A matrix4x4 type is a 4-row and 4-column matrix. 更多...
A
matrix4x4
type has sixteen values, each accessible via the properties
m11
through
m44
in QML (in row/column order). Values of this type can be composed with the Qt.matrix4x4() function. Each attribute in a matrix4x4 is stored as a real (single-precision on ARM, double-precision on x86).
A property of type
matrix4x4
defaults to the identity matrix, whose diagonal entries
m11
,
m22
,
m33
and
m44
are all
1
, with all other components
0
.
The matrix4x4 type has the following idempotent functions which can be invoked in QML:
函数签名 | 描述 | 范例 |
---|---|---|
translate(vector3d vector) |
Multiplies
this
matrix4x4 by another that translates coordinates by the components of
vector
|
var m = Qt.matrix4x4(); m . translate( Qt . vector3d( 1 , 2 , 3 )); console . log(m . toString()); // QMatrix4x4(1, 0, 0, 1, 0, 1, 0, 2, 0, 0, 1, 3, 0, 0, 0, 1) |
rotate(real angle, vector3d axis) |
Multiples
this
matrix4x4 by another that rotates coordinates through
angle
degrees about
axis
|
var m = Qt.matrix4x4(); m . rotate( 180 , Qt . vector3d( 1 , 0 , 0 )); console . log(m . toString()); // QMatrix4x4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1) |
rotate(quaternion quaternion) |
Multiples
this
matrix4x4 by another that rotates coordinates according to a specified
quaternion
。
quaternion
is assumed to have been normalized.
|
var m = Qt.matrix4x4(); m . rotate( Qt . quaternion( 0.5 , 0.5 , 0.5 , - 0.5 )); console . log(m . toString()); // QMatrix4x4(0, 1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 1) |
scale(real factor) |
Multiplies
this
matrix4x4 by another that scales coordinates by the given
factor
|
var m = Qt.matrix4x4(); m . scale( 2 ); console . log(m . toString()); // QMatrix4x4(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1) |
scale(real x, real y, real z) |
Multiplies
this
matrix4x4 by another that scales coordinates by the components
x
,
y
,和
z
|
var m = Qt.matrix4x4(); m . scale( 1 , 2 , 3 ); console . log(m . toString()); // QMatrix4x4(1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 3, 0, 0, 0, 0, 1) |
scale(vector3d vector) |
Multiplies
this
matrix4x4 by another that scales coordinates by the components of
vector
|
var m = Qt.matrix4x4(); m . scale( Qt . vector3d( 1 , 2 , 3 )); console . log(m . toString()); // QMatrix4x4(1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 3, 0, 0, 0, 0, 1) |
lookAt(vector3d eye, vector3d center, vector3d up) |
Multiplies
this
matrix4x4 by a viewing matrix derived from an
eye
point. The
center
vector3d indicates the center of the view that the
eye
is looking at. The
up
vector3d indicates which direction should be considered up with respect to the
eye
.
|
var m = Qt.matrix4x4(); m . lookAt( Qt . vector3d( 1 , 2 , 3 ) , Qt . vector3d( 1 , 2 , 0 ) , Qt . vector3d( 0 , 1 , 0 )); console . log(m . toString()); // QMatrix4x4(1, 0, 0, -1, 0, 1, 0, -2, 0, 0, 1, -3, 0, 0, 0, 1) |
matrix4x4 times(matrix4x4 other) |
Returns the matrix4x4 result of multiplying
this
matrix4x4 with the
other
matrix4x4
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . matrix4x4( 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 ); var c = a . times(b); console . log(c . toString()); // QMatrix4x4(120, 130, 140, 150, 280, 306, 332, 358, 440, 482, //524, 566, 600, 658, 716, 774) |
vector4d times(vector4d vector) |
Returns the vector4d result of transforming the
vector
according to
this
matrix4x4 with the matrix applied pre-vector
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . times(b); console . log(c . toString()); // QVector4D(70, 174, 278, 382) |
vector3d times(vector3d vector) |
Returns the vector3d result of transforming the
vector
according to
this
matrix4x4 with the matrix applied pre-vector
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . vector3d( 5 , 6 , 7 ); var c = a . times(b); console . log(c . toString()); // QVector3D(0.155556, 0.437037, 0.718518) |
matrix4x4 times(real factor) |
Returns the matrix4x4 result of multiplying
this
matrix4x4 with the scalar
factor
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = 4.48 ; var c = a . times(b); console . log(c . toString()); // QMatrix4x4(4.48, 8.96, 13.44, 17.92, 22.4, 26.88, 31.36, 35.84, // 40.32, 44.8, 49.28, 53.76, 58.24, 62.72, 67.2, 71.68) |
matrix4x4 plus(matrix4x4 other) |
Returns the matrix4x4 result of the addition of
this
matrix4x4 with the
other
matrix4x4
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . matrix4x4( 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 ); var c = a . plus(b); console . log(c . toString()); // QMatrix4x4(6, 8, 10, 12, 14, 16, 18, 20, 22, // 24, 26, 28, 30, 32, 34, 36) |
matrix4x4 minus(matrix4x4 other) |
Returns the matrix4x4 result of the subtraction of
other
matrix4x4 from
this
matrix4x4
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . matrix4x4( 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 ); var c = a . minus(b); console . log(c . toString()); // QMatrix4x4(-4, -4, -4, -4, -4, -4, -4, -4, -4, // -4, -4, -4, -4, -4, -4, -4) |
vector4d row(int which) |
Returns the vector4d row of
this
指定通过
which
. Note: the
which
is 0-based access into the matrix.
