipping planes will be -1 and 1 respectively.
See also frustum() and perspective().
Multiplies this matrix by another that applies a perspective projection. The vertical field of view will be verticalAngle degrees within a window with a given aspectRatio that determines the horizontal field of view. The projection will have the specified nearPlane and farPlane clipping planes which are the distances from the viewer to the corresponding planes.
See also ortho() and frustum().
Multiples this matrix by another that rotates coordinates through angle degrees about vector.
See also scale() and translate().
This is an overloaded function.
Multiplies this matrix by another that rotates coordinates through angle degrees about the vector (x, y, z).
See also scale() and translate().
Multiples this matrix by another that rotates coordinates according to a specified quaternion. The quaternion is assumed to have been normalized.
See also scale(), translate(), and QQuaternion.
Returns the elements of row index as a 4D vector.
See also setRow() and column().
Multiplies this matrix by another that scales coordinates by the components of vector.
See also translate() and rotate().
This is an overloaded function.
Multiplies this matrix by another that scales coordinates by the components x, and y.
See also translate() and rotate().
This is an overloaded function.
Multiplies this matrix by another that scales coordinates by the components x, y, and z.
See also translate() and rotate().
This is an overloaded function.
Multiplies this matrix by another that scales coordinates by the given factor.
See also translate() and rotate().
Sets the elements of column index to the components of value.
See also column() and setRow().
Sets the elements of row index to the components of value.
See also row() and setColumn().
Sets this matrix to the identity.
See also isIdentity().
Returns the conventional Qt 2D affine transformation matrix that corresponds to this matrix. It is assumed that this matrix only contains 2D affine transformation elements.
See also toTransform().
Constructs a NxM generic matrix from the left-most N columns and top-most M rows of this 4x4 matrix. If N or M is greater than 4, then the remaining elements are filled with elements from the identity matrix.
Returns the conventional Qt 2D transformation matrix that corresponds to this matrix.
The returned QTransform is formed by simply dropping the third row and third column of the QMatrix4x4. This is suitable for implementing orthographic projections where the z co-ordinate should be dropped rather than projected.
See also toAffine().
Returns the conventional Qt 2D transformation matrix that corresponds to this matrix.
If distanceToPlane is non-zero, it indicates a projection factor to use to adjust for the z co-ordinate. The value of 1024 corresponds to the projection factor used by QTransform::rotate() for the x and y axes.
If distanceToPlane is zero, then the returned QTransform is formed by simply dropping the third row and third column of the QMatrix4x4. This is suitable for implementing orthographic projections where the z co-ordinate should be dropped rather than projected.
See also toAffine().
Multiplies this matrix by another that translates coordinates by the components of vector.
See also scale() and rotate().
This is an overloaded function.
Multiplies this matrix by another that translates coordinates by the components x, and y.
See also scale() and rotate().
This is an overloaded function.
Multiplies this matrix by another that translates coordinates by the components x, y, and z.
See also scale() and rotate().
Returns this matrix, transposed about its diagonal.
Multiplies this matrix by another that performs the scale and bias transformation used by OpenGL to transform from normalized device coordinates (NDC) to viewport (window) coordinates. That is it maps points from the cube ranging over [-1, 1] in each dimension to the viewport with it's near-lower-left corner at (left, bottom, nearPlane) and with size (width, height, farPlane - nearPlane).
This matches the transform used by the fixed function OpenGL viewport transform controlled by the functions glViewport() and glDepthRange().
This is an overloaded function.
Sets up viewport transform for viewport bounded by rect and with near and far set to 0 and 1 respectively.
Returns the matrix as a QVariant.
Returns true
if this matrix is not identical to other; false otherwise. This operator uses an exact floating-point comparison.
Returns a constant reference to the element at position (row, column) in this matrix.
Returns a reference to the element at position (row, column) in this matrix so that the element can be assigned to.
See also optimize(), setColumn(), and setRow().
Multiplies the contents of other by this matrix.
This is an overloaded function.
Multiplies all elements of this matrix by factor.
Adds the contents of other to this matrix.
Subtracts the contents of other from this matrix.
This is an overloaded function.
Divides all elements of this matrix by divisor.
Returns true
if this matrix is identical to other; false otherwise. This operator uses an exact floating-point comparison.
Returns true
if m1 and m2 are equal, allowing for a small fuzziness factor for floating-point comparisons; false otherwise.
Returns the product of m1 and m2.
Returns the result of transforming vector according to matrix, with the matrix applied post-vector.
Returns the result of transforming vector according to matrix, with the matrix applied pre-vector.
Returns the result of transforming vector according to matrix, with the matrix applied post-vector.
Returns the result of transforming vector according to matrix, with the matrix applied pre-vector.
Returns the result of transforming point according to matrix, with the matrix applied post-point.
Returns the result of transforming point according to matrix, with the matrix applied post-point.
Returns the result of transforming point according to matrix, with the matrix applied pre-point.
Returns the result of transforming point according to matrix, with the matrix applied pre-point.
Returns the result of multiplying all elements of matrix by factor.
Returns the result of multiplying all elements of matrix by factor.
Returns the sum of m1 and m2.
Returns the difference of m1 and m2.
This is an overloaded function.
Returns the negation of matrix.
Returns the result of dividing all elements of matrix by divisor.
Writes the given matrix to the given stream and returns a reference to the stream.
See also Serializing Qt Data Types.
Reads a 4x4 matrix from the given stream into the given matrix and returns a reference to the stream.
See also Serializing Qt Data Types.