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authorGiuseppe D'Angelo <giuseppe.dangelo@kdab.com>2020-02-06 00:58:22 +0100
committerLars Knoll <lars.knoll@qt.io>2020-11-19 12:28:45 +0100
commit5a61c88e1fee77db5c99837bf2d59630777b671a (patch)
treebcf98c37a00d69c3c1f0084115bf9094f23f9998 /src/gui/math3d
parentb4c17476129e07dd3bf52c6aac8a51cf30c2dd3a (diff)
Clean up QVector2D/3D/4D
In random order: * Remove code marked for removal in Qt 6. * Inline as much as possible. This should give us a massive speed boost in some simple operations where the function call overhead as much as the cost of body of the function itself (lengthSquared, dotProduct, etc.). * Plaster constexpr and noexcept, as much as possible; follow Lakos' rule. * Unexport the classes; selectively export only the symbols still defined out of line. * Add [[nodiscard]] to any non-trivial mathematical operation (e.g. calculate the length). * To avoid circular dependencies, centralize their implementation in one file. Leave the existing headers for compatibility with existing #include statements. * Change all the signatures of the classes' members to take QVectorND, QPointF, etc. objects by value, not by const ref. Usage in other classes (e.g. QMatrix4x4) has not been adjusted. Change-Id: Iaf5a4b5289fcdf704e77656793390b8e772e94a5 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/math3d')
-rw-r--r--src/gui/math3d/math3d.pri7
-rw-r--r--src/gui/math3d/qvector2d.cpp558
-rw-r--r--src/gui/math3d/qvector2d.h249
-rw-r--r--src/gui/math3d/qvector3d.cpp759
-rw-r--r--src/gui/math3d/qvector3d.h276
-rw-r--r--src/gui/math3d/qvector4d.cpp639
-rw-r--r--src/gui/math3d/qvector4d.h277
-rw-r--r--src/gui/math3d/qvectornd.cpp1635
-rw-r--r--src/gui/math3d/qvectornd.h1105
9 files changed, 2755 insertions, 2750 deletions
diff --git a/src/gui/math3d/math3d.pri b/src/gui/math3d/math3d.pri
index e4dd53a68e..0cbc3db0e1 100644
--- a/src/gui/math3d/math3d.pri
+++ b/src/gui/math3d/math3d.pri
@@ -4,12 +4,11 @@ HEADERS += \
math3d/qquaternion.h \
math3d/qvector2d.h \
math3d/qvector3d.h \
- math3d/qvector4d.h
+ math3d/qvector4d.h \
+ math3d/qvectornd.h \
SOURCES += \
math3d/qgenericmatrix.cpp \
math3d/qmatrix4x4.cpp \
math3d/qquaternion.cpp \
- math3d/qvector2d.cpp \
- math3d/qvector3d.cpp \
- math3d/qvector4d.cpp
+ math3d/qvectornd.cpp \
diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp
deleted file mode 100644
index 4121f86b92..0000000000
--- a/src/gui/math3d/qvector2d.cpp
+++ /dev/null
@@ -1,558 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtGui module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qvector2d.h"
-#include "qvector3d.h"
-#include "qvector4d.h"
-#include <QtCore/qdatastream.h>
-#include <QtCore/qdebug.h>
-#include <QtCore/qvariant.h>
-#include <QtCore/qmath.h>
-
-QT_BEGIN_NAMESPACE
-
-#ifndef QT_NO_VECTOR2D
-
-static_assert(std::is_standard_layout<QVector2D>::value, "QVector2D is supposed to be standard layout");
-static_assert(sizeof(QVector2D) == sizeof(float) * 2, "QVector2D is not supposed to have padding at the end");
-
-/*!
- \class QVector2D
- \brief The QVector2D class represents a vector or vertex in 2D space.
- \since 4.6
- \ingroup painting
- \ingroup painting-3D
- \inmodule QtGui
-
- The QVector2D class can also be used to represent vertices in 2D space.
- We therefore do not need to provide a separate vertex class.
-
- \sa QVector3D, QVector4D, QQuaternion
-*/
-
-/*!
- \fn QVector2D::QVector2D()
-
- Constructs a null vector, i.e. with coordinates (0, 0).
-*/
-
-/*!
- \fn QVector2D::QVector2D(Qt::Initialization)
- \since 5.5
- \internal
-
- Constructs a vector without initializing the contents.
-*/
-
-/*!
- \fn QVector2D::QVector2D(float xpos, float ypos)
-
- Constructs a vector with coordinates (\a xpos, \a ypos).
-*/
-
-/*!
- \fn QVector2D::QVector2D(const QPoint& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point.
-*/
-
-/*!
- \fn QVector2D::QVector2D(const QPointF& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point.
-*/
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Constructs a vector with x and y coordinates from a 3D \a vector.
- The z coordinate of \a vector is dropped.
-
- \sa toVector3D()
-*/
-QVector2D::QVector2D(const QVector3D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR4D
-
-/*!
- Constructs a vector with x and y coordinates from a 3D \a vector.
- The z and w coordinates of \a vector are dropped.
-
- \sa toVector4D()
-*/
-QVector2D::QVector2D(const QVector4D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
-}
-
-#endif
-
-/*!
- \fn bool QVector2D::isNull() const
-
- Returns \c true if the x and y coordinates are set to 0.0,
- otherwise returns \c false.
-*/
-
-/*!
- \fn float QVector2D::x() const
-
- Returns the x coordinate of this point.
-
- \sa setX(), y()
-*/
-
-/*!
- \fn float QVector2D::y() const
-
- Returns the y coordinate of this point.
-
- \sa setY(), x()
-*/
-
-/*!
- \fn void QVector2D::setX(float x)
-
- Sets the x coordinate of this point to the given \a x coordinate.
-
- \sa x(), setY()
-*/
-
-/*!
- \fn void QVector2D::setY(float y)
-
- Sets the y coordinate of this point to the given \a y coordinate.
-
- \sa y(), setX()
-*/
-
-/*! \fn float &QVector2D::operator[](int i)
- \since 5.2
-
- Returns the component of the vector at index position \a i
- as a modifiable reference.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 2).
-*/
-
-/*! \fn float QVector2D::operator[](int i) const
- \since 5.2
-
- Returns the component of the vector at index position \a i.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 2).
-*/
-
-/*!
- Returns the length of the vector from the origin.
-
- \sa lengthSquared(), normalized()
-*/
-float QVector2D::length() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]);
- return float(std::sqrt(len));
-}
-
-/*!
- Returns the squared length of the vector from the origin.
- This is equivalent to the dot product of the vector with itself.
-
- \sa length(), dotProduct()
-*/
-float QVector2D::lengthSquared() const
-{
- return v[0] * v[0] + v[1] * v[1];
-}
-
-/*!
- Returns the normalized unit vector form of this vector.
-
- If this vector is null, then a null vector is returned. If the length
- of the vector is very close to 1, then the vector will be returned as-is.
- Otherwise the normalized form of the vector of length 1 will be returned.
-
- \sa length(), normalize()
-*/
-QVector2D QVector2D::normalized() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]);
- if (qFuzzyIsNull(len - 1.0f)) {
- return *this;
- } else if (!qFuzzyIsNull(len)) {
- double sqrtLen = std::sqrt(len);
- return QVector2D(float(double(v[0]) / sqrtLen), float(double(v[1]) / sqrtLen));
- } else {
- return QVector2D();
- }
-}
-
-/*!
- Normalizes the currect vector in place. Nothing happens if this
- vector is a null vector or the length of the vector is very close to 1.
-
- \sa length(), normalized()
-*/
-void QVector2D::normalize()
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]);
- if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
- return;
-
- len = std::sqrt(len);
-
- v[0] = float(double(v[0]) / len);
- v[1] = float(double(v[1]) / len);
-}
-
-/*!
- \since 5.1
-
- Returns the distance from this vertex to a point defined by
- the vertex \a point.
-
- \sa distanceToLine()
-*/
-float QVector2D::distanceToPoint(const QVector2D& point) const
-{
- return (*this - point).length();
-}
-
-/*!
- \since 5.1
-
- Returns the distance that this vertex is from a line defined
- by \a point and the unit vector \a direction.
-
- If \a direction is a null vector, then it does not define a line.
- In that case, the distance from \a point to this vertex is returned.
-
- \sa distanceToPoint()
-*/
-float QVector2D::distanceToLine
- (const QVector2D& point, const QVector2D& direction) const
-{
- if (direction.isNull())
- return (*this - point).length();
- QVector2D p = point + dotProduct(*this - point, direction) * direction;
- return (*this - p).length();
-}
-
-/*!
- \fn QVector2D &QVector2D::operator+=(const QVector2D &vector)
-
- Adds the given \a vector to this vector and returns a reference to
- this vector.
-
- \sa operator-=()
-*/
-
-/*!
- \fn QVector2D &QVector2D::operator-=(const QVector2D &vector)
-
- Subtracts the given \a vector from this vector and returns a reference to
- this vector.
-
- \sa operator+=()
-*/
-
-/*!
- \fn QVector2D &QVector2D::operator*=(float factor)
-
- Multiplies this vector's coordinates by the given \a factor, and
- returns a reference to this vector.
-
- \sa operator/=()
-*/
-
-/*!
- \fn QVector2D &QVector2D::operator*=(const QVector2D &vector)
-
- Multiplies the components of this vector by the corresponding
- components in \a vector.
-*/
-
-/*!
- \fn QVector2D &QVector2D::operator/=(float divisor)
-
- Divides this vector's coordinates by the given \a divisor, and
- returns a reference to this vector.
-
- \sa operator*=()
-*/
-
-/*!
- \fn QVector2D &QVector2D::operator/=(const QVector2D &vector)
- \since 5.5
-
- Divides the components of this vector by the corresponding
- components in \a vector.
-
- \sa operator*=()
-*/
-
-/*!
- Returns the dot product of \a v1 and \a v2.
-*/
-float QVector2D::dotProduct(const QVector2D& v1, const QVector2D& v2)
-{
- return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1];
-}
-
-/*!
- \fn bool QVector2D::operator==(const QVector2D &v1, const QVector2D &v2)
-
- Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn bool QVector2D::operator!=(const QVector2D &v1, const QVector2D &v2)
-
- Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn const QVector2D operator+(const QVector2D &v1, const QVector2D &v2)
- \relates QVector2D
-
- Returns a QVector2D object that is the sum of the given vectors, \a v1
- and \a v2; each component is added separately.
-
- \sa QVector2D::operator+=()
-*/
-
-/*!
- \fn const QVector2D operator-(const QVector2D &v1, const QVector2D &v2)
- \relates QVector2D
-
- Returns a QVector2D object that is formed by subtracting \a v2 from \a v1;
- each component is subtracted separately.
