src/gui/math3d/qmatrix4x4.h
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gui/math3d/qmatrix4x4.h	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,1024 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file.  Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QMATRIX4X4_H
+#define QMATRIX4X4_H
+
+#include <QtGui/qvector3d.h>
+#include <QtGui/qvector4d.h>
+#include <QtGui/qquaternion.h>
+#include <QtGui/qgenericmatrix.h>
+#include <QtCore/qrect.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Gui)
+
+#ifndef QT_NO_MATRIX4X4
+
+class QMatrix;
+class QTransform;
+class QVariant;
+
+class Q_GUI_EXPORT QMatrix4x4
+{
+public:
+    inline QMatrix4x4() { setIdentity(); }
+    explicit QMatrix4x4(const qreal *values);
+    inline QMatrix4x4(qreal m11, qreal m12, qreal m13, qreal m14,
+                      qreal m21, qreal m22, qreal m23, qreal m24,
+                      qreal m31, qreal m32, qreal m33, qreal m34,
+                      qreal m41, qreal m42, qreal m43, qreal m44);
+#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
+    template <int N, int M>
+    explicit QMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix);
+#endif
+    QMatrix4x4(const qreal *values, int cols, int rows);
+    QMatrix4x4(const QTransform& transform);
+    QMatrix4x4(const QMatrix& matrix);
+
+    inline const qreal& operator()(int row, int column) const;
+    inline qreal& operator()(int row, int column);
+
+    inline QVector4D column(int index) const;
+    inline void setColumn(int index, const QVector4D& value);
+
+    inline QVector4D row(int index) const;
+    inline void setRow(int index, const QVector4D& value);
+
+    inline bool isIdentity() const;
+    inline void setIdentity();
+
+    inline void fill(qreal value);
+
+    qreal determinant() const;
+    QMatrix4x4 inverted(bool *invertible = 0) const;
+    QMatrix4x4 transposed() const;
+    QMatrix3x3 normalMatrix() const;
+
+    inline QMatrix4x4& operator+=(const QMatrix4x4& other);
+    inline QMatrix4x4& operator-=(const QMatrix4x4& other);
+    inline QMatrix4x4& operator*=(const QMatrix4x4& other);
+    inline QMatrix4x4& operator*=(qreal factor);
+    QMatrix4x4& operator/=(qreal divisor);
+    inline bool operator==(const QMatrix4x4& other) const;
+    inline bool operator!=(const QMatrix4x4& other) const;
+
+    friend QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2);
+    friend QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2);
+    friend QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2);
+#ifndef QT_NO_VECTOR3D
+    friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
+    friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
+#endif
+#ifndef QT_NO_VECTOR4D
+    friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix);
+    friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector);
+#endif
+    friend QPoint operator*(const QPoint& point, const QMatrix4x4& matrix);
+    friend QPointF operator*(const QPointF& point, const QMatrix4x4& matrix);
+    friend QMatrix4x4 operator-(const QMatrix4x4& matrix);
+    friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point);
+    friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point);
+    friend QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix);
+    friend QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor);
+    friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
+
+    friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2);
+
+#ifndef QT_NO_VECTOR3D
+    QMatrix4x4& scale(const QVector3D& vector);
+    QMatrix4x4& translate(const QVector3D& vector);
+    QMatrix4x4& rotate(qreal angle, const QVector3D& vector);
+#endif
+    QMatrix4x4& scale(qreal x, qreal y);
+    QMatrix4x4& scale(qreal x, qreal y, qreal z);
+    QMatrix4x4& scale(qreal factor);
+    QMatrix4x4& translate(qreal x, qreal y);
+    QMatrix4x4& translate(qreal x, qreal y, qreal z);
+    QMatrix4x4& rotate(qreal angle, qreal x, qreal y, qreal z = 0.0f);
+#ifndef QT_NO_QUATERNION
+    QMatrix4x4& rotate(const QQuaternion& quaternion);
+#endif
+
+#ifndef QT_NO_VECTOR3D
+    void extractAxisRotation(qreal &angle, QVector3D &axis) const;
+    QVector3D extractTranslation() const;
+#endif
+
+    QMatrix4x4& ortho(const QRect& rect);
