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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #include "qdoublematrix4x4_p.h"
++ #include <QtCore/qmath.h>
++ //#include <QtCore/qvariant.h>
++ #include <QtCore/qdatastream.h>
++ #include <cmath>
++
++ QT_BEGIN_NAMESPACE
++
++ QDoubleMatrix4x4::QDoubleMatrix4x4(const double *values)
++ {
++ for (int row = 0; row < 4; ++row)
++ for (int col = 0; col < 4; ++col)
++ m[col][row] = values[row * 4 + col];
++ flagBits = General;
++ }
++
++ QDoubleMatrix4x4::QDoubleMatrix4x4(const double *values, int cols, int rows)
++ {
++ for (int col = 0; col < 4; ++col) {
++ for (int row = 0; row < 4; ++row) {
++ if (col < cols && row < rows)
++ m[col][row] = values[col * rows + row];
++ else if (col == row)
++ m[col][row] = 1.0;
++ else
++ m[col][row] = 0.0;
++ }
++ }
++ flagBits = General;
++ }
++
++ static inline double matrixDet2(const double m[4][4], int col0, int col1, int row0, int row1)
++ {
++ return m[col0][row0] * m[col1][row1] - m[col0][row1] * m[col1][row0];
++ }
++
++ static inline double matrixDet3
++ (const double m[4][4], int col0, int col1, int col2,
++ int row0, int row1, int row2)
++ {
++ return m[col0][row0] * matrixDet2(m, col1, col2, row1, row2)
++ - m[col1][row0] * matrixDet2(m, col0, col2, row1, row2)
++ + m[col2][row0] * matrixDet2(m, col0, col1, row1, row2);
++ }
++
++ static inline double matrixDet4(const double m[4][4])
++ {
++ double det;
++ det = m[0][0] * matrixDet3(m, 1, 2, 3, 1, 2, 3);
++ det -= m[1][0] * matrixDet3(m, 0, 2, 3, 1, 2, 3);
++ det += m[2][0] * matrixDet3(m, 0, 1, 3, 1, 2, 3);
++ det -= m[3][0] * matrixDet3(m, 0, 1, 2, 1, 2, 3);
++ return det;
++ }
++
++ double QDoubleMatrix4x4::determinant() const
++ {
++ if ((flagBits & ~(Translation | Rotation2D | Rotation)) == Identity)
++ return 1.0;
++
++ if (flagBits < Rotation2D)
++ return m[0][0] * m[1][1] * m[2][2]; // Translation | Scale
++ if (flagBits < Perspective)
++ return matrixDet3(m, 0, 1, 2, 0, 1, 2);
++ return matrixDet4(m);
++ }
++
++ QDoubleMatrix4x4 QDoubleMatrix4x4::inverted(bool *invertible) const
++ {
++ // Handle some of the easy cases first.
++ if (flagBits == Identity) {
++ if (invertible)
++ *invertible = true;
++ return QDoubleMatrix4x4();
++ } else if (flagBits == Translation) {
++ QDoubleMatrix4x4 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 QDoubleMatrix4x4();
++ }
++ QDoubleMatrix4x4 inv;
++ inv.m[0][0] = 1.0 / m[0][0];
++ inv.m[1][1] = 1.0 / m[1][1];
++ inv.m[2][2] = 1.0 / 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) {
++ QDoubleMatrix4x4 inv(1); // The "1" says to not load the identity.