-
- \sa QVector2D::operator-=()
-*/
-
-/*!
- \fn const QVector2D operator*(float factor, const QVector2D &vector)
- \relates QVector2D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector2D::operator*=()
-*/
-
-/*!
- \fn const QVector2D operator*(const QVector2D &vector, float factor)
- \relates QVector2D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector2D::operator*=()
-*/
-
-/*!
- \fn const QVector2D operator*(const QVector2D &v1, const QVector2D &v2)
- \relates QVector2D
-
- Multiplies the components of \a v1 by the corresponding
- components in \a v2.
-*/
-
-/*!
- \fn const QVector2D operator-(const QVector2D &vector)
- \relates QVector2D
- \overload
-
- Returns a QVector2D object that is formed by changing the sign of
- the components of the given \a vector.
-
- Equivalent to \c {QVector2D(0,0) - vector}.
-*/
-
-/*!
- \fn const QVector2D operator/(const QVector2D &vector, float divisor)
- \relates QVector2D
-
- Returns the QVector2D object formed by dividing all three components of
- the given \a vector by the given \a divisor.
-
- \sa QVector2D::operator/=()
-*/
-
-/*!
- \fn const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor)
- \relates QVector2D
- \since 5.5
-
- Returns the QVector2D object formed by dividing components of the given
- \a vector by a respective components of the given \a divisor.
-
- \sa QVector2D::operator/=()
-*/
-
-/*!
- \fn bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2)
- \relates QVector2D
-
- Returns \c true if \a v1 and \a v2 are equal, allowing for a small
- fuzziness factor for floating-point comparisons; false otherwise.
-*/
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Returns the 3D form of this 2D vector, with the z coordinate set to zero.
-
- \sa toVector4D(), toPoint()
-*/
-QVector3D QVector2D::toVector3D() const
-{
- return QVector3D(v[0], v[1], 0.0f);
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR4D
-
-/*!
- Returns the 4D form of this 2D vector, with the z and w coordinates set to zero.
-
- \sa toVector3D(), toPoint()
-*/
-QVector4D QVector2D::toVector4D() const
-{
- return QVector4D(v[0], v[1], 0.0f, 0.0f);
-}
-
-#endif
-
-/*!
- \fn QPoint QVector2D::toPoint() const
-
- Returns the QPoint form of this 2D vector.
-
- \sa toPointF(), toVector3D()
-*/
-
-/*!
- \fn QPointF QVector2D::toPointF() const
-
- Returns the QPointF form of this 2D vector.
-
- \sa toPoint(), toVector3D()
-*/
-
-/*!
- Returns the 2D vector as a QVariant.
-*/
-QVector2D::operator QVariant() const
-{
- return QVariant::fromValue(*this);
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-
-QDebug operator<<(QDebug dbg, const QVector2D &vector)
-{
- QDebugStateSaver saver(dbg);
- dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
- return dbg;
-}
-
-#endif
-
-#ifndef QT_NO_DATASTREAM
-
-/*!
- \fn QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
- \relates QVector2D
-
- Writes the given \a vector to the given \a stream and returns a
- reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
-{
- stream << vector.x() << vector.y();
- return stream;
-}
-
-/*!
- \fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
- \relates QVector2D
-
- Reads a 2D vector from the given \a stream into the given \a vector
- and returns a reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
-{
- float x, y;
- stream >> x;
- stream >> y;
- vector.setX(x);
- vector.setY(y);
- return stream;
-}
-
-#endif // QT_NO_DATASTREAM
-
-#endif // QT_NO_VECTOR2D
-
-QT_END_NAMESPACE
diff --git a/src/gui/math3d/qvector2d.h b/src/gui/math3d/qvector2d.h
index b24f4df949..fc42579918 100644
--- a/src/gui/math3d/qvector2d.h
+++ b/src/gui/math3d/qvector2d.h
@@ -1,6 +1,7 @@
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
@@ -37,250 +38,8 @@
**
****************************************************************************/
-#ifndef QVECTOR2D_H
-#define QVECTOR2D_H
-
-#include <QtGui/qtguiglobal.h>
-#include <QtCore/qpoint.h>
-#include <QtCore/qmetatype.h>
-
-QT_BEGIN_NAMESPACE
-
-
-class QVector3D;
-class QVector4D;
-class QVariant;
-
-#ifndef QT_NO_VECTOR2D
-
-class Q_GUI_EXPORT QVector2D
-{
-public:
- constexpr QVector2D();
- explicit QVector2D(Qt::Initialization) {}
- constexpr QVector2D(float xpos, float ypos);
- constexpr explicit QVector2D(const QPoint& point);
- constexpr explicit QVector2D(const QPointF& point);
-#ifndef QT_NO_VECTOR3D
- explicit QVector2D(const QVector3D& vector);
-#endif
-#ifndef QT_NO_VECTOR4D
- explicit QVector2D(const QVector4D& vector);
-#endif
-
- bool isNull() const;
-
- constexpr float x() const;
- constexpr float y() const;
-
- void setX(float x);
- void setY(float y);
-
- float &operator[](int i);
- float operator[](int i) const;
-
- float length() const;
- float lengthSquared() const; //In Qt 6 convert to inline and constexpr
-
- [[nodiscard]] QVector2D normalized() const;
- void normalize();
-
- float distanceToPoint(const QVector2D &point) const;
- float distanceToLine(const QVector2D& point, const QVector2D& direction) const;
-
- QVector2D &operator+=(const QVector2D &vector);
- QVector2D &operator-=(const QVector2D &vector);
- QVector2D &operator*=(float factor);
- QVector2D &operator*=(const QVector2D &vector);
- QVector2D &operator/=(float divisor);
- inline QVector2D &operator/=(const QVector2D &vector);
-
- static float dotProduct(const QVector2D& v1, const QVector2D& v2); //In Qt 6 convert to inline and constexpr
-
-QT_WARNING_PUSH
-QT_WARNING_DISABLE_FLOAT_COMPARE
- constexpr friend inline bool operator==(const QVector2D &v1, const QVector2D &v2) noexcept
- {
- return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1];
- }
-
- constexpr friend inline bool operator!=(const QVector2D &v1, const QVector2D &v2) noexcept
- {
- return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1];
- }
-QT_WARNING_POP
-
- constexpr friend inline const QVector2D operator+(const QVector2D &v1, const QVector2D &v2);
- constexpr friend inline const QVector2D operator-(const QVector2D &v1, const QVector2D &v2);
- constexpr friend inline const QVector2D operator*(float factor, const QVector2D &vector);
- constexpr friend inline const QVector2D operator*(const QVector2D &vector, float factor);
- constexpr friend inline const QVector2D operator*(const QVector2D &v1, const QVector2D &v2);
- constexpr friend inline const QVector2D operator-(const QVector2D &vector);
- constexpr friend inline const QVector2D operator/(const QVector2D &vector, float divisor);
- constexpr friend inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor);
-
- constexpr friend inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2);
-
-#ifndef QT_NO_VECTOR3D
- QVector3D toVector3D() const;
-#endif
-#ifndef QT_NO_VECTOR4D
- QVector4D toVector4D() const;
-#endif
-
- constexpr QPoint toPoint() const;
- constexpr QPointF toPointF() const;
-
- operator QVariant() const;
-
-private:
- float v[2];
-
- friend class QVector3D;
- friend class QVector4D;
-};
-
-Q_DECLARE_TYPEINFO(QVector2D, Q_PRIMITIVE_TYPE);
-
-constexpr inline QVector2D::QVector2D() : v{0.0f, 0.0f} {}
-
-constexpr inline QVector2D::QVector2D(float xpos, float ypos) : v{xpos, ypos} {}
-
-constexpr inline QVector2D::QVector2D(const QPoint& point) : v{float(point.x()), float(point.y())} {}
-
-constexpr inline QVector2D::QVector2D(const QPointF& point) : v{float(point.x()), float(point.y())} {}
-
-inline bool QVector2D::isNull() const
-{
- return qIsNull(v[0]) && qIsNull(v[1]);
-}
-
-constexpr inline float QVector2D::x() const { return v[0]; }
-constexpr inline float QVector2D::y() const { return v[1]; }
-
-inline void QVector2D::setX(float aX) { v[0] = aX; }
-inline void QVector2D::setY(float aY) { v[1] = aY; }
-
-inline float &QVector2D::operator[](int i)
-{
- Q_ASSERT(uint(i) < 2u);
- return v[i];
-}
-
-inline float QVector2D::operator[](int i) const
-{
- Q_ASSERT(uint(i) < 2u);
- return v[i];
-}
-
-inline QVector2D &QVector2D::operator+=(const QVector2D &vector)
-{
- v[0] += vector.v[0];
- v[1] += vector.v[1];
- return *this;
-}
-
-inline QVector2D &QVector2D::operator-=(const QVector2D &vector)
-{
- v[0] -= vector.v[0];
- v[1] -= vector.v[1];
- return *this;
-}
-
-inline QVector2D &QVector2D::operator*=(float factor)
-{
- v[0] *= factor;
- v[1] *= factor;
- return *this;
-}
-
-inline QVector2D &QVector2D::operator*=(const QVector2D &vector)
-{
- v[0] *= vector.v[0];
- v[1] *= vector.v[1];
- return *this;
-}
-
-inline QVector2D &QVector2D::operator/=(float divisor)
-{
- v[0] /= divisor;
- v[1] /= divisor;
- return *this;
-}
-
-inline QVector2D &QVector2D::operator/=(const QVector2D &vector)
-{
- v[0] /= vector.v[0];
- v[1] /= vector.v[1];
- return *this;
-}
-
-constexpr inline const QVector2D operator+(const QVector2D &v1, const QVector2D &v2)
-{
- return QVector2D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1]);
-}
-
-constexpr inline const QVector2D operator-(const QVector2D &v1, const QVector2D &v2)
-{
- return QVector2D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1]);
-}
-
-constexpr inline const QVector2D operator*(float factor, const QVector2D &vector)
-{
- return QVector2D(vector.v[0] * factor, vector.v[1] * factor);
-}
-
-constexpr inline const QVector2D operator*(const QVector2D &vector, float factor)
-{
- return QVector2D(vector.v[0] * factor, vector.v[1] * factor);
-}
-
-constexpr inline const QVector2D operator*(const QVector2D &v1, const QVector2D &v2)
-{
- return QVector2D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1]);
-}
-
-constexpr inline const QVector2D operator-(const QVector2D &vector)
-{
- return QVector2D(-vector.v[0], -vector.v[1]);
-}
-
-constexpr inline const QVector2D operator/(const QVector2D &vector, float divisor)
-{
- return QVector2D(vector.v[0] / divisor, vector.v[1] / divisor);
-}
-
-constexpr inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor)
-{
- return QVector2D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1]);
-}
-
-constexpr inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2)
-{
- return qFuzzyCompare(v1.v[0], v2.v[0]) && qFuzzyCompare(v1.v[1], v2.v[1]);
-}
-
-constexpr inline QPoint QVector2D::toPoint() const
-{
- return QPoint(qRound(v[0]), qRound(v[1]));
-}
-
-constexpr inline QPointF QVector2D::toPointF() const
-{
- return QPointF(qreal(v[0]), qreal(v[1]));
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector2D &vector);
-#endif
-
-#ifndef QT_NO_DATASTREAM
-Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector2D &);
-Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector2D &);
-#endif
-
-#endif
-
-QT_END_NAMESPACE
+#include <QtGui/qvectornd.h>
+#if 0
+#pragma qt_sync_stop_processing
#endif
diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp
deleted file mode 100644
index 6d1d19c457..0000000000
--- a/src/gui/math3d/qvector3d.cpp
+++ /dev/null
@@ -1,759 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtGui module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qvector3d.h"
-#include "qvector2d.h"
-#include "qvector4d.h"
-#include "qmatrix4x4.h"
-#include <QtCore/qdatastream.h>
-#include <QtCore/qmath.h>
-#include <QtCore/qvariant.h>
-#include <QtCore/qdebug.h>
-#include <QtCore/qrect.h>
-
-QT_BEGIN_NAMESPACE
-
-#ifndef QT_NO_VECTOR3D
-
-static_assert(std::is_standard_layout<QVector3D>::value, "QVector3D is supposed to be standard layout");
-static_assert(sizeof(QVector3D) == sizeof(float) * 3, "QVector3D is not supposed to have padding at the end");
-
-/*!
