QMatrix4x4
QMatrix4x4
#include <QMatrix4x4>
Public Functions
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 |
Related Non-Members
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) |
QMatrix4x4类表示三维空间中的4x4变换矩阵。
QMatrix4x4类通常被视为行主矩阵,因为构造函数和操作符()函数以行主格式获取数据,这在C风格的用法中很常见。
在内部,数据存储为列主格式,以便最佳地传递给OpenGL函数,这些函数需要列主数据。
使用这些函数时,请注意它们以列主格式返回数据:
数据()
constData()
另请参见QVector3D和QGenericMatrix。
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QQ 3087438119