++
++ double det = matrixDet3(m, 0, 1, 2, 0, 1, 2);
++ if (det == 0.0) {
++ if (invertible)
++ *invertible = false;
++ return QDoubleMatrix4x4();
++ }
++ det = 1.0 / det;
++
++ inv.m[0][0] = matrixDet2(m, 1, 2, 1, 2) * det;
++ inv.m[0][1] = -matrixDet2(m, 0, 2, 1, 2) * det;
++ inv.m[0][2] = matrixDet2(m, 0, 1, 1, 2) * det;
++ inv.m[0][3] = 0;
++ inv.m[1][0] = -matrixDet2(m, 1, 2, 0, 2) * det;
++ inv.m[1][1] = matrixDet2(m, 0, 2, 0, 2) * det;
++ inv.m[1][2] = -matrixDet2(m, 0, 1, 0, 2) * det;
++ inv.m[1][3] = 0;
++ inv.m[2][0] = matrixDet2(m, 1, 2, 0, 1) * det;
++ inv.m[2][1] = -matrixDet2(m, 0, 2, 0, 1) * det;
++ inv.m[2][2] = matrixDet2(m, 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;
++ }
++
++ QDoubleMatrix4x4 inv(1); // The "1" says to not load the identity.
++
++ double det = matrixDet4(m);
++ if (det == 0.0) {
++ if (invertible)
++ *invertible = false;
++ return QDoubleMatrix4x4();
++ }
++ det = 1.0 / det;
++
++ inv.m[0][0] = matrixDet3(m, 1, 2, 3, 1, 2, 3) * det;
++ inv.m[0][1] = -matrixDet3(m, 0, 2, 3, 1, 2, 3) * det;
++ inv.m[0][2] = matrixDet3(m, 0, 1, 3, 1, 2, 3) * det;
++ inv.m[0][3] = -matrixDet3(m, 0, 1, 2, 1, 2, 3) * det;
++ inv.m[1][0] = -matrixDet3(m, 1, 2, 3, 0, 2, 3) * det;
++ inv.m[1][1] = matrixDet3(m, 0, 2, 3, 0, 2, 3) * det;
++ inv.m[1][2] = -matrixDet3(m, 0, 1, 3, 0, 2, 3) * det;
++ inv.m[1][3] = matrixDet3(m, 0, 1, 2, 0, 2, 3) * det;
++ inv.m[2][0] = matrixDet3(m, 1, 2, 3, 0, 1, 3) * det;
++ inv.m[2][1] = -matrixDet3(m, 0, 2, 3, 0, 1, 3) * det;
++ inv.m[2][2] = matrixDet3(m, 0, 1, 3, 0, 1, 3) * det;
++ inv.m[2][3] = -matrixDet3(m, 0, 1, 2, 0, 1, 3) * det;
++ inv.m[3][0] = -matrixDet3(m, 1, 2, 3, 0, 1, 2) * det;
++ inv.m[3][1] = matrixDet3(m, 0, 2, 3, 0, 1, 2) * det;
++ inv.m[3][2] = -matrixDet3(m, 0, 1, 3, 0, 1, 2) * det;
++ inv.m[3][3] = matrixDet3(m, 0, 1, 2, 0, 1, 2) * det;
++ inv.flagBits = flagBits;
++
++ if (invertible)
++ *invertible = true;
++ return inv;
++ }
++
++ QDoubleMatrix4x4 QDoubleMatrix4x4::transposed() const
++ {
++ QDoubleMatrix4x4 result(1); // The "1" says to not load the identity.
++ for (int row = 0; row < 4; ++row) {
++ for (int col = 0; col < 4; ++col) {
++ 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;
++ }
++
++ QDoubleMatrix4x4& QDoubleMatrix4x4::operator/=(double divisor)
++ {
++ m[0][0] /= divisor;
++ m[0][1] /= divisor;
++ m[0][2] /= divisor;
++ m[0][3] /= divisor;
++ m[1][0] /= divisor;
++ m[1][1] /= divisor;
++ m[1][2] /= divisor;
++ m[1][3] /= divisor;
++ m[2][0] /= divisor;
++ m[2][1] /= divisor;
++ m[2][2] /= divisor;
++ m[2][3] /= divisor;
++ m[3][0] /= divisor;
++ m[3][1] /= divisor;
++ m[3][2] /= divisor;
++ m[3][3] /= divisor;
++ flagBits = General;
++ return *this;
++ }
++
++ QDoubleMatrix4x4 operator/(const QDoubleMatrix4x4& matrix, double divisor)
++ {
++ QDoubleMatrix4x4 m(1); // The "1" says to not load the identity.