+    QMatrix4x4& ortho(const QRectF& rect);
+    QMatrix4x4& ortho(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
+    QMatrix4x4& frustum(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
+    QMatrix4x4& perspective(qreal angle, qreal aspect, qreal nearPlane, qreal farPlane);
+#ifndef QT_NO_VECTOR3D
+    QMatrix4x4& lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up);
+#endif
+    QMatrix4x4& flipCoordinates();
+
+    void toValueArray(qreal *values) const;
+
+    QMatrix toAffine() const;
+    QTransform toTransform(qreal distanceToPlane = 1024.0f) const;
+
+    QPoint map(const QPoint& point) const;
+    QPointF map(const QPointF& point) const;
+#ifndef QT_NO_VECTOR3D
+    QVector3D map(const QVector3D& point) const;
+    QVector3D mapVector(const QVector3D& vector) const;
+#endif
+#ifndef QT_NO_VECTOR4D
+    QVector4D map(const QVector4D& point) const;
+#endif
+    QRect mapRect(const QRect& rect) const;
+    QRectF mapRect(const QRectF& rect) const;
+
+#if !defined(QT_NO_MEMBER_TEMPLATES) || defined(Q_QDOC)
+    template <int N, int M>
+    QGenericMatrix<N, M, qreal> toGenericMatrix() const;
+#endif
+
+    inline qreal *data();
+    inline const qreal *data() const { return m[0]; }
+    inline const qreal *constData() const { return m[0]; }
+
+    void inferSpecialType();
+
+    operator QVariant() const;
+
+#ifndef QT_NO_DEBUG_STREAM
+    friend Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
+#endif
+
+private:
+    qreal m[4][4];          // Column-major order to match OpenGL.
+    int flagBits;           // Flag bits from the enum below.
+
+    enum {
+        Identity        = 0x0001,   // Identity matrix
+        General         = 0x0002,   // General matrix, unknown contents
+        Translation     = 0x0004,   // Contains a simple translation
+        Scale           = 0x0008,   // Contains a simple scale
+        Rotation        = 0x0010    // Contains a simple rotation
+    };
+
+    // Construct without initializing identity matrix.
+    QMatrix4x4(int) { flagBits = General; }
+
+    QMatrix4x4 orthonormalInverse() const;
+};
+
+inline QMatrix4x4::QMatrix4x4
+        (qreal m11, qreal m12, qreal m13, qreal m14,
+         qreal m21, qreal m22, qreal m23, qreal m24,
+         qreal m31, qreal m32, qreal m33, qreal m34,
+         qreal m41, qreal m42, qreal m43, qreal 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;
+}
+
+#if !defined(QT_NO_MEMBER_TEMPLATES)
+
+template <int N, int M>
+Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
+    (const QGenericMatrix<N, M, qreal>& matrix)
+{
+    const qreal *values = matrix.constData();
+    for (int matrixCol = 0; matrixCol < 4; ++matrixCol) {
+        for (int matrixRow = 0; matrixRow < 4; ++matrixRow) {
+            if (matrixCol < N && matrixRow < M)
+                m[matrixCol][matrixRow] = values[matrixCol * M + matrixRow];
+            else if (matrixCol == matrixRow)
+                m[matrixCol][matrixRow] = 1.0f;
+            else
+                m[matrixCol][matrixRow] = 0.0f;
+        }
+    }
+    flagBits = General;
+}
+
+template <int N, int M>
+QGenericMatrix<N, M, qreal> QMatrix4x4::toGenericMatrix() const
+{
+    QGenericMatrix<N, M, qreal> result;
+    qreal *values = result.data();
+    for (int matrixCol = 0; matrixCol < N; ++matrixCol) {
+        for (int matrixRow = 0; matrixRow < M; ++matrixRow) {
+            if (matrixCol < 4 && matrixRow < 4)
+                values[matrixCol * M + matrixRow] = m[matrixCol][matrixRow];
+            else if (matrixCol == matrixRow)
+                values[matrixCol * M + matrixRow] = 1.0f;
+            else
+                values[matrixCol * M + matrixRow] = 0.0f;
+        }
+    }
+    return result;
+}
+
+#endif
+
+inline const qreal& QMatrix4x4::operator()(int aRow, int aColumn) const
+{
+    Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
+    return m[aColumn][aRow];
+}
+
+inline qreal& QMatrix4x4::operator()(int aRow, int aColumn)
+{
+    Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
+    flagBits = General;
+    return m[aColumn][aRow];
+}
+
+inline QVector4D QMatrix4x4::column(int index) const
+{
+    Q_ASSERT(index >= 0 && index < 4);
+    return QVector4D(m[index][0], m[index][1], m[index][2], m[index][3]);
+}
+