- \class QVector3D
- \brief The QVector3D class represents a vector or vertex in 3D space.
- \since 4.6
- \ingroup painting-3D
- \inmodule QtGui
-
- Vectors are one of the main building blocks of 3D representation and
- drawing. They consist of three coordinates, traditionally called
- x, y, and z.
-
- The QVector3D class can also be used to represent vertices in 3D space.
- We therefore do not need to provide a separate vertex class.
-
- \sa QVector2D, QVector4D, QQuaternion
-*/
-
-/*!
- \fn QVector3D::QVector3D()
-
- Constructs a null vector, i.e. with coordinates (0, 0, 0).
-*/
-
-/*!
- \fn QVector3D::QVector3D(Qt::Initialization)
- \since 5.5
- \internal
-
- Constructs a vector without initializing the contents.
-*/
-
-/*!
- \fn QVector3D::QVector3D(float xpos, float ypos, float zpos)
-
- Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos).
-*/
-
-/*!
- \fn QVector3D::QVector3D(const QPoint& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and a
- z coordinate of 0.
-*/
-
-/*!
- \fn QVector3D::QVector3D(const QPointF& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and a
- z coordinate of 0.
-*/
-
-#ifndef QT_NO_VECTOR2D
-
-/*!
- Constructs a 3D vector from the specified 2D \a vector. The z
- coordinate is set to zero.
-
- \sa toVector2D()
-*/
-QVector3D::QVector3D(const QVector2D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = 0.0f;
-}
-
-/*!
- Constructs a 3D vector from the specified 2D \a vector. The z
- coordinate is set to \a zpos.
-
- \sa toVector2D()
-*/
-QVector3D::QVector3D(const QVector2D& vector, float zpos)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = zpos;
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR4D
-
-/*!
- Constructs a 3D vector from the specified 4D \a vector. The w
- coordinate is dropped.
-
- \sa toVector4D()
-*/
-QVector3D::QVector3D(const QVector4D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = vector.v[2];
-}
-
-#endif
-
-/*!
- \fn bool QVector3D::isNull() const
-
- Returns \c true if the x, y, and z coordinates are set to 0.0,
- otherwise returns \c false.
-*/
-
-/*!
- \fn float QVector3D::x() const
-
- Returns the x coordinate of this point.
-
- \sa setX(), y(), z()
-*/
-
-/*!
- \fn float QVector3D::y() const
-
- Returns the y coordinate of this point.
-
- \sa setY(), x(), z()
-*/
-
-/*!
- \fn float QVector3D::z() const
-
- Returns the z coordinate of this point.
-
- \sa setZ(), x(), y()
-*/
-
-/*!
- \fn void QVector3D::setX(float x)
-
- Sets the x coordinate of this point to the given \a x coordinate.
-
- \sa x(), setY(), setZ()
-*/
-
-/*!
- \fn void QVector3D::setY(float y)
-
- Sets the y coordinate of this point to the given \a y coordinate.
-
- \sa y(), setX(), setZ()
-*/
-
-/*!
- \fn void QVector3D::setZ(float z)
-
- Sets the z coordinate of this point to the given \a z coordinate.
-
- \sa z(), setX(), setY()
-*/
-
-/*! \fn float &QVector3D::operator[](int i)
- \since 5.2
-
- Returns the component of the vector at index position \a i
- as a modifiable reference.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 3).
-*/
-
-/*! \fn float QVector3D::operator[](int i) const
- \since 5.2
-
- Returns the component of the vector at index position \a i.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 3).
-*/
-
-/*!
- Returns the normalized unit vector form of this vector.
-
- If this vector is null, then a null vector is returned. If the length
- of the vector is very close to 1, then the vector will be returned as-is.
- Otherwise the normalized form of the vector of length 1 will be returned.
-
- \sa length(), normalize()
-*/
-QVector3D QVector3D::normalized() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]);
- if (qFuzzyIsNull(len - 1.0f)) {
- return *this;
- } else if (!qFuzzyIsNull(len)) {
- double sqrtLen = std::sqrt(len);
- return QVector3D(float(double(v[0]) / sqrtLen),
- float(double(v[1]) / sqrtLen),
- float(double(v[2]) / sqrtLen));
- } else {
- return QVector3D();
- }
-}
-
-/*!
- Normalizes the currect vector in place. Nothing happens if this
- vector is a null vector or the length of the vector is very close to 1.
-
- \sa length(), normalized()
-*/
-void QVector3D::normalize()
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]);
- if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
- return;
-
- len = std::sqrt(len);
-
- v[0] = float(double(v[0]) / len);
- v[1] = float(double(v[1]) / len);
- v[2] = float(double(v[2]) / len);
-}
-
-/*!
- \fn QVector3D &QVector3D::operator+=(const QVector3D &vector)
-
- Adds the given \a vector to this vector and returns a reference to
- this vector.
-
- \sa operator-=()
-*/
-
-/*!
- \fn QVector3D &QVector3D::operator-=(const QVector3D &vector)
-
- Subtracts the given \a vector from this vector and returns a reference to
- this vector.
-
- \sa operator+=()
-*/
-
-/*!
- \fn QVector3D &QVector3D::operator*=(float factor)
-
- Multiplies this vector's coordinates by the given \a factor, and
- returns a reference to this vector.
-
- \sa operator/=()
-*/
-
-/*!
- \fn QVector3D &QVector3D::operator*=(const QVector3D& vector)
- \overload
-
- Multiplies the components of this vector by the corresponding
- components in \a vector.
-
- Note: this is not the same as the crossProduct() of this
- vector and \a vector.
-
- \sa crossProduct()
-*/
-
-/*!
- \fn QVector3D &QVector3D::operator/=(float divisor)
-
- Divides this vector's coordinates by the given \a divisor, and
- returns a reference to this vector.
-
- \sa operator*=()
-*/
-
-/*!
- \fn QVector3D &QVector3D::operator/=(const QVector3D &vector)
- \since 5.5
-
- Divides the components of this vector by the corresponding
- components in \a vector.
-
- \sa operator*=()
-*/
-
-/*!
- Returns the dot product of \a v1 and \a v2.
-*/
-float QVector3D::dotProduct(const QVector3D& v1, const QVector3D& v2)
-{
- return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2];
-}
-
-/*!
- Returns the cross-product of vectors \a v1 and \a v2, which corresponds
- to the normal vector of a plane defined by \a v1 and \a v2.
-
- \sa normal()
-*/
-QVector3D QVector3D::crossProduct(const QVector3D& v1, const QVector3D& v2)
-{
- return QVector3D(v1.v[1] * v2.v[2] - v1.v[2] * v2.v[1],
- v1.v[2] * v2.v[0] - v1.v[0] * v2.v[2],
- v1.v[0] * v2.v[1] - v1.v[1] * v2.v[0]);
-}
-
-/*!
- Returns the normal vector of a plane defined by vectors \a v1 and \a v2,
- normalized to be a unit vector.
-
- Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you
- do not need the result to be normalized to a unit vector.
-
- \sa crossProduct(), distanceToPlane()
-*/
-QVector3D QVector3D::normal(const QVector3D& v1, const QVector3D& v2)
-{
- return crossProduct(v1, v2).normalized();
-}
-
-/*!
- \overload
-
- Returns the normal vector of a plane defined by vectors
- \a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector.
-
- Use crossProduct() to compute the cross-product of \a v2 - \a v1 and
- \a v3 - \a v1 if you do not need the result to be normalized to a
- unit vector.
-
- \sa crossProduct(), distanceToPlane()
-*/
-QVector3D QVector3D::normal
- (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3)
-{
- return crossProduct((v2 - v1), (v3 - v1)).normalized();
-}
-
-/*!
- \since 5.5
-
- Returns the window coordinates of this vector initially in object/model
- coordinates using the model view matrix \a modelView, the projection matrix
- \a projection and the viewport dimensions \a viewport.
-
- When transforming from clip to normalized space, a division by the w
- component on the vector components takes place. To prevent dividing by 0 if
- w equals to 0, it is set to 1.
-
- \note the returned y coordinates are in OpenGL orientation. OpenGL expects
- the bottom to be 0 whereas for Qt top is 0.
-
- \sa unproject()
- */
-QVector3D QVector3D::project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
-{
- QVector4D tmp(*this, 1.0f);
- tmp = projection * modelView * tmp;
- if (qFuzzyIsNull(tmp.w()))
- tmp.setW(1.0f);
- tmp /= tmp.w();
-
- tmp = tmp * 0.5f + QVector4D(0.5f, 0.5f, 0.5f, 0.5f);
- tmp.setX(tmp.x() * viewport.width() + viewport.x());
- tmp.setY(tmp.y() * viewport.height() + viewport.y());
-
- return tmp.toVector3D();
-}
-
-/*!
- \since 5.5
-
- Returns the object/model coordinates of this vector initially in window
- coordinates using the model view matrix \a modelView, the projection matrix
- \a projection and the viewport dimensions \a viewport.