++ m.m[0][0] = matrix.m[0][0] / divisor;
++ m.m[0][1] = matrix.m[0][1] / divisor;
++ m.m[0][2] = matrix.m[0][2] / divisor;
++ m.m[0][3] = matrix.m[0][3] / divisor;
++ m.m[1][0] = matrix.m[1][0] / divisor;
++ m.m[1][1] = matrix.m[1][1] / divisor;
++ m.m[1][2] = matrix.m[1][2] / divisor;
++ m.m[1][3] = matrix.m[1][3] / divisor;
++ m.m[2][0] = matrix.m[2][0] / divisor;
++ m.m[2][1] = matrix.m[2][1] / divisor;
++ m.m[2][2] = matrix.m[2][2] / divisor;
++ m.m[2][3] = matrix.m[2][3] / divisor;
++ m.m[3][0] = matrix.m[3][0] / 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 = QDoubleMatrix4x4::General;
++ return m;
++ }
++
++ void QDoubleMatrix4x4::scale(const QDoubleVector3D& vector)
++ {
++ double vx = vector.x();
++ double vy = vector.y();
++ double 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;
++ }
++
++ void QDoubleMatrix4x4::scale(double x, double 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;
++ }
++
++ void QDoubleMatrix4x4::scale(double x, double y, double 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;
++ }
++
++ void QDoubleMatrix4x4::scale(double 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;
++ }
++
++ void QDoubleMatrix4x4::translate(const QDoubleVector3D& vector)
++ {
++ double vx = vector.x();
++ double vy = vector.y();
++ double 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;
++ }
++
++ void QDoubleMatrix4x4::translate(double x, double 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;
++ }
++
++ void QDoubleMatrix4x4::translate(double x, double y, double 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;
++ }
++
++ void QDoubleMatrix4x4::rotate(double angle, const QDoubleVector3D& vector)
++ {
++ rotate(angle, vector.x(), vector.y(), vector.z());
++ }
++
++ void QDoubleMatrix4x4::rotate(double angle, double x, double y, double z)
++ {
++ if (angle == 0.0)
++ return;
++ double c, s;
++ if (angle == 90.0 || angle == -270.0) {
++ s = 1.0;
++ c = 0.0;
++ } else if (angle == -90.0 || angle == 270.0) {
++ s = -1.0;
++ c = 0.0;
++ } else if (angle == 180.0 || angle == -180.0) {
++ s = 0.0;
++ c = -1.0;
++ } else {
++ double a = qDegreesToRadians(angle);
++ c = std::cos(a);
++ s = std::sin(a);
++ }
++ if (x == 0.0) {
++ if (y == 0.0) {
++ if (z != 0.0) {
++ // Rotate around the Z axis.
++ if (z < 0)
++ s = -s;
++ double tmp;
++ m[0][0] = (tmp = m[0][0]) * c + m[1][0] * s;
++ m[1][0] = m[1][0] * c - tmp * s;
++ m[0][1] = (tmp = m[0][1]) * c + m[1][1] * s;
++ m[1][1] = m[1][1] * c - tmp * s;
++ m[0][2] = (tmp = m[0][2]) * c + m[1][2] * s;
++ m[1][2] = m[1][2] * c - tmp * s;
++ 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 == 0.0) {
++ // Rotate around the Y axis.
++ if (y < 0)
++ s = -s;
++ double tmp;
++ m[2][0] = (tmp = m[2][0]) * c + m[0][0] * s;
++ m[0][0] = m[0][0] * c - tmp * s;
++ m[2][1] = (tmp = m[2][1]) * c + m[0][1] * s;
++ m[0][1] = m[0][1] * c - tmp * s;
++ m[2][2] = (tmp = m[2][2]) * c + m[0][2] * s;
++ m[0][2] = m[0][2] * c - tmp * s;
++ 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 == 0.0 && z == 0.0) {
++ // Rotate around the X axis.
