matrix4x4 QML Value Type

matrix4x4 类型是一个 4 行 4 列的矩阵。更多

详细说明

matrix4x4 类型有 16 个值,每个值可通过 QML 中的属性m11m44 访问(按行/列顺序)。该类型的值可通过 Qt.matrix4x4() 函数组成。matrix4x4 中的每个属性都存储为实数(ARM 为单精度,x86 为双精度)。

matrix4x4 类型的属性默认为标识矩阵,其对角线条目m11m22m33m44 都是1 ,所有其他分量都是0

matrix4x4 类型有以下可在 QML 中调用的幂等函数:

函数签名说明示例
translate(vector3d vector)this matrix4x4 与另一个矩阵 4x4 相乘,该矩阵 4x4 用矢量的分量来平移坐标。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)this matrix4x4 与另一个矩阵相乘,使坐标围绕angle 度旋转。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(四元数四元数)this matrix4x4 乘以另一个矩阵,该矩阵根据指定的quaternion 旋转坐标。假定quaternion 已归一化。
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(实因子)this matrix4x4 乘以另一个矩阵,该矩阵按给定的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(实数 x、实数 y、实数 z)this 矩阵 4x4 乘以另一个矩阵 4x4,该矩阵按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)this matrix4x4 乘以另一个矩阵,该矩阵的坐标缩放比例为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)this matrix4x4 与从eye 点导出的观察矩阵相乘。center vector3d 表示eye 正在查看的视图中心。up 向量3d 表示相对于eye ,哪个方向应被视为向上。
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)返回this matrix4x4 与other matrix4x4 相乘后的 matrix4x4 结果。
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)返回根据this matrix4x4 与应用了预向量的矩阵转换vector 的 vector4d 结果
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)返回根据this 矩阵 4x4 对vector 进行变换的 vector3d 结果,其中应用了预向量矩阵
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)返回this matrix4x4 与标量相乘后的 matrix4x4 结果。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)返回this matrix4x4 与other matrix4x4 相加的矩阵 4x4 结果
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)返回other matrix4x4 与this matrix4x4 相减的结果。
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)返回which 指定的this 的 vector4d 行。注意:which 是基于 0 的矩阵访问。
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)返回which 指定的this 的 vector4d 列。注意:which 是基于 0 的矩阵访问。
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()返回this matrix4x4 的行列式
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()如果存在,返回this matrix4x4 的逆矩阵,否则返回同一矩阵。
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()返回this matrix4x4 的转置矩阵
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)
矩形 mapRect(rect)将提供的矩形映射到此矩阵定义的坐标系中。如果指定了旋转或剪切,此函数将返回边界矩形。此函数在 Qt 6.5 中引入。
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)
点 map(point)将提供的点映射到此矩阵定义的坐标系中。此函数在 Qt 6.5 中引入。
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)如果this matrix4x4 近似等于other matrix4x4,则返回 true。如果this 的每个属性都在other 的相应属性的epsilon 范围内,则近似值为真。请注意,epsilon 是可选参数,默认epsilon 为 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

该值类型由QtQuick 导入提供。

另请参阅 QML 值类型

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