Developer Documentation
prototypeMatrix4x4.cc
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41 
42 
43 #define PROTOTYPEMATRIX4X4_C
44 
45 #include "prototypeMatrix4x4.hh"
46 
47 prototypeMatrix4x4::prototypeMatrix4x4(QObject *parent ) :
48  QObject(parent)
49 {
50 
51 }
52 
53 QString prototypeMatrix4x4::toString() const {
54 
55  QString result = "Matrix4x4 : \n";
56 
57  for ( uint i = 0 ; i < 4 ; ++i ) {
58  for ( uint j = 0 ; j < 4 ; ++j ) {
59  result = result + thisObject().property(QString::number(i) + QString::number(j)).toString() + " ";
60  }
61 
62  // Don't add a newline at the end of the Matrix
63  if ( i != 3 )
64  result += "\n";
65  }
66 
67  return result;
68 }
69 
70 QScriptValue prototypeMatrix4x4::transform_vector(QScriptValue _vector )
71 {
72 
73  // Convert from this objects properties to the matrix representation
74  Matrix4x4 matrix;
75  for ( uint i = 0 ; i < 4 ; ++i )
76  for ( uint j = 0 ; j < 4 ; ++j )
77  matrix(i,j) = thisObject().property(QString::number(i) + QString::number(j)).toNumber();
78 
79  // Convert the vector from scripting representation to C++
80  ACG::Vec3d vector(_vector.property("x").toNumber(),_vector.property("y").toNumber(),_vector.property("z").toNumber());
81 
82  // Calculate result vector
83  ACG::Vec3d result = matrix.transform_vector(vector);
84 
85  // Transform back to scriptable vector
86  return QScriptValue( engine()->toScriptValue(result) );
87 
88 }
89 
90 QScriptValue prototypeMatrix4x4::transform_point(QScriptValue _vector )
91 {
92 
93  // Convert from this objects properties to the matrix representation
94  Matrix4x4 matrix;
95  for ( uint i = 0 ; i < 4 ; ++i )
96  for ( uint j = 0 ; j < 4 ; ++j )
97  matrix(i,j) = thisObject().property(QString::number(i) + QString::number(j)).toNumber();
98 
99  // Convert the vector from scripting representation to C++
100  ACG::Vec3d vector(_vector.property("x").toNumber(),_vector.property("y").toNumber(),_vector.property("z").toNumber());
101 
102  // Calculate result vector
103  const ACG::Vec3d result = matrix.transform_point(vector);
104 
105  // Transform back to scriptable vector
106  return QScriptValue( engine()->toScriptValue(result) );
107 
108 }
109 
QScriptValue transform_point(QScriptValue _vector)
Matrix vector product.
VectorT< T, 3 > transform_point(const VectorT< T, 3 > &_v) const
transform point (x&#39;,y&#39;,z&#39;,1) = M * (x,y,z,1)
QScriptValue transform_vector(QScriptValue _vector)
Matrix vector product.
VectorT< T, 3 > transform_vector(const VectorT< T, 3 > &_v) const
transform vector (x&#39;,y&#39;,z&#39;,0) = A * (x,y,z,0)