++ if (x < 0)
++ s = -s;
++ double tmp;
++ m[1][0] = (tmp = m[1][0]) * c + m[2][0] * s;
++ m[2][0] = m[2][0] * c - tmp * s;
++ m[1][1] = (tmp = m[1][1]) * c + m[2][1] * s;
++ m[2][1] = m[2][1] * c - tmp * s;
++ m[1][2] = (tmp = m[1][2]) * c + m[2][2] * s;
++ m[2][2] = m[2][2] * c - tmp * s;
++ m[1][3] = (tmp = m[1][3]) * c + m[2][3] * s;
++ m[2][3] = m[2][3] * c - tmp * s;
++
++ flagBits |= Rotation;
++ return;
++ }
++
++ if (double len = qHypot(x, y, z);
++ !qFuzzyIsNull(len) && !qFuzzyCompare(len, 1.0)) {
++ x /= len;
++ y /= len;
++ z /= len;
++ }
++ double ic = 1.0 - c;
++ QDoubleMatrix4x4 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;
++ rot.m[2][0] = x * z * ic + y * s;
++ rot.m[3][0] = 0.0;
++ rot.m[0][1] = y * x * ic + z * s;
++ rot.m[1][1] = y * y * ic + c;
++ rot.m[2][1] = y * z * ic - x * s;
++ rot.m[3][1] = 0.0;
++ rot.m[0][2] = x * z * ic - y * s;
++ rot.m[1][2] = y * z * ic + x * s;
++ rot.m[2][2] = z * z * ic + c;
++ rot.m[3][2] = 0.0;
++ rot.m[0][3] = 0.0;
++ rot.m[1][3] = 0.0;
++ rot.m[2][3] = 0.0;
++ rot.m[3][3] = 1.0;
++ rot.flagBits = Rotation;
++ *this *= rot;
++ }
++
++ void QDoubleMatrix4x4::projectedRotate(double angle, double x, double y, double z,
++ double distanceToPlane)
++ {
++ // Used by QGraphicsRotation::applyTo() to perform a rotation
++ // and projection back to 2D in a single step.
++ if (qIsNull(distanceToPlane))
++ return rotate(angle, x, y, z);
++ if (angle == 0.0)
++ return;
++ double c, s;
++ if (angle == 90.0 || angle == -270.0) {
++ s = 1.0;
++ c = 0.0;
++ } else if (angle == -90.0 || angle == 270.0) {
++ s = -1.0;
++ c = 0.0;
++ } else if (angle == 180.0 || angle == -180.0) {
++ s = 0.0;
++ c = -1.0;
++ } else {
++ double a = qDegreesToRadians(angle);
++ c = std::cos(a);
++ s = std::sin(a);
++ }
++
++ const double d = 1.0 / distanceToPlane;
++ if (x == 0.0) {
++ if (y == 0.0) {
++ if (z != 0.0) {
++ // Rotate around the Z axis.
++ if (z < 0)
++ s = -s;
++ double tmp;
++ m[0][0] = (tmp = m[0][0]) * c + m[1][0] * s;
++ m[1][0] = m[1][0] * c - tmp * s;
++ m[0][1] = (tmp = m[0][1]) * c + m[1][1] * s;
++ m[1][1] = m[1][1] * c - tmp * s;
++ m[0][2] = (tmp = m[0][2]) * c + m[1][2] * s;
++ m[1][2] = m[1][2] * c - tmp * s;
++ 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 == 0.0) {
++ // Rotate around the Y axis.
++ if (y < 0)
++ s = -s;
++ s *= d;
++ m[0][0] = m[0][0] * c + m[3][0] * s;
++ m[0][1] = m[0][1] * c + m[3][1] * s;
++ m[0][2] = m[0][2] * c + m[3][2] * s;
++ m[0][3] = m[0][3] * c + m[3][3] * s;
++ flagBits = General;
++ return;
++ }
++ } else if (y == 0.0 && z == 0.0) {
++ // Rotate around the X axis.
