Qt 5.6 | Qt Quick | QML Types | matrix4x4 QML Basic Type

Qt 5.6.2 Reference Documentation

# matrix4x4 QML Basic Type

A matrix4x4 type is a 4-row and 4-column matrix

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).

The matrix4x4 type has the following idempotent functions which can be invoked in QML:

Function Signature | Description | Example
--- | --- | ---

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` specified by `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` specified by `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)

bool fuzzyEquals(matrix4x4 other, real epsilon)

Returns true if `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`. Note that `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 basic type is provided by the QtQuick import.

See also QML Basic Types.