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . vector4d(a . m21 , a . m22 , a . m23 , a . m24); var c = a . row( 2 ); // zero based access! so not equal to b console . log(b . toString() + " " + c . toString()); // QVector4D(5, 6, 7, 8) QVector4D(9, 10, 11, 12) |
vector4d column(int which) |
Returns the vector4d column of
this
指定通过
which
. Note: the
which
is 0-based access into the matrix.
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . vector4d(a . m12 , a . m22 , a . m32 , a . m42); var c = a . column( 2 ); // zero based access! so not equal to b console . log(b . toString() + " " + c . toString()); // QVector4D(2, 6, 10, 14) QVector4D(3, 7, 11, 15) |
real determinant() |
Returns the determinant of
this
matrix4x4
|
var a = Qt.matrix4x4(1,0,0,0,0,2,0,0,0,0,3,0,100,200,300,1); var b = a . determinant(); console . log(b); // 6 |
matrix4x4 inverted() |
Returns the inverse of
this
matrix4x4 if it exists, else the identity matrix.
|
var a = Qt.matrix4x4(1,0,0,0,0,2,0,0,0,0,3,0,100,200,300,1); var b = a . inverted(); console . log(b . toString()); // QMatrix4x4(1, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.333333, 0, -100, // -100, -100, 1) |
matrix4x4 transposed() |
Returns the transpose of
this
matrix4x4
|
var a = Qt.matrix4x4(1,0,0,0,0,2,0,0,0,0,3,0,100,200,300,1); var b = a . transposed(); console . log(b . toString()); // QMatrix4x4(1, 0, 0, 100, 0, 2, 0, 200, 0, 0, 3, 300, 0, 0, 0, 1) |
rect mapRect(rect) | Maps the provided rectangle into the coordinate system defined by this matrix. If rotation or shearing has been specified, this function returns the bounding rectangle. This function was introduced in Qt 6.5. |
var a = Qt.matrix4x4(2,0,0,0,0,2,0,0,0,0,1,0,0,0,0,1); var b = a.mapRect(Qt.rect(10, 20, 30, 40)); console.log(b.toString()); // Qt.rect(20, 40, 60, 80) |
point map(point) | Maps the provided point into the coordinate system defined by this matrix. This function was introduced in Qt 6.5. |
var a = Qt.matrix4x4(2,0,0,0,0,2,0,0,0,0,1,0,0,0,0,1); var b = a.map(10, 20); console.log(b.toString()); // Qt.point(20, 40) |
bool fuzzyEquals(matrix4x4 other, real epsilon) |
返回 true 若
this
matrix4x4 is approximately equal to the
other
matrix4x4. The approximation will be true if each attribute of
this
is within
epsilon
of the respective attribute of
other
。注意,
epsilon
is an optional argument, the default
epsilon
is 0.00001.
|
var a = Qt.matrix4x4(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16); var b = Qt . matrix4x4( 1.0001 , 2.0001 , 3.0002 , 4.0003 , 5.0001 , 6.0002 , 7.0002 , 8.0004 , 9.0001 , 10.0003 , 11.0003 , 12.0004 , 13.0001 , 14.0002 , 15.0003 , 16.0004 ); var c = a . fuzzyEquals(b); // default epsilon var d = a . fuzzyEquals(b , 0.005 ); // supplied epsilon console . log(c + " " + d); // false true |
This value type is provided by the QtQuick 导入。
另请参阅 QML 值类型 .