/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QVECTOR_UTILS_P_H #define QVECTOR_UTILS_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include // Replacement for qFuzzyCompare(QVector3D, QVector3D) and friends, // for a specific case where the results are going to be rendered // by the GPU onto a display. // // The accuracy of this comparison should not change. Especially it // should not change when you go from doubles to floats or when // you get close to zero. If two verts or lighting normals are // the same to within 5 places of floating point accuracy then they // will dislay as being on top of each other. // // Also this avoids doing 3 floating point multiplications every time // since the normal qFuzzyIsNull does a mul to scale the epsilon when // close to zero. inline bool qFskIsNull(double d) { return qAbs(d) <= 0.00001; } inline bool qFskIsNull(float f) { return qAbs(f) <= 0.00001f; } inline bool qFskCompare(float a, float b) { return qFskIsNull(a - b); } inline bool qFskCompare(double a, double b) { return qFskIsNull(a - b); } inline bool qFskCompare(const QVector3D &a, const QVector3D &b) { return ( qFskIsNull(a.x() - b.x()) && qFskIsNull(a.y() - b.y()) && qFskIsNull(a.z() - b.z()) ); } inline bool qFskCompare(const QVector2D &a, const QVector2D &b) { return ( qFskIsNull(a.x() - b.x()) && qFskIsNull(a.y() - b.y()) ); } #endif // QVECTOR_UTILS_P_H