+inline void QMatrix4x4::setColumn(int index, const QVector4D& value)
+{
+    Q_ASSERT(index >= 0 && index < 4);
+    m[index][0] = value.x();
+    m[index][1] = value.y();
+    m[index][2] = value.z();
+    m[index][3] = value.w();
+    flagBits = General;
+}
+
+inline QVector4D QMatrix4x4::row(int index) const
+{
+    Q_ASSERT(index >= 0 && index < 4);
+    return QVector4D(m[0][index], m[1][index], m[2][index], m[3][index]);
+}
+
+inline void QMatrix4x4::setRow(int index, const QVector4D& value)
+{
+    Q_ASSERT(index >= 0 && index < 4);
+    m[0][index] = value.x();
+    m[1][index] = value.y();
+    m[2][index] = value.z();
+    m[3][index] = value.w();
+    flagBits = General;
+}
+
+Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
+
+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)
+        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 QMatrix4x4::setIdentity()
+{
+    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 QMatrix4x4::fill(qreal 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 QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& 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 QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& 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 QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
+{
+    if (flagBits == Identity) {
+        *this = other;
+        return *this;
+    } else if (other.flagBits == Identity) {
+        return *this;
+    } else {
+        *this = *this * other;
+        return *this;
+    }
+}
+
+inline QMatrix4x4& QMatrix4x4::operator*=(qreal 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 QMatrix4x4::operator==(const QMatrix4x4& 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 QMatrix4x4::operator!=(const QMatrix4x4& 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 QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2)
+{
+    QMatrix4x4 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];
+    return m;
+}
+
+inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2)
+{
+    QMatrix4x4 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];
+    return m;
+}
+
+inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
+{
+    if (m1.flagBits == QMatrix4x4::Identity)
+        return m2;
+    else if (m2.flagBits == QMatrix4x4::Identity)
+        return m1;
+
+    QMatrix4x4 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];
+    return m;
+}
+
+#ifndef QT_NO_VECTOR3D
+
+inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
+{
+    qreal 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 QVector3D(x, y, z);
+    else
+        return QVector3D(x / w, y / w, z / w);
+}
+
+inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
+{
+    qreal x, y, z, w;
+    if (matrix.flagBits == QMatrix4x4::Identity) {
+        return vector;
+    } else if (matrix.flagBits == QMatrix4x4::Translation) {
+        return QVector3D(vector.x() + matrix.m[3][0],
+                         vector.y() + matrix.m[3][1],
+                         vector.z() + matrix.m[3][2]);
+    } else if (matrix.flagBits ==
+                    (QMatrix4x4::Translation | QMatrix4x4::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::Scale) {
+        return QVector3D(vector.x() * matrix.m[0][0],
+                         vector.y() * matrix.m[1][1],
+                         vector.z() * matrix.m[2][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);
+    }
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
+{
+    qreal x, y, z, w;
+    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] +
+        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] +
+        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] +
+        vector.y() * matrix.m[3][1] +
+        vector.z() * matrix.m[3][2] +
+        vector.w() * matrix.m[3][3];
+    return QVector4D(x, y, z, w);
+}
+
+inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
+{
+    qreal x, y, z, w;
+    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] +
+        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] +
+        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] +
+        vector.y() * matrix.m[1][3] +
+        vector.z() * matrix.m[2][3] +
+        vector.w() * matrix.m[3][3];
+    return QVector4D(x, y, z, w);