-
- When transforming from clip to normalized space, a division by the w
- component of the vector components takes place. To prevent dividing by 0 if
- w equals to 0, it is set to 1.
-
- \note y coordinates in \a viewport should use OpenGL orientation. OpenGL
- expects the bottom to be 0 whereas for Qt top is 0.
-
- \sa project()
- */
-QVector3D QVector3D::unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
-{
- QMatrix4x4 inverse = QMatrix4x4( projection * modelView ).inverted();
-
- QVector4D tmp(*this, 1.0f);
- tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width()));
- tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height()));
- tmp = tmp * 2.0f - QVector4D(1.0f, 1.0f, 1.0f, 1.0f);
-
- QVector4D obj = inverse * tmp;
- if (qFuzzyIsNull(obj.w()))
- obj.setW(1.0f);
- obj /= obj.w();
- return obj.toVector3D();
-}
-
-/*!
- \since 5.1
-
- Returns the distance from this vertex to a point defined by
- the vertex \a point.
-
- \sa distanceToPlane(), distanceToLine()
-*/
-float QVector3D::distanceToPoint(const QVector3D& point) const
-{
- return (*this - point).length();
-}
-
-/*!
- Returns the distance from this vertex to a plane defined by
- the vertex \a plane and a \a normal unit vector. The \a normal
- parameter is assumed to have been normalized to a unit vector.
-
- The return value will be negative if the vertex is below the plane,
- or zero if it is on the plane.
-
- \sa normal(), distanceToLine()
-*/
-float QVector3D::distanceToPlane
- (const QVector3D& plane, const QVector3D& normal) const
-{
- return dotProduct(*this - plane, normal);
-}
-
-/*!
- \overload
-
- Returns the distance from this vertex to a plane defined by
- the vertices \a plane1, \a plane2 and \a plane3.
-
- The return value will be negative if the vertex is below the plane,
- or zero if it is on the plane.
-
- The two vectors that define the plane are \a plane2 - \a plane1
- and \a plane3 - \a plane1.
-
- \sa normal(), distanceToLine()
-*/
-float QVector3D::distanceToPlane
- (const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const
-{
- QVector3D n = normal(plane2 - plane1, plane3 - plane1);
- return dotProduct(*this - plane1, n);
-}
-
-/*!
- Returns the distance that this vertex is from a line defined
- by \a point and the unit vector \a direction.
-
- If \a direction is a null vector, then it does not define a line.
- In that case, the distance from \a point to this vertex is returned.
-
- \sa distanceToPlane()
-*/
-float QVector3D::distanceToLine
- (const QVector3D& point, const QVector3D& direction) const
-{
- if (direction.isNull())
- return (*this - point).length();
- QVector3D p = point + dotProduct(*this - point, direction) * direction;
- return (*this - p).length();
-}
-
-/*!
- \fn bool QVector3D::operator==(const QVector3D &v1, const QVector3D &v2)
-
- Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn bool QVector3D::operator!=(const QVector3D &v1, const QVector3D &v2)
-
- Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
- \relates QVector3D
-
- Returns a QVector3D object that is the sum of the given vectors, \a v1
- and \a v2; each component is added separately.
-
- \sa QVector3D::operator+=()
-*/
-
-/*!
- \fn const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
- \relates QVector3D
-
- Returns a QVector3D object that is formed by subtracting \a v2 from \a v1;
- each component is subtracted separately.
-
- \sa QVector3D::operator-=()
-*/
-
-/*!
- \fn const QVector3D operator*(float factor, const QVector3D &vector)
- \relates QVector3D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector3D::operator*=()
-*/
-
-/*!
- \fn const QVector3D operator*(const QVector3D &vector, float factor)
- \relates QVector3D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector3D::operator*=()
-*/
-
-/*!
- \fn const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
- \relates QVector3D
-
- Multiplies the components of \a v1 by the corresponding components in \a v2.
-
- Note: this is not the same as the crossProduct() of \a v1 and \a v2.
-
- \sa QVector3D::crossProduct()
-*/
-
-/*!
- \fn const QVector3D operator-(const QVector3D &vector)
- \relates QVector3D
- \overload
-
- Returns a QVector3D object that is formed by changing the sign of
- all three components of the given \a vector.
-
- Equivalent to \c {QVector3D(0,0,0) - vector}.
-*/
-
-/*!
- \fn const QVector3D operator/(const QVector3D &vector, float divisor)
- \relates QVector3D
-
- Returns the QVector3D object formed by dividing all three components of
- the given \a vector by the given \a divisor.
-
- \sa QVector3D::operator/=()
-*/
-
-/*!
- \fn const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor)
- \relates QVector3D
- \since 5.5
-
- Returns the QVector3D object formed by dividing components of the given
- \a vector by a respective components of the given \a divisor.
-
- \sa QVector3D::operator/=()
-*/
-
-/*!
- \fn bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
- \relates QVector3D
-
- Returns \c true if \a v1 and \a v2 are equal, allowing for a small
- fuzziness factor for floating-point comparisons; false otherwise.
-*/
-
-#ifndef QT_NO_VECTOR2D
-
-/*!
- Returns the 2D vector form of this 3D vector, dropping the z coordinate.
-
- \sa toVector4D(), toPoint()
-*/
-QVector2D QVector3D::toVector2D() const
-{
- return QVector2D(v[0], v[1]);
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR4D
-
-/*!
- Returns the 4D form of this 3D vector, with the w coordinate set to zero.
-
- \sa toVector2D(), toPoint()
-*/
-QVector4D QVector3D::toVector4D() const
-{
- return QVector4D(v[0], v[1], v[2], 0.0f);
-}
-
-#endif
-
-/*!
- \fn QPoint QVector3D::toPoint() const
-
- Returns the QPoint form of this 3D vector. The z coordinate
- is dropped.
-
- \sa toPointF(), toVector2D()
-*/
-
-/*!
- \fn QPointF QVector3D::toPointF() const
-
- Returns the QPointF form of this 3D vector. The z coordinate
- is dropped.
-
- \sa toPoint(), toVector2D()
-*/
-
-/*!
- Returns the 3D vector as a QVariant.
-*/
-QVector3D::operator QVariant() const
-{
- return QVariant::fromValue(*this);
-}
-
-/*!
- Returns the length of the vector from the origin.
-
- \sa lengthSquared(), normalized()
-*/
-float QVector3D::length() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]);
- return float(std::sqrt(len));
-}
-
-/*!
- Returns the squared length of the vector from the origin.
- This is equivalent to the dot product of the vector with itself.
-
- \sa length(), dotProduct()
-*/
-float QVector3D::lengthSquared() const
-{
- return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-
-QDebug operator<<(QDebug dbg, const QVector3D &vector)
-{
- QDebugStateSaver saver(dbg);
- dbg.nospace() << "QVector3D("
- << vector.x() << ", " << vector.y() << ", " << vector.z() << ')';
- return dbg;
-}
-
-#endif
-
-#ifndef QT_NO_DATASTREAM
-
-/*!
- \fn QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)
- \relates QVector3D
-
- Writes the given \a vector to the given \a stream and returns a
- reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)
-{
- stream << vector.x() << vector.y() << vector.z();
- return stream;
-}
-
-/*!
- \fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
- \relates QVector3D
-
- Reads a 3D vector from the given \a stream into the given \a vector
- and returns a reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
-{
- float x, y, z;
- stream >> x;
- stream >> y;
- stream >> z;
- vector.setX(x);
- vector.setY(y);
- vector.setZ(z);
- return stream;
-}
-
-#endif // QT_NO_DATASTREAM
-
-#endif // QT_NO_VECTOR3D
-
-QT_END_NAMESPACE
diff --git a/src/gui/math3d/qvector3d.h b/src/gui/math3d/qvector3d.h
index ac4f7dffef..fc42579918 100644
--- a/src/gui/math3d/qvector3d.h
+++ b/src/gui/math3d/qvector3d.h
@@ -1,6 +1,7 @@
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
@@ -37,277 +38,8 @@
**
****************************************************************************/
-#ifndef QVECTOR3D_H
-#define QVECTOR3D_H
-
-#include <QtGui/qtguiglobal.h>
-#include <QtCore/qpoint.h>
-#include <QtCore/qmetatype.h>
-
-QT_BEGIN_NAMESPACE
-
-
-class QMatrix4x4;
-class QVector2D;
-class QVector4D;
-class QRect;
-
-#ifndef QT_NO_VECTOR3D
-
-class Q_GUI_EXPORT QVector3D
-{
-public:
- constexpr QVector3D();
- explicit QVector3D(Qt::Initialization) {}
- constexpr QVector3D(float xpos, float ypos, float zpos) : v{xpos, ypos, zpos} {}
-
- constexpr explicit QVector3D(const QPoint& point);
- constexpr explicit QVector3D(const QPointF& point);
-#ifndef QT_NO_VECTOR2D
- QVector3D(const QVector2D& vector);
- QVector3D(const QVector2D& vector, float zpos);
-#endif
-#ifndef QT_NO_VECTOR4D
- explicit QVector3D(const QVector4D& vector);
-#endif
-
- bool isNull() const;
-
- constexpr float x() const;
- constexpr float y() const;
- constexpr float z() const;
-
- void setX(float x);
- void setY(float y);
- void setZ(float z);
-
- float &operator[](int i);
- float operator[](int i) const;
-
- float length() const;
- float lengthSquared() const;
-
- QVector3D normalized() const;
- void normalize();
-
- QVector3D &operator+=(const QVector3D &vector);
- QVector3D &operator-=(const QVector3D &vector);
- QVector3D &operator*=(float factor);
- QVector3D &operator*=(const QVector3D& vector);
- QVector3D &operator/=(float divisor);
- inline QVector3D &operator/=(const QVector3D &vector);
-
- static float dotProduct(const QVector3D& v1, const QVector3D& v2); //In Qt 6 convert to inline and constexpr
- static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); //in Qt 6 convert to inline and constexpr
-
- static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
- static QVector3D normal
- (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
-
- QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
- QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
-
- float distanceToPoint(const QVector3D& point) const;
- float distanceToPlane(const QVector3D& plane, const QVector3D& normal) const;
- float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
- float distanceToLine(const QVector3D& point, const QVector3D& direction) const;
-
-QT_WARNING_PUSH
-QT_WARNING_DISABLE_FLOAT_COMPARE
- constexpr friend inline bool operator==(const QVector3D &v1, const QVector3D &v2) noexcept
- {
- return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2];
- }
-
- constexpr friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2) noexcept
- {
- return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2];
- }
-QT_WARNING_POP
-
- constexpr friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
- constexpr friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
- constexpr friend inline const QVector3D operator*(float factor, const QVector3D &vector);
- constexpr friend inline const QVector3D operator*(const QVector3D &vector, float factor);
- constexpr friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
- constexpr friend inline const QVector3D operator-(const QVector3D &vector);
- constexpr friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
- constexpr friend inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor);
-
- constexpr friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
-
-#ifndef QT_NO_VECTOR2D
- QVector2D toVector2D() const;
-#endif
-#ifndef QT_NO_VECTOR4D
- QVector4D toVector4D() const;
-#endif
-
- constexpr QPoint toPoint() const;
- constexpr QPointF toPointF() const;
-
- operator QVariant() const;
-
-private:
- float v[3];
-
- friend class QVector2D;
- friend class QVector4D;
-#ifndef QT_NO_MATRIX4X4
- friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
- friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
-#endif
-};
-
-Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE);
-
-constexpr inline QVector3D::QVector3D() : v{0.0f, 0.0f, 0.0f} {}
-
-constexpr inline QVector3D::QVector3D(const QPoint& point) : v{float(point.x()), float(point.y()), float(0.0f)} {}
-
-constexpr inline QVector3D::QVector3D(const QPointF& point) : v{float(point.x()), float(point.y()), 0.0f} {}
-
-inline bool QVector3D::isNull() const
-{
- return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]);
-}
-
-constexpr inline float QVector3D::x() const { return v[0]; }
-constexpr inline float QVector3D::y() const { return v[1]; }
-constexpr inline float QVector3D::z() const { return v[2]; }
-
-inline void QVector3D::setX(float aX) { v[0] = aX; }
-inline void QVector3D::setY(float aY) { v[1] = aY; }
-inline void QVector3D::setZ(float aZ) { v[2] = aZ; }
-
-inline float &QVector3D::operator[](int i)
-{
- Q_ASSERT(uint(i) < 3u);
- return v[i];
-}
-
-inline float QVector3D::operator[](int i) const
-{
- Q_ASSERT(uint(i) < 3u);
- return v[i];
-}
-
-inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
-{
- v[0] += vector.v[0];
- v[1] += vector.v[1];
- v[2] += vector.v[2];
- return *this;
-}
-
-inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
-{
- v[0] -= vector.v[0];
- v[1] -= vector.v[1];
- v[2] -= vector.v[2];
- return *this;
-}
-
-inline QVector3D &QVector3D::operator*=(float factor)
-{
- v[0] *= factor;
- v[1] *= factor;
- v[2] *= factor;
- return *this;
-}
-
-inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
-{
- v[0] *= vector.v[0];
- v[1] *= vector.v[1];
- v[2] *= vector.v[2];
- return *this;
-}
-
-inline QVector3D &QVector3D::operator/=(float divisor)
-{
- v[0] /= divisor;
- v[1] /= divisor;
- v[2] /= divisor;
- return *this;
-}
-
-inline QVector3D &QVector3D::operator/=(const QVector3D &vector)
-{
- v[0] /= vector.v[0];
- v[1] /= vector.v[1];
- v[2] /= vector.v[2];
- return *this;
-}
-
-constexpr inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
-{
- return QVector3D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2]);
-}
-
-constexpr inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
-{
- return QVector3D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2]);
-}
-
-constexpr inline const QVector3D operator*(float factor, const QVector3D &vector)
-{
- return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
-}
-
-constexpr inline const QVector3D operator*(const QVector3D &vector, float factor)
-{
- return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
-}
-
-constexpr inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
-{
- return QVector3D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2]);
-}
-
-constexpr inline const QVector3D operator-(const QVector3D &vector)
-{
- return QVector3D(-vector.v[0], -vector.v[1], -vector.v[2]);
-}
-
-constexpr inline const QVector3D operator/(const QVector3D &vector, float divisor)
-{
- return QVector3D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor);
-}
-
-constexpr inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor)
-{
- return QVector3D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2]);
-}
-
-constexpr inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
-{
- return qFuzzyCompare(v1.v[0], v2.v[0]) &&
- qFuzzyCompare(v1.v[1], v2.v[1]) &&
- qFuzzyCompare(v1.v[2], v2.v[2]);
-}
-
-constexpr inline QPoint QVector3D::toPoint() const
-{
- return QPoint(qRound(v[0]), qRound(v[1]));
-}
-
-constexpr inline QPointF QVector3D::toPointF() const
-{
- return QPointF(qreal(v[0]), qreal(v[1]));
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector);
-#endif
-
-#ifndef QT_NO_DATASTREAM
-Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &);
-Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &);
-#endif
-
-#endif
-
-QT_END_NAMESPACE
+#include <QtGui/qvectornd.h>
+#if 0
+#pragma qt_sync_stop_processing
#endif
diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp
deleted file mode 100644
index a9d57156f9..0000000000
--- a/src/gui/math3d/qvector4d.cpp
+++ /dev/null
@@ -1,639 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtGui module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qvector4d.h"
-#include "qvector3d.h"
-#include "qvector2d.h"
-#include <QtCore/qdatastream.h>
-#include <QtCore/qdebug.h>
-#include <QtCore/qvariant.h>
-#include <QtCore/qmath.h>
-
-QT_BEGIN_NAMESPACE
-
-#ifndef QT_NO_VECTOR4D
-
-static_assert(std::is_standard_layout<QVector4D>::value, "QVector4D is supposed to be standard layout");
-static_assert(sizeof(QVector4D) == sizeof(float) * 4, "QVector4D is not supposed to have padding at the end");
-
-/*!
- \class QVector4D
- \brief The QVector4D class represents a vector or vertex in 4D space.
- \since 4.6
- \ingroup painting-3D
- \inmodule QtGui
-
- The QVector4D class can also be used to represent vertices in 4D space.
- We therefore do not need to provide a separate vertex class.
-
- \sa QQuaternion, QVector2D, QVector3D
-*/
-
-/*!
- \fn QVector4D::QVector4D()
-
- Constructs a null vector, i.e. with coordinates (0, 0, 0, 0).
-*/
-
-/*!
- \fn QVector4D::QVector4D(Qt::Initialization)
- \since 5.5
- \internal
-
- Constructs a vector without initializing the contents.
-*/
-
-/*!
- \fn QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos)
-
- Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos, \a wpos).
-*/
-
-/*!
- \fn QVector4D::QVector4D(const QPoint& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and
- z and w coordinates of 0.
-*/
-
-/*!
- \fn QVector4D::QVector4D(const QPointF& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and
- z and w coordinates of 0.
-*/
-
-#ifndef QT_NO_VECTOR2D
-
-/*!
- Constructs a 4D vector from the specified 2D \a vector. The z
- and w coordinates are set to zero.
-
- \sa toVector2D()
-*/
-QVector4D::QVector4D(const QVector2D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = 0.0f;
- v[3] = 0.0f;
-}
-
-/*!
- Constructs a 4D vector from the specified 2D \a vector. The z
- and w coordinates are set to \a zpos and \a wpos respectively.
-
- \sa toVector2D()
-*/
-QVector4D::QVector4D(const QVector2D& vector, float zpos, float wpos)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = zpos;
- v[3] = wpos;
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Constructs a 4D vector from the specified 3D \a vector. The w
- coordinate is set to zero.
-
- \sa toVector3D()
-*/
-QVector4D::QVector4D(const QVector3D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = vector.v[2];
- v[3] = 0.0f;
-}
-
-/*!
- Constructs a 4D vector from the specified 3D \a vector. The w
- coordinate is set to \a wpos.
-
- \sa toVector3D()
-*/
-QVector4D::QVector4D(const QVector3D& vector, float wpos)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = vector.v[2];
- v[3] = wpos;
-}
-
-#endif
-
-/*!
- \fn bool QVector4D::isNull() const
-
- Returns \c true if the x, y, z, and w coordinates are set to 0.0,
- otherwise returns \c false.
-*/
-
-/*!
- \fn float QVector4D::x() const
-
- Returns the x coordinate of this point.
-
- \sa setX(), y(), z(), w()
-*/
-
-/*!
- \fn float QVector4D::y() const
-
- Returns the y coordinate of this point.
-
- \sa setY(), x(), z(), w()
-*/
-
-/*!
- \fn float QVector4D::z() const
-
- Returns the z coordinate of this point.
-
- \sa setZ(), x(), y(), w()
-*/
-
-/*!
- \fn float QVector4D::w() const
-
- Returns the w coordinate of this point.
-
- \sa setW(), x(), y(), z()
-*/
-
-/*!
- \fn void QVector4D::setX(float x)
-
- Sets the x coordinate of this point to the given \a x coordinate.
-
- \sa x(), setY(), setZ(), setW()
-*/
-
-/*!
- \fn void QVector4D::setY(float y)
-
- Sets the y coordinate of this point to the given \a y coordinate.
-
- \sa y(), setX(), setZ(), setW()
-*/
-
-/*!
- \fn void QVector4D::setZ(float z)
-
- Sets the z coordinate of this point to the given \a z coordinate.
-
- \sa z(), setX(), setY(), setW()
-*/
-
-/*!
- \fn void QVector4D::setW(float w)
-
- Sets the w coordinate of this point to the given \a w coordinate.
-
- \sa w(), setX(), setY(), setZ()
-*/
-
-/*! \fn float &QVector4D::operator[](int i)
- \since 5.2
-
- Returns the component of the vector at index position \a i
- as a modifiable reference.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 4).
-*/
-
-/*! \fn float QVector4D::operator[](int i) const
- \since 5.2
-
- Returns the component of the vector at index position \a i.
-
- \a i must be a valid index position in the vector (i.e., 0 <= \a i
- < 4).
-*/
-
-/*!
- Returns the length of the vector from the origin.
-
- \sa lengthSquared(), normalized()
-*/
-float QVector4D::length() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]) +
- double(v[3]) * double(v[3]);
- return float(std::sqrt(len));
-}
-
-/*!
- Returns the squared length of the vector from the origin.
- This is equivalent to the dot product of the vector with itself.
-
- \sa length(), dotProduct()
-*/
-float QVector4D::lengthSquared() const
-{
- return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
-}
-
-/*!
- Returns the normalized unit vector form of this vector.
-
- If this vector is null, then a null vector is returned. If the length
- of the vector is very close to 1, then the vector will be returned as-is.
- Otherwise the normalized form of the vector of length 1 will be returned.
-
- \sa length(), normalize()
-*/
-QVector4D QVector4D::normalized() const
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]) +
- double(v[3]) * double(v[3]);
- if (qFuzzyIsNull(len - 1.0f)) {
- return *this;
- } else if (!qFuzzyIsNull(len)) {
- double sqrtLen = std::sqrt(len);
- return QVector4D(float(double(v[0]) / sqrtLen),
- float(double(v[1]) / sqrtLen),
- float(double(v[2]) / sqrtLen),
- float(double(v[3]) / sqrtLen));
- } else {
- return QVector4D();
- }
-}
-
-/*!
- Normalizes the currect vector in place. Nothing happens if this
- vector is a null vector or the length of the vector is very close to 1.
-
- \sa length(), normalized()
-*/
-void QVector4D::normalize()
-{
- // Need some extra precision if the length is very small.
- double len = double(v[0]) * double(v[0]) +
- double(v[1]) * double(v[1]) +
- double(v[2]) * double(v[2]) +
- double(v[3]) * double(v[3]);
- if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
- return;
-
- len = std::sqrt(len);
-
- v[0] = float(double(v[0]) / len);
- v[1] = float(double(v[1]) / len);
- v[2] = float(double(v[2]) / len);
- v[3] = float(double(v[3]) / len);
-}
-
-/*!
- \fn QVector4D &QVector4D::operator+=(const QVector4D &vector)
-
- Adds the given \a vector to this vector and returns a reference to
- this vector.
-
- \sa operator-=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator-=(const QVector4D &vector)
-
- Subtracts the given \a vector from this vector and returns a reference to
- this vector.
-
- \sa operator+=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator*=(float factor)
-
- Multiplies this vector's coordinates by the given \a factor, and
- returns a reference to this vector.
-
- \sa operator/=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator*=(const QVector4D &vector)
-
- Multiplies the components of this vector by the corresponding
- components in \a vector.
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator/=(float divisor)
-
- Divides this vector's coordinates by the given \a divisor, and
- returns a reference to this vector.
-
- \sa operator*=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator/=(const QVector4D &vector)
- \since 5.5
-
- Divides the components of this vector by the corresponding
- components in \a vector.
-
- \sa operator*=()
-*/
-
-/*!
- Returns the dot product of \a v1 and \a v2.
-*/
-float QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2)
-{
- return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2] + v1.v[3] * v2.v[3];
-}
-
-/*!
- \fn bool QVector4D::operator==(const QVector4D &v1, const QVector4D &v2)
-
- Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn bool QVector4D::operator!=(const QVector4D &v1, const QVector4D &v2)
-
- Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
- This operator uses an exact floating-point comparison.
-*/
-
-/*!
- \fn const QVector4D operator+(const QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- Returns a QVector4D object that is the sum of the given vectors, \a v1
- and \a v2; each component is added separately.
-
- \sa QVector4D::operator+=()
-*/
-
-/*!
- \fn const QVector4D operator-(const QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- Returns a QVector4D object that is formed by subtracting \a v2 from \a v1;
- each component is subtracted separately.
-
- \sa QVector4D::operator-=()
-*/
-
-/*!
- \fn const QVector4D operator*(float factor, const QVector4D &vector)
- \relates QVector4D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator*(const QVector4D &vector, float factor)
- \relates QVector4D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator*(const QVector4D &v1, const QVector4D& v2)
- \relates QVector4D
-
- Returns the vector consisting of the multiplication of the
- components from \a v1 and \a v2.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator-(const QVector4D &vector)
- \relates QVector4D
- \overload
-
- Returns a QVector4D object that is formed by changing the sign of
- all three components of the given \a vector.
-
- Equivalent to \c {QVector4D(0,0,0,0) - vector}.
-*/
-
-/*!
- \fn const QVector4D operator/(const QVector4D &vector, float divisor)
- \relates QVector4D
-
- Returns the QVector4D object formed by dividing all four components of
- the given \a vector by the given \a divisor.
-
- \sa QVector4D::operator/=()
-*/
-
-/*!
- \fn const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor)
- \relates QVector4D
- \since 5.5
-
- Returns the QVector4D object formed by dividing components of the given
- \a vector by a respective components of the given \a divisor.
-
- \sa QVector4D::operator/=()
-*/
-
-/*!
- \fn bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2)
- \relates QVector4D
-
- Returns \c true if \a v1 and \a v2 are equal, allowing for a small
- fuzziness factor for floating-point comparisons; false otherwise.
-*/
-
-#ifndef QT_NO_VECTOR2D
-
-/*!
- Returns the 2D vector form of this 4D vector, dropping the z and w coordinates.
-
- \sa toVector2DAffine(), toVector3D(), toPoint()
-*/
-QVector2D QVector4D::toVector2D() const
-{
- return QVector2D(v[0], v[1]);
-}
-
-/*!
- Returns the 2D vector form of this 4D vector, dividing the x and y
- coordinates by the w coordinate and dropping the z coordinate.
- Returns a null vector if w is zero.
-
- \sa toVector2D(), toVector3DAffine(), toPoint()
-*/
-QVector2D QVector4D::toVector2DAffine() const
-{
- if (qIsNull(v[3]))
- return QVector2D();
- return QVector2D(v[0] / v[3], v[1] / v[3]);
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Returns the 3D vector form of this 4D vector, dropping the w coordinate.
-
- \sa toVector3DAffine(), toVector2D(), toPoint()
-*/
-QVector3D QVector4D::toVector3D() const
-{
- return QVector3D(v[0], v[1], v[2]);
-}
-
-/*!
- Returns the 3D vector form of this 4D vector, dividing the x, y, and
- z coordinates by the w coordinate. Returns a null vector if w is zero.
-
- \sa toVector3D(), toVector2DAffine(), toPoint()
-*/
-QVector3D QVector4D::toVector3DAffine() const
-{
- if (qIsNull(v[3]))
- return QVector3D();
- return QVector3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);
-}
-
-#endif
-
-/*!
- \fn QPoint QVector4D::toPoint() const
-
- Returns the QPoint form of this 4D vector. The z and w coordinates
- are dropped.
-
- \sa toPointF(), toVector2D()
-*/
-
-/*!
- \fn QPointF QVector4D::toPointF() const
-
- Returns the QPointF form of this 4D vector. The z and w coordinates
- are dropped.
-
- \sa toPoint(), toVector2D()
-*/
-
-/*!
- Returns the 4D vector as a QVariant.
-*/
-QVector4D::operator QVariant() const
-{
- return QVariant::fromValue(*this);
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-
-QDebug operator<<(QDebug dbg, const QVector4D &vector)
-{
- QDebugStateSaver saver(dbg);
- dbg.nospace() << "QVector4D("
- << vector.x() << ", " << vector.y() << ", "
- << vector.z() << ", " << vector.w() << ')';
- return dbg;
-}
-
-#endif
-
-#ifndef QT_NO_DATASTREAM
-
-/*!
- \fn QDataStream &operator<<(QDataStream &stream, const QVector4D &vector)
- \relates QVector4D
-
- Writes the given \a vector to the given \a stream and returns a
- reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator<<(QDataStream &stream, const QVector4D &vector)
-{
- stream << vector.x() << vector.y()
- << vector.z() << vector.w();
- return stream;
-}
-
-/*!
- \fn QDataStream &operator>>(QDataStream &stream, QVector4D &vector)
- \relates QVector4D
-
- Reads a 4D vector from the given \a stream into the given \a vector
- and returns a reference to the stream.
-
- \sa {Serializing Qt Data Types}
-*/
-
-QDataStream &operator>>(QDataStream &stream, QVector4D &vector)
-{
- float x, y, z, w;
- stream >> x;
- stream >> y;
- stream >> z;
- stream >> w;
- vector.setX(x);
- vector.setY(y);
- vector.setZ(z);
- vector.setW(w);
- return stream;
-}
-
-#endif // QT_NO_DATASTREAM
-
-#endif // QT_NO_VECTOR4D
-
-QT_END_NAMESPACE
diff --git a/src/gui/math3d/qvector4d.h b/src/gui/math3d/qvector4d.h
index 327c6f01d3..fc42579918 100644
--- a/src/gui/math3d/qvector4d.h
+++ b/src/gui/math3d/qvector4d.h
@@ -1,6 +1,7 @@
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
@@ -37,278 +38,8 @@
**
****************************************************************************/
-#ifndef QVECTOR4D_H
-#define QVECTOR4D_H
-
-#include <QtGui/qtguiglobal.h>
-#include <QtCore/qpoint.h>
-#include <QtCore/qmetatype.h>
-
-QT_BEGIN_NAMESPACE
-
-
-class QMatrix4x4;
-class QVector2D;
-class QVector3D;
-
-#ifndef QT_NO_VECTOR4D
-
-class Q_GUI_EXPORT QVector4D
-{
-public:
- constexpr QVector4D();
- explicit QVector4D(Qt::Initialization) {}
- constexpr QVector4D(float xpos, float ypos, float zpos, float wpos);
- constexpr explicit QVector4D(const QPoint& point);
- constexpr explicit QVector4D(const QPointF& point);
-#ifndef QT_NO_VECTOR2D
- QVector4D(const QVector2D& vector);
- QVector4D(const QVector2D& vector, float zpos, float wpos);
-#endif
-#ifndef QT_NO_VECTOR3D
- QVector4D(const QVector3D& vector);
- QVector4D(const QVector3D& vector, float wpos);
-#endif
-
- bool isNull() const;
-
- constexpr float x() const;
- constexpr float y() const;
- constexpr float z() const;
- constexpr float w() const;
-
- void setX(float x);
- void setY(float y);
- void setZ(float z);
- void setW(float w);
-
- float &operator[](int i);
- float operator[](int i) const;
-
- float length() const;
- float lengthSquared() const; //In Qt 6 convert to inline and constexpr
-
- [[nodiscard]] QVector4D normalized() const;
- void normalize();
-
- QVector4D &operator+=(const QVector4D &vector);
- QVector4D &operator-=(const QVector4D &vector);
- QVector4D &operator*=(float factor);
- QVector4D &operator*=(const QVector4D &vector);
- QVector4D &operator/=(float divisor);
- inline QVector4D &operator/=(const QVector4D &vector);
-
- static float dotProduct(const QVector4D& v1, const QVector4D& v2); //In Qt 6 convert to inline and constexpr
-
-QT_WARNING_PUSH
-QT_WARNING_DISABLE_FLOAT_COMPARE
- constexpr friend inline bool operator==(const QVector4D &v1, const QVector4D &v2) noexcept
- {
- return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2] && v1.v[3] == v2.v[3];
- }
-
- constexpr friend inline bool operator!=(const QVector4D &v1, const QVector4D &v2) noexcept
- {
- return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2] || v1.v[3] != v2.v[3];
- }
-QT_WARNING_POP
-
- constexpr friend inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2);
- constexpr friend inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2);
- constexpr friend inline const QVector4D operator*(float factor, const QVector4D &vector);
- constexpr friend inline const QVector4D operator*(const QVector4D &vector, float factor);
- constexpr friend inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2);
- constexpr friend inline const QVector4D operator-(const QVector4D &vector);
- constexpr friend inline const QVector4D operator/(const QVector4D &vector, float divisor);
- constexpr friend inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor);
-
- constexpr friend inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2);
-
-#ifndef QT_NO_VECTOR2D
- QVector2D toVector2D() const;
- QVector2D toVector2DAffine() const;
-#endif
-#ifndef QT_NO_VECTOR3D
- QVector3D toVector3D() const;
- QVector3D toVector3DAffine() const;
-#endif
-
- constexpr QPoint toPoint() const;
- constexpr QPointF toPointF() const;
-
- operator QVariant() const;
-
-private:
- float v[4];
-
- friend class QVector2D;
- friend class QVector3D;
-#ifndef QT_NO_MATRIX4X4
- friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix);
- friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector);
-#endif
-};
-
-Q_DECLARE_TYPEINFO(QVector4D, Q_PRIMITIVE_TYPE);
-
-constexpr inline QVector4D::QVector4D() : v{0.0f, 0.0f, 0.0f, 0.0f} {}
-
-constexpr inline QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos) : v{xpos, ypos, zpos, wpos} {}
-
-constexpr inline QVector4D::QVector4D(const QPoint& point) : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {}
-
-constexpr inline QVector4D::QVector4D(const QPointF& point) : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {}
-
-inline bool QVector4D::isNull() const
-{
- return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]) && qIsNull(v[3]);
-}
-
-constexpr inline float QVector4D::x() const { return v[0]; }
-constexpr inline float QVector4D::y() const { return v[1]; }
-constexpr inline float QVector4D::z() const { return v[2]; }
-constexpr inline float QVector4D::w() const { return v[3]; }
-
-inline void QVector4D::setX(float aX) { v[0] = aX; }
-inline void QVector4D::setY(float aY) { v[1] = aY; }
-inline void QVector4D::setZ(float aZ) { v[2] = aZ; }
-inline void QVector4D::setW(float aW) { v[3] = aW; }
-
-inline float &QVector4D::operator[](int i)
-{
- Q_ASSERT(uint(i) < 4u);
- return v[i];
-}
-
-inline float QVector4D::operator[](int i) const
-{
- Q_ASSERT(uint(i) < 4u);
- return v[i];
-}
-
-inline QVector4D &QVector4D::operator+=(const QVector4D &vector)
-{
- v[0] += vector.v[0];
- v[1] += vector.v[1];
- v[2] += vector.v[2];
- v[3] += vector.v[3];
- return *this;
-}
-
-inline QVector4D &QVector4D::operator-=(const QVector4D &vector)
-{
- v[0] -= vector.v[0];
- v[1] -= vector.v[1];
- v[2] -= vector.v[2];
- v[3] -= vector.v[3];
- return *this;
-}
-
-inline QVector4D &QVector4D::operator*=(float factor)
-{
- v[0] *= factor;
- v[1] *= factor;
- v[2] *= factor;
- v[3] *= factor;
- return *this;
-}
-
-inline QVector4D &QVector4D::operator*=(const QVector4D &vector)
-{
- v[0] *= vector.v[0];
- v[1] *= vector.v[1];
- v[2] *= vector.v[2];
- v[3] *= vector.v[3];
- return *this;
-}
-
-inline QVector4D &QVector4D::operator/=(float divisor)
-{
- v[0] /= divisor;
- v[1] /= divisor;
- v[2] /= divisor;
- v[3] /= divisor;
- return *this;
-}
-
-inline QVector4D &QVector4D::operator/=(const QVector4D &vector)
-{
- v[0] /= vector.v[0];
- v[1] /= vector.v[1];
- v[2] /= vector.v[2];
- v[3] /= vector.v[3];
- return *this;
-}
-
-constexpr inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2)
-{
- return QVector4D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2], v1.v[3] + v2.v[3]);
-}
-
-constexpr inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2)
-{
- return QVector4D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2], v1.v[3] - v2.v[3]);
-}
-
-constexpr inline const QVector4D operator*(float factor, const QVector4D &vector)
-{
- return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor);
-}
-
-constexpr inline const QVector4D operator*(const QVector4D &vector, float factor)
-{
- return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor);
-}
-
-constexpr inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2)
-{
- return QVector4D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2], v1.v[3] * v2.v[3]);
-}
-
-constexpr inline const QVector4D operator-(const QVector4D &vector)
-{
- return QVector4D(-vector.v[0], -vector.v[1], -vector.v[2], -vector.v[3]);
-}
-
-constexpr inline const QVector4D operator/(const QVector4D &vector, float divisor)
-{
- return QVector4D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor, vector.v[3] / divisor);
-}
-
-constexpr inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor)
-{
- return QVector4D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2], vector.v[3] / divisor.v[3]);
-}
-
-constexpr inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2)
-{
- return qFuzzyCompare(v1.v[0], v2.v[0]) &&
- qFuzzyCompare(v1.v[1], v2.v[1]) &&
- qFuzzyCompare(v1.v[2], v2.v[2]) &&
- qFuzzyCompare(v1.v[3], v2.v[3]);
-}
-
-constexpr inline QPoint QVector4D::toPoint() const
-{
- return QPoint(qRound(v[0]), qRound(v[1]));
-}
-
-constexpr inline QPointF QVector4D::toPointF() const
-{
- return QPointF(qreal(v[0]), qreal(v[1]));
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector4D &vector);
-#endif
-
-#ifndef QT_NO_DATASTREAM
-Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector4D &);
-Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector4D &);
-#endif
-
-#endif
-
-QT_END_NAMESPACE
+#include <QtGui/qvectornd.h>
+#if 0
+#pragma qt_sync_stop_processing
#endif
diff --git a/src/gui/math3d/qvectornd.cpp b/src/gui/math3d/qvectornd.cpp
new file mode 100644
index 0000000000..5433e9bc6c
--- /dev/null
+++ b/src/gui/math3d/qvectornd.cpp
@@ -0,0 +1,1635 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qvectornd.h"
+#include <QtCore/qdatastream.h>
+#include <QtCore/qdebug.h>
+#include <QtCore/qvariant.h>
+#include <QtGui/qmatrix4x4.h>
+
+QT_BEGIN_NAMESPACE
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \class QVector2D
+ \brief The QVector2D class represents a vector or vertex in 2D space.
+ \since 4.6
+ \ingroup painting
+ \ingroup painting-3D
+ \inmodule QtGui
+
+ The QVector2D class can also be used to represent vertices in 2D space.
+ We therefore do not need to provide a separate vertex class.
+
+ \sa QVector3D, QVector4D, QQuaternion
+*/
+
+/*!
+ \fn QVector2D::QVector2D()
+
+ Constructs a null vector, i.e. with coordinates (0, 0).
+*/
+
+/*!
+ \fn QVector2D::QVector2D(Qt::Initialization)
+ \since 5.5
+ \internal
+
+ Constructs a vector without initializing the contents.
+*/
+
+/*!
+ \fn QVector2D::QVector2D(float xpos, float ypos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos).
+*/
+
+/*!
+ \fn QVector2D::QVector2D(QPoint point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point.
+*/
+
+/*!
+ \fn QVector2D::QVector2D(QPointF point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point.
+*/
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \fn QVector2D::QVector2D(QVector3D vector)
+
+ Constructs a vector with x and y coordinates from a 3D \a vector.
+ The z coordinate of \a vector is dropped.
+
+ \sa toVector3D()
+*/
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ \fn QVector2D::QVector2D(QVector4D vector)
+
+ Constructs a vector with x and y coordinates from a 3D \a vector.
+ The z and w coordinates of \a vector are dropped.
+
+ \sa toVector4D()
+*/
+
+#endif
+
+/*!
+ \fn bool QVector2D::isNull() const
+
+ Returns \c true if the x and y coordinates are set to 0.0,
+ otherwise returns \c false.
+*/
+
+/*!
+ \fn float QVector2D::x() const
+
+ Returns the x coordinate of this point.
+
+ \sa setX(), y()
+*/
+
+/*!
+ \fn float QVector2D::y() const
+
+ Returns the y coordinate of this point.
+
+ \sa setY(), x()
+*/
+
+/*!
+ \fn void QVector2D::setX(float x)
+
+ Sets the x coordinate of this point to the given \a x coordinate.
+
+ \sa x(), setY()
+*/
+
+/*!
+ \fn void QVector2D::setY(float y)
+
+ Sets the y coordinate of this point to the given \a y coordinate.
+
+ \sa y(), setX()
+*/
+
+/*! \fn float &QVector2D::operator[](int i)
+ \since 5.2
+
+ Returns the component of the vector at index position \a i
+ as a modifiable reference.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 2).
+*/
+
+/*! \fn float QVector2D::operator[](int i) const
+ \since 5.2
+
+ Returns the component of the vector at index position \a i.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 2).
+*/
+
+/*!
+ \fn float QVector2D::length() const
+
+ Returns the length of the vector from the origin.
+
+ \sa lengthSquared(), normalized()
+*/
+
+/*!
+ \fn float QVector2D::lengthSquared() const
+
+ Returns the squared length of the vector from the origin.
+ This is equivalent to the dot product of the vector with itself.
+
+ \sa length(), dotProduct()
+*/
+
+/*!
+ \fn QVector2D QVector2D::normalized() const
+
+ Returns the normalized unit vector form of this vector.
+
+ If this vector is null, then a null vector is returned. If the length
+ of the vector is very close to 1, then the vector will be returned as-is.
+ Otherwise the normalized form of the vector of length 1 will be returned.
+
+ \sa length(), normalize()
+*/
+
+/*!
+ \fn void QVector2D::normalize()
+
+ Normalizes the currect vector in place. Nothing happens if this
+ vector is a null vector or the length of the vector is very close to 1.
+
+ \sa length(), normalized()
+*/
+
+/*!
+ \fn float QVector2D::distanceToPoint(QVector2D point) const
+ \since 5.1
+
+ Returns the distance from this vertex to a point defined by
+ the vertex \a point.
+
+ \sa distanceToLine()
+*/
+
+/*!
+ \fn float QVector2D::distanceToLine(QVector2D point, QVector2D direction) const
+ \since 5.1
+
+ Returns the distance that this vertex is from a line defined
+ by \a point and the unit vector \a direction.
+
+ If \a direction is a null vector, then it does not define a line.
+ In that case, the distance from \a point to this vertex is returned.
+
+ \sa distanceToPoint()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator+=(QVector2D vector)
+
+ Adds the given \a vector to this vector and returns a reference to
+ this vector.
+
+ \sa operator-=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator-=(QVector2D vector)
+
+ Subtracts the given \a vector from this vector and returns a reference to
+ this vector.
+
+ \sa operator+=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator*=(float factor)
+
+ Multiplies this vector's coordinates by the given \a factor, and
+ returns a reference to this vector.