++ if (x < 0)
++ s = -s;
++ s *= d;
++ m[1][0] = m[1][0] * c - m[3][0] * s;
++ m[1][1] = m[1][1] * c - m[3][1] * s;
++ m[1][2] = m[1][2] * c - m[3][2] * s;
++ m[1][3] = m[1][3] * c - m[3][3] * s;
++ flagBits = General;
++ return;
++ }
++
++ if (const double len = qHypot(x, y, z);
++ !qFuzzyIsNull(len) && !qFuzzyCompare(len, 1.0)) {
++ x /= len;
++ y /= len;
++ z /= len;
++ }
++ double ic = 1.0 - c;
++ QDoubleMatrix4x4 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;
++ rot.m[2][0] = 0.0;
++ rot.m[3][0] = 0.0;
++ rot.m[0][1] = y * x * ic + z * s;
++ rot.m[1][1] = y * y * ic + c;
++ rot.m[2][1] = 0.0;
++ rot.m[3][1] = 0.0;
++ rot.m[0][2] = 0.0;
++ rot.m[1][2] = 0.0;
++ rot.m[2][2] = 1.0;
++ rot.m[3][2] = 0.0;
++ rot.m[0][3] = (x * z * ic - y * s) * -d;
++ rot.m[1][3] = (y * z * ic + x * s) * -d;
++ rot.m[2][3] = 0.0;
++ rot.m[3][3] = 1.0;
++ rot.flagBits = General;
++ *this *= rot;
++ }
++
++ void QDoubleMatrix4x4::ortho(const QRect& rect)
++ {
++ // Note: rect.right() and rect.bottom() subtract 1 in QRect,
++ // which gives the location of a pixel within the rectangle,
++ // instead of the extent of the rectangle. We want the extent.
++ // QRectF expresses the extent properly.
++ ortho(rect.x(), rect.x() + rect.width(), rect.y() + rect.height(), rect.y(), -1.0, 1.0);
++ }
++
++ void QDoubleMatrix4x4::ortho(const QRectF& rect)
++ {
++ ortho(rect.left(), rect.right(), rect.bottom(), rect.top(), -1.0, 1.0);
++ }
++
++ void QDoubleMatrix4x4::ortho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
++ {
++ // Bail out if the projection volume is zero-sized.
++ if (left == right || bottom == top || nearPlane == farPlane)
++ return;
++
++ // Construct the projection.
++ double width = right - left;
++ double invheight = top - bottom;
++ double clip = farPlane - nearPlane;
++ QDoubleMatrix4x4 m(1);
++ m.m[0][0] = 2.0 / width;
++ m.m[1][0] = 0.0;
++ m.m[2][0] = 0.0;
++ m.m[3][0] = -(left + right) / width;
++ m.m[0][1] = 0.0;
++ m.m[1][1] = 2.0 / invheight;
++ m.m[2][1] = 0.0;
++ m.m[3][1] = -(top + bottom) / invheight;
++ m.m[0][2] = 0.0;
++ m.m[1][2] = 0.0;
++ m.m[2][2] = -2.0 / clip;
++ m.m[3][2] = -(nearPlane + farPlane) / clip;
++ m.m[0][3] = 0.0;
++ m.m[1][3] = 0.0;
++ m.m[2][3] = 0.0;
++ m.m[3][3] = 1.0;
++ m.flagBits = Translation | Scale;
++
++ // Apply the projection.
++ *this *= m;
++ }
++
++ void QDoubleMatrix4x4::frustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
++ {
++ // Bail out if the projection volume is zero-sized.
++ if (left == right || bottom == top || nearPlane == farPlane)
++ return;
++
++ // Construct the projection.
++ QDoubleMatrix4x4 m(1);
++ double width = right - left;
++ double invheight = top - bottom;
++ double clip = farPlane - nearPlane;
++ m.m[0][0] = 2.0 * nearPlane / width;
++ m.m[1][0] = 0.0;
++ m.m[2][0] = (left + right) / width;
++ m.m[3][0] = 0.0;
++ m.m[0][1] = 0.0;
++ m.m[1][1] = 2.0 * nearPlane / invheight;
++ m.m[2][1] = (top + bottom) / invheight;
++ m.m[3][1] = 0.0;
++ m.m[0][2] = 0.0;
++ m.m[1][2] = 0.0;
++ m.m[2][2] = -(nearPlane + farPlane) / clip;
++ m.m[3][2] = -2.0 * nearPlane * farPlane / clip;
++ m.m[0][3] = 0.0;
++ m.m[1][3] = 0.0;
++ m.m[2][3] = -1.0;
++ m.m[3][3] = 0.0;
++ m.flagBits = General;
++
++ // Apply the projection.
++ *this *= m;
++ }
++
++ void QDoubleMatrix4x4::perspective(double verticalAngle, double aspectRatio, double nearPlane, double farPlane)
++ {
++ // Bail out if the projection volume is zero-sized.
++ if (nearPlane == farPlane || aspectRatio == 0.0)
++ return;
++
++ // Construct the projection.
++ QDoubleMatrix4x4 m(1);
++ double radians = qDegreesToRadians(verticalAngle / 2.0);
++ double sine = std::sin(radians);
++ if (sine == 0.0)
++ return;
++ double cotan = std::cos(radians) / sine;
++ double clip = farPlane - nearPlane;
++ m.m[0][0] = cotan / aspectRatio;
++ m.m[1][0] = 0.0;
++ m.m[2][0] = 0.0;
++ m.m[3][0] = 0.0;
++ m.m[0][1] = 0.0;
++ m.m[1][1] = cotan;
++ m.m[2][1] = 0.0;
++ m.m[3][1] = 0.0;
++ m.m[0][2] = 0.0;
++ m.m[1][2] = 0.0;
++ m.m[2][2] = -(nearPlane + farPlane) / clip;
++ m.m[3][2] = -(2.0 * nearPlane * farPlane) / clip;
++ m.m[0][3] = 0.0;
++ m.m[1][3] = 0.0;
++ m.m[2][3] = -1.0;
++ m.m[3][3] = 0.0;
++ m.flagBits = General;
++
++ // Apply the projection.
++ *this *= m;
++ }
++
++ void QDoubleMatrix4x4::lookAt(const QDoubleVector3D& eye, const QDoubleVector3D& center, const QDoubleVector3D& up)
++ {
++ QDoubleVector3D forward = center - eye;
++ if (qFuzzyIsNull(forward.x()) && qFuzzyIsNull(forward.y()) && qFuzzyIsNull(forward.z()))
++ return;
++
++ forward.normalize();
++ QDoubleVector3D side = QDoubleVector3D::crossProduct(forward, up).normalized();
++ QDoubleVector3D upVector = QDoubleVector3D::crossProduct(side, forward);
++
++ QDoubleMatrix4x4 m(1);
++ m.m[0][0] = side.x();
++ m.m[1][0] = side.y();
++ m.m[2][0] = side.z();
++ m.m[3][0] = 0.0;
++ m.m[0][1] = upVector.x();
++ m.m[1][1] = upVector.y();
++ m.m[2][1] = upVector.z();
++ m.m[3][1] = 0.0;
++ m.m[0][2] = -forward.x();
++ m.m[1][2] = -forward.y();
++ m.m[2][2] = -forward.z();
++ m.m[3][2] = 0.0;
++ m.m[0][3] = 0.0;
++ m.m[1][3] = 0.0;
++ m.m[2][3] = 0.0;
++ m.m[3][3] = 1.0;
++ m.flagBits = Rotation;
++
++ *this *= m;
++ translate(-eye);
++ }
++
++ void QDoubleMatrix4x4::viewport(double left, double bottom, double width, double height, double nearPlane, double farPlane)
++ {
++ const double w2 = width / 2.0;