+}
+
+#endif
+
+inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
+{
+    qreal xin, yin;
+    qreal 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 QMatrix4x4& matrix)
+{
+    qreal xin, yin;
+    qreal 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(qreal(x), qreal(y));
+    } else {
+        return QPointF(qreal(x / w), qreal(y / w));
+    }
+}
+
+inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
+{
+    qreal xin, yin;
+    qreal x, y, w;
+    xin = point.x();
+    yin = point.y();
+    if (matrix.flagBits == QMatrix4x4::Identity) {
+        return point;
+    } else if (matrix.flagBits == QMatrix4x4::Translation) {
+        return QPoint(qRound(xin + matrix.m[3][0]),
+                      qRound(yin + matrix.m[3][1]));
+    } else if (matrix.flagBits ==
+                    (QMatrix4x4::Translation | QMatrix4x4::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::Scale) {
+        return QPoint(qRound(xin * matrix.m[0][0]),
+                      qRound(yin * matrix.m[1][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 QMatrix4x4& matrix, const QPointF& point)
+{
+    qreal xin, yin;
+    qreal x, y, w;
+    xin = point.x();
+    yin = point.y();
+    if (matrix.flagBits == QMatrix4x4::Identity) {
+        return point;
+    } else if (matrix.flagBits == QMatrix4x4::Translation) {
+        return QPointF(xin + matrix.m[3][0],
+                       yin + matrix.m[3][1]);
+    } else if (matrix.flagBits ==
+                    (QMatrix4x4::Translation | QMatrix4x4::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 == QMatrix4x4::Scale) {
+        return QPointF(xin * matrix.m[0][0],
+                       yin * matrix.m[1][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(qreal(x), qreal(y));
+        } else {
+            return QPointF(qreal(x / w), qreal(y / w));
+        }
+    }
+}
+
+inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
+{
+    QMatrix4x4 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];
+    return m;
+}
+
+inline QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix)
+{
+    QMatrix4x4 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;
+    return m;
+}
+
+inline QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor)
+{
+    QMatrix4x4 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;
+    return m;
+}
+
+inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& 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 QMatrix4x4::map(const QPoint& point) const
+{
+    return *this * point;
+}
+
+inline QPointF QMatrix4x4::map(const QPointF& point) const
+{
+    return *this * point;
+}
+
+#ifndef QT_NO_VECTOR3D
+
+inline QVector3D QMatrix4x4::map(const QVector3D& point) const
+{
+    return *this * point;
+}
+
+inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const
+{
+    if (flagBits == Identity || flagBits == Translation) {
+        return vector;
+    } else if (flagBits == Scale || flagBits == (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]);
+    }
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+inline QVector4D QMatrix4x4::map(const QVector4D& point) const
+{
+    return *this * point;
+}
+
+#endif
+
+inline qreal *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[0];
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
+#endif
+
+#ifndef QT_NO_DATASTREAM
+Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QMatrix4x4 &);
+Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &);
+#endif
+
+template <int N, int M>
+QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix)
+{
+    return QMatrix4x4(matrix.constData(), N, M);
+}
+
+template <int N, int M>
+QGenericMatrix<N, M, qreal> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
+{
+    QGenericMatrix<N, M, qreal> result;
+    const qreal *m = matrix.constData();
+    qreal *values = result.data();
+    for (int col = 0; col < N; ++col) {
+        for (int row = 0; row < M; ++row) {
+            if (col < 4 && row < 4)
+                values[col * M + row] = m[col * 4 + row];
+            else if (col == row)
+                values[col * M + row] = 1.0f;
+            else
+                values[col * M + row] = 0.0f;
+        }
+    }
+    return result;
+}
+
+#endif
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif