22 double m21,
double m22,
double m23,
double m24,
23 double m31,
double m32,
double m33,
double m34,
24 double m41,
double m42,
double m43,
double m44 )
26 m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41;
27 m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42;
28 m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43;
29 m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44;
34 m[3][0] += m[0][0] * vector.
x() + m[1][0] * vector.
y() + m[2][0] * vector.
z();
35 m[3][1] += m[0][1] * vector.
x() + m[1][1] * vector.
y() + m[2][1] * vector.
z();
36 m[3][2] += m[0][2] * vector.
x() + m[1][2] * vector.
y() + m[2][2] * vector.
z();
37 m[3][3] += m[0][3] * vector.
x() + m[1][3] * vector.
y() + m[2][3] * vector.
z();
44 for (
int i = 0; i < 16; ++i )
46 res.append( m[i / 4][i % 4] );
55 x = vector.
x() * matrix.m[0][0] +
56 vector.
y() * matrix.m[1][0] +
57 vector.
z() * matrix.m[2][0] +
59 y = vector.
x() * matrix.m[0][1] +
60 vector.
y() * matrix.m[1][1] +
61 vector.
z() * matrix.m[2][1] +
63 z = vector.
x() * matrix.m[0][2] +
64 vector.
y() * matrix.m[1][2] +
65 vector.
z() * matrix.m[2][2] +
67 w = vector.
x() * matrix.m[0][3] +
68 vector.
y() * matrix.m[1][3] +
69 vector.
z() * matrix.m[2][3] +
79 if ( m[0][0] != 1.0 || m[0][1] != 0.0 || m[0][2] != 0.0 )
81 if ( m[0][3] != 0.0 || m[1][0] != 0.0 || m[1][1] != 1.0 )
83 if ( m[1][2] != 0.0 || m[1][3] != 0.0 || m[2][0] != 0.0 )
85 if ( m[2][1] != 0.0 || m[2][2] != 1.0 || m[2][3] != 0.0 )
87 if ( m[3][0] != 0.0 || m[3][1] != 0.0 || m[3][2] != 0.0 )
89 return ( m[3][3] == 1.0 );
116 m.m[0][0] = m1.m[0][0] * m2.m[0][0]
117 + m1.m[1][0] * m2.m[0][1]
118 + m1.m[2][0] * m2.m[0][2]
119 + m1.m[3][0] * m2.m[0][3];
120 m.m[0][1] = m1.m[0][1] * m2.m[0][0]
121 + m1.m[1][1] * m2.m[0][1]
122 + m1.m[2][1] * m2.m[0][2]
123 + m1.m[3][1] * m2.m[0][3];
124 m.m[0][2] = m1.m[0][2] * m2.m[0][0]
125 + m1.m[1][2] * m2.m[0][1]
126 + m1.m[2][2] * m2.m[0][2]
127 + m1.m[3][2] * m2.m[0][3];
128 m.m[0][3] = m1.m[0][3] * m2.m[0][0]
129 + m1.m[1][3] * m2.m[0][1]
130 + m1.m[2][3] * m2.m[0][2]
131 + m1.m[3][3] * m2.m[0][3];
133 m.m[1][0] = m1.m[0][0] * m2.m[1][0]
134 + m1.m[1][0] * m2.m[1][1]
135 + m1.m[2][0] * m2.m[1][2]
136 + m1.m[3][0] * m2.m[1][3];
137 m.m[1][1] = m1.m[0][1] * m2.m[1][0]
138 + m1.m[1][1] * m2.m[1][1]
139 + m1.m[2][1] * m2.m[1][2]
140 + m1.m[3][1] * m2.m[1][3];
141 m.m[1][2] = m1.m[0][2] * m2.m[1][0]
142 + m1.m[1][2] * m2.m[1][1]
143 + m1.m[2][2] * m2.m[1][2]
144 + m1.m[3][2] * m2.m[1][3];
145 m.m[1][3] = m1.m[0][3] * m2.m[1][0]
146 + m1.m[1][3] * m2.m[1][1]
147 + m1.m[2][3] * m2.m[1][2]
148 + m1.m[3][3] * m2.m[1][3];
150 m.m[2][0] = m1.m[0][0] * m2.m[2][0]
151 + m1.m[1][0] * m2.m[2][1]
152 + m1.m[2][0] * m2.m[2][2]
153 + m1.m[3][0] * m2.m[2][3];
154 m.m[2][1] = m1.m[0][1] * m2.m[2][0]
155 + m1.m[1][1] * m2.m[2][1]
156 + m1.m[2][1] * m2.m[2][2]
157 + m1.m[3][1] * m2.m[2][3];
158 m.m[2][2] = m1.m[0][2] * m2.m[2][0]
159 + m1.m[1][2] * m2.m[2][1]
160 + m1.m[2][2] * m2.m[2][2]
161 + m1.m[3][2] * m2.m[2][3];
162 m.m[2][3] = m1.m[0][3] * m2.m[2][0]
163 + m1.m[1][3] * m2.m[2][1]
164 + m1.m[2][3] * m2.m[2][2]
165 + m1.m[3][3] * m2.m[2][3];
167 m.m[3][0] = m1.m[0][0] * m2.m[3][0]
168 + m1.m[1][0] * m2.m[3][1]
169 + m1.m[2][0] * m2.m[3][2]
170 + m1.m[3][0] * m2.m[3][3];
171 m.m[3][1] = m1.m[0][1] * m2.m[3][0]
172 + m1.m[1][1] * m2.m[3][1]
173 + m1.m[2][1] * m2.m[3][2]
174 + m1.m[3][1] * m2.m[3][3];
175 m.m[3][2] = m1.m[0][2] * m2.m[3][0]
176 + m1.m[1][2] * m2.m[3][1]
177 + m1.m[2][2] * m2.m[3][2]
178 + m1.m[3][2] * m2.m[3][3];
179 m.m[3][3] = m1.m[0][3] * m2.m[3][0]
180 + m1.m[1][3] * m2.m[3][1]
181 + m1.m[2][3] * m2.m[3][2]
182 + m1.m[3][3] * m2.m[3][3];
A simple 4x4 matrix implementation useful for transformation in 3D space.
QgsMatrix4x4()
Initializes identity matrix.
void setToIdentity()
Sets matrix to be identity matrix.
bool isIdentity() const
Returns whether this matrix is an identity matrix.
void translate(const QgsVector3D &vector)
Multiplies this matrix by another that translates coordinates by the components of a vector.
QList< double > dataList() const
Returns matrix data (in column-major order)
Class for storage of 3D vectors similar to QVector3D, with the difference that it uses double precisi...
double y() const
Returns Y coordinate.
double z() const
Returns Z coordinate.
double x() const
Returns X coordinate.
QgsVector3D operator*(const QgsMatrix4x4 &matrix, const QgsVector3D &vector)
Matrix-matrix multiplication (useful to concatenate transforms)