++ const double h2 = height / 2.0;
++
++ QDoubleMatrix4x4 m(1);
++ m.m[0][0] = w2;
++ m.m[1][0] = 0.0;
++ m.m[2][0] = 0.0;
++ m.m[3][0] = left + w2;
++ m.m[0][1] = 0.0;
++ m.m[1][1] = h2;
++ m.m[2][1] = 0.0;
++ m.m[3][1] = bottom + h2;
++ m.m[0][2] = 0.0;
++ m.m[1][2] = 0.0;
++ m.m[2][2] = (farPlane - nearPlane) / 2.0;
++ m.m[3][2] = (nearPlane + farPlane) / 2.0;
++ m.m[0][3] = 0.0;
++ m.m[1][3] = 0.0;
++ m.m[2][3] = 0.0;
++ m.m[3][3] = 1.0;
++ m.flagBits = General;
++
++ *this *= m;
++ }
++
++ void QDoubleMatrix4x4::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;
++ }
++
++ void QDoubleMatrix4x4::copyDataTo(double *values) const
++ {
++ for (int row = 0; row < 4; ++row)
++ for (int col = 0; col < 4; ++col)
++ values[row * 4 + col] = double(m[col][row]);
++ }
++
++ QRect QDoubleMatrix4x4::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
++ double x = rect.x() * m[0][0] + m[3][0];
++ double y = rect.y() * m[1][1] + m[3][1];
++ double w = rect.width() * m[0][0];
++ double 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()));
++
++ int xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x()));
++ int xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x()));
++ int ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y()));
++ int ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y()));
++
++ return QRect(xmin, ymin, xmax - xmin, ymax - ymin);
++ }
++
++ QRectF QDoubleMatrix4x4::mapRect(const QRectF& rect) const
++ {
++ if (flagBits < Scale) {
++ // Translation
++ return rect.translated(m[3][0], m[3][1]);
++ } else if (flagBits < Rotation2D) {
++ // Translation | Scale
++ double x = rect.x() * m[0][0] + m[3][0];
++ double y = rect.y() * m[1][1] + m[3][1];
++ double w = rect.width() * m[0][0];
++ double 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());
++
++ double xmin = qMin(qMin(tl.x(), tr.x()), qMin(bl.x(), br.x()));
++ double xmax = qMax(qMax(tl.x(), tr.x()), qMax(bl.x(), br.x()));
++ double ymin = qMin(qMin(tl.y(), tr.y()), qMin(bl.y(), br.y()));
++ double ymax = qMax(qMax(tl.y(), tr.y()), qMax(bl.y(), br.y()));
++
++ return QRectF(QPointF(xmin, ymin), QPointF(xmax, ymax));
++ }
++
++ QDoubleMatrix4x4 QDoubleMatrix4x4::orthonormalInverse() const
++ {
++ QDoubleMatrix4x4 result(1); // The '1' says not to load identity
++
++ result.m[0][0] = m[0][0];
++ result.m[1][0] = m[0][1];
++ result.m[2][0] = m[0][2];
++
++ result.m[0][1] = m[1][0];
++ result.m[1][1] = m[1][1];
++ result.m[2][1] = m[1][2];
++
++ result.m[0][2] = m[2][0];
++ result.m[1][2] = m[2][1];
++ result.m[2][2] = m[2][2];
++
++ result.m[0][3] = 0.0;
++ result.m[1][3] = 0.0;
++ result.m[2][3] = 0.0;
++
++ result.m[3][0] = -(result.m[0][0] * m[3][0] + result.m[1][0] * m[3][1] + result.m[2][0] * m[3][2]);
++ result.m[3][1] = -(result.m[0][1] * m[3][0] + result.m[1][1] * m[3][1] + result.m[2][1] * m[3][2]);
++ 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] = 1.0;
++
++ result.flagBits = flagBits;
++
++ return result;
++ }
++
++ void QDoubleMatrix4x4::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 det = matrixDet2(m, 0, 1, 0, 1);
++ double lenX = m[0][0] * m[0][0] + m[0][1] * m[0][1];
++ double lenY = m[1][0] * m[1][0] + m[1][1] * m[1][1];
++ double lenZ = m[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 det = matrixDet3(m, 0, 1, 2, 0, 1, 2);
++ double lenX = m[0][0] * m[0][0] + m[0][1] * m[0][1] + m[0][2] * m[0][2];
++ double lenY = m[1][0] * m[1][0] + m[1][1] * m[1][1] + m[1][2] * m[1][2];
++ double lenZ = m[2][0] * m[2][0] + m[2][1] * m[2][1] + m[2][2] * m[2][2];
++ if (qFuzzyCompare(det, 1.0) && qFuzzyCompare(lenX, 1.0)
++ && qFuzzyCompare(lenY, 1.0) && qFuzzyCompare(lenZ, 1.0))
++ {
++ flagBits &= ~Scale;
++ }
++ }
++ }
++
++ #ifndef QT_NO_DEBUG_STREAM
++
++ QDebug operator<<(QDebug dbg, const QDoubleMatrix4x4 &m)
++ {
++ QDebugStateSaver saver(dbg);
++ // Create a string that represents the matrix type.
++ QByteArray bits;
++ if (m.flagBits == QDoubleMatrix4x4::Identity) {
++ bits = "Identity";
++ } else if (m.flagBits == QDoubleMatrix4x4::General) {
++ bits = "General";
++ } else {
++ if ((m.flagBits & QDoubleMatrix4x4::Translation) != 0)
++ bits += "Translation,";
++ if ((m.flagBits & QDoubleMatrix4x4::Scale) != 0)
++ bits += "Scale,";
++ if ((m.flagBits & QDoubleMatrix4x4::Rotation2D) != 0)
++ bits += "Rotation2D,";
++ if ((m.flagBits & QDoubleMatrix4x4::Rotation) != 0)
++ bits += "Rotation,";
++ if ((m.flagBits & QDoubleMatrix4x4::Perspective) != 0)
++ bits += "Perspective,";
++ if (!bits.isEmpty())
++ bits = bits.left(bits.size() - 1);
++ }
++
++ // Output in row-major order because it is more human-readable.
++ dbg.nospace() << "QDoubleMatrix4x4(type:" << bits.constData() << Qt::endl
++ << qSetFieldWidth(10)
++ << m(0, 0) << m(0, 1) << m(0, 2) << m(0, 3) << Qt::endl
++ << m(1, 0) << m(1, 1) << m(1, 2) << m(1, 3) << Qt::endl
++ << m(2, 0) << m(2, 1) << m(2, 2) << m(2, 3) << Qt::endl
++ << m(3, 0) << m(3, 1) << m(3, 2) << m(3, 3) << Qt::endl
++ << qSetFieldWidth(0) << ')';
++ return dbg;
++ }
++
++ #endif
++
++ #ifndef QT_NO_DATASTREAM
++
++ QDataStream &operator<<(QDataStream &stream, const QDoubleMatrix4x4 &matrix)
++ {
++ for (int row = 0; row < 4; ++row)
++ for (int col = 0; col < 4; ++col)
++ stream << matrix(row, col);
++ return stream;
++ }
++
++ QDataStream &operator>>(QDataStream &stream, QDoubleMatrix4x4 &matrix)
++ {
++ double x;
++ for (int row = 0; row < 4; ++row) {
++ for (int col = 0; col < 4; ++col) {
++ stream >> x;
++ matrix(row, col) = x;
++ }
++ }
++ matrix.optimize();
++ return stream;
++ }
++
++ #endif // QT_NO_DATASTREAM
++
++ QT_END_NAMESPACE