+
+ \sa operator/=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator*=(QVector2D vector)
+
+ Multiplies the components of this vector by the corresponding
+ components in \a vector.
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator/=(float divisor)
+
+ Divides this vector's coordinates by the given \a divisor, and
+ returns a reference to this vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator/=(QVector2D vector)
+ \since 5.5
+
+ Divides the components of this vector by the corresponding
+ components in \a vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn float QVector2D::dotProduct(QVector2D v1, QVector2D v2)
+
+ Returns the dot product of \a v1 and \a v2.
+*/
+
+/*!
+ \fn bool QVector2D::operator==(QVector2D v1, QVector2D v2)
+
+ Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn bool QVector2D::operator!=(QVector2D v1, QVector2D v2)
+
+ Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn const QVector2D operator+(QVector2D v1, QVector2D v2)
+ \relates QVector2D
+
+ Returns a QVector2D object that is the sum of the given vectors, \a v1
+ and \a v2; each component is added separately.
+
+ \sa QVector2D::operator+=()
+*/
+
+/*!
+ \fn const QVector2D operator-(QVector2D v1, QVector2D v2)
+ \relates QVector2D
+
+ Returns a QVector2D object that is formed by subtracting \a v2 from \a v1;
+ each component is subtracted separately.
+
+ \sa QVector2D::operator-=()
+*/
+
+/*!
+ \fn const QVector2D operator*(float factor, QVector2D vector)
+ \relates QVector2D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector2D::operator*=()
+*/
+
+/*!
+ \fn const QVector2D operator*(QVector2D vector, float factor)
+ \relates QVector2D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector2D::operator*=()
+*/
+
+/*!
+ \fn const QVector2D operator*(QVector2D v1, QVector2D v2)
+ \relates QVector2D
+
+ Multiplies the components of \a v1 by the corresponding
+ components in \a v2.
+*/
+
+/*!
+ \fn const QVector2D operator-(QVector2D vector)
+ \relates QVector2D
+ \overload
+
+ Returns a QVector2D object that is formed by changing the sign of
+ the components of the given \a vector.
+
+ Equivalent to \c {QVector2D(0,0) - vector}.
+*/
+
+/*!
+ \fn const QVector2D operator/(QVector2D vector, float divisor)
+ \relates QVector2D
+
+ Returns the QVector2D object formed by dividing all three components of
+ the given \a vector by the given \a divisor.
+
+ \sa QVector2D::operator/=()
+*/
+
+/*!
+ \fn const QVector2D operator/(QVector2D vector, QVector2D divisor)
+ \relates QVector2D
+ \since 5.5
+
+ Returns the QVector2D object formed by dividing components of the given
+ \a vector by a respective components of the given \a divisor.
+
+ \sa QVector2D::operator/=()
+*/
+
+/*!
+ \fn bool qFuzzyCompare(QVector2D v1, QVector2D v2)
+ \relates QVector2D
+
+ Returns \c true if \a v1 and \a v2 are equal, allowing for a small
+ fuzziness factor for floating-point comparisons; false otherwise.
+*/
+
+#ifndef QT_NO_VECTOR3D
+/*!
+ \fn QVector3D QVector2D::toVector3D() const
+
+ Returns the 3D form of this 2D vector, with the z coordinate set to zero.
+
+ \sa toVector4D(), toPoint()
+*/
+#endif
+
+#ifndef QT_NO_VECTOR4D
+/*!
+ \fn QVector4D QVector2D::toVector4D() const
+
+ Returns the 4D form of this 2D vector, with the z and w coordinates set to zero.
+
+ \sa toVector3D(), toPoint()
+*/
+#endif
+
+/*!
+ \fn QPoint QVector2D::toPoint() const
+
+ Returns the QPoint form of this 2D vector.
+
+ \sa toPointF(), toVector3D()
+*/
+
+/*!
+ \fn QPointF QVector2D::toPointF() const
+
+ Returns the QPointF form of this 2D vector.
+
+ \sa toPoint(), toVector3D()
+*/
+
+/*!
+ Returns the 2D vector as a QVariant.
+*/
+QVector2D::operator QVariant() const
+{
+ return QVariant::fromValue(*this);
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, QVector2D vector)
+{
+ QDebugStateSaver saver(dbg);
+ dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
+ return dbg;
+}
+
+#endif
+
+#ifndef QT_NO_DATASTREAM
+
+/*!
+ \fn QDataStream &operator<<(QDataStream &stream, QVector2D vector)
+ \relates QVector2D
+
+ Writes the given \a vector to the given \a stream and returns a
+ reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator<<(QDataStream &stream, QVector2D vector)
+{
+ stream << vector.x() << vector.y();
+ return stream;
+}
+
+/*!
+ \fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
+ \relates QVector2D
+
+ Reads a 2D vector from the given \a stream into the given \a vector
+ and returns a reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
+{
+ float x, y;
+ stream >> x;
+ stream >> y;
+ vector.setX(x);
+ vector.setY(y);
+ return stream;
+}
+
+#endif // QT_NO_DATASTREAM
+
+#endif // QT_NO_VECTOR2D
+
+
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \class QVector3D
+ \brief The QVector3D class represents a vector or vertex in 3D space.
+ \since 4.6
+ \ingroup painting-3D
+ \inmodule QtGui
+
+ Vectors are one of the main building blocks of 3D representation and
+ drawing. They consist of three coordinates, traditionally called
+ x, y, and z.
+
+ The QVector3D class can also be used to represent vertices in 3D space.
+ We therefore do not need to provide a separate vertex class.
+
+ \sa QVector2D, QVector4D, QQuaternion
+*/
+
+/*!
+ \fn QVector3D::QVector3D()
+
+ Constructs a null vector, i.e. with coordinates (0, 0, 0).
+*/
+
+/*!
+ \fn QVector3D::QVector3D(Qt::Initialization)
+ \since 5.5
+ \internal
+
+ Constructs a vector without initializing the contents.
+*/
+
+/*!
+ \fn QVector3D::QVector3D(float xpos, float ypos, float zpos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos).
+*/
+
+/*!
+ \fn QVector3D::QVector3D(QPoint point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point, and a
+ z coordinate of 0.
+*/
+
+/*!
+ \fn QVector3D::QVector3D(QPointF point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point, and a
+ z coordinate of 0.
+*/
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \fn QVector3D::QVector3D(QVector2D vector)
+
+ Constructs a 3D vector from the specified 2D \a vector. The z
+ coordinate is set to zero.
+
+ \sa toVector2D()
+*/
+
+/*!
+ QVector3D::QVector3D(QVector2D vector, float zpos)
+
+ Constructs a 3D vector from the specified 2D \a vector. The z
+ coordinate is set to \a zpos.
+
+ \sa toVector2D()
+*/
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ \fn QVector3D::QVector3D(QVector4D vector)
+
+ Constructs a 3D vector from the specified 4D \a vector. The w
+ coordinate is dropped.
+
+ \sa toVector4D()
+*/
+
+#endif
+
+/*!
+ \fn bool QVector3D::isNull() const
+
+ Returns \c true if the x, y, and z coordinates are set to 0.0,
+ otherwise returns \c false.
+*/
+
+/*!
+ \fn float QVector3D::x() const
+
+ Returns the x coordinate of this point.
+
+ \sa setX(), y(), z()
+*/
+
+/*!
+ \fn float QVector3D::y() const
+
+ Returns the y coordinate of this point.
+
+ \sa setY(), x(), z()
+*/
+
+/*!
+ \fn float QVector3D::z() const
+
+ Returns the z coordinate of this point.
+
+ \sa setZ(), x(), y()
+*/
+
+/*!
+ \fn void QVector3D::setX(float x)
+
+ Sets the x coordinate of this point to the given \a x coordinate.
+
+ \sa x(), setY(), setZ()
+*/
+
+/*!
+ \fn void QVector3D::setY(float y)
+
+ Sets the y coordinate of this point to the given \a y coordinate.
+
+ \sa y(), setX(), setZ()
+*/
+
+/*!
+ \fn void QVector3D::setZ(float z)
+
+ Sets the z coordinate of this point to the given \a z coordinate.
+
+ \sa z(), setX(), setY()
+*/
+
+/*! \fn float &QVector3D::operator[](int i)
+ \since 5.2
+
+ Returns the component of the vector at index position \a i
+ as a modifiable reference.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 3).
+*/
+
+/*! \fn float QVector3D::operator[](int i) const
+ \since 5.2
+
+ Returns the component of the vector at index position \a i.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 3).
+*/
+
+/*!
+ \fn QVector3D QVector3D::normalized() const
+
+ Returns the normalized unit vector form of this vector.
+
+ If this vector is null, then a null vector is returned. If the length
+ of the vector is very close to 1, then the vector will be returned as-is.
+ Otherwise the normalized form of the vector of length 1 will be returned.
+
+ \sa length(), normalize()
+*/
+
+/*!
+ \fn void QVector3D::normalize()
+
+ Normalizes the currect vector in place. Nothing happens if this
+ vector is a null vector or the length of the vector is very close to 1.
+
+ \sa length(), normalized()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator+=(QVector3D vector)
+
+ Adds the given \a vector to this vector and returns a reference to
+ this vector.
+
+ \sa operator-=()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator-=(QVector3D vector)
+
+ Subtracts the given \a vector from this vector and returns a reference to
+ this vector.
+
+ \sa operator+=()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator*=(float factor)
+
+ Multiplies this vector's coordinates by the given \a factor, and
+ returns a reference to this vector.
+
+ \sa operator/=()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator*=(QVector3D vector)
+ \overload
+
+ Multiplies the components of this vector by the corresponding
+ components in \a vector.
+
+ Note: this is not the same as the crossProduct() of this
+ vector and \a vector.
+
+ \sa crossProduct()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator/=(float divisor)
+
+ Divides this vector's coordinates by the given \a divisor, and
+ returns a reference to this vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn QVector3D &QVector3D::operator/=(QVector3D vector)
+ \since 5.5
+
+ Divides the components of this vector by the corresponding
+ components in \a vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn float QVector3D::dotProduct(QVector3D v1, QVector3D v2)
+
+ Returns the dot product of \a v1 and \a v2.
+*/
+
+/*!
+ \fn QVector3D QVector3D::crossProduct(QVector3D v1, QVector3D v2)
+
+ Returns the cross-product of vectors \a v1 and \a v2, which corresponds
+ to the normal vector of a plane defined by \a v1 and \a v2.
+
+ \sa normal()
+*/
+
+/*!
+ \fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2)
+
+ Returns the normal vector of a plane defined by vectors \a v1 and \a v2,
+ normalized to be a unit vector.
+
+ Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you
+ do not need the result to be normalized to a unit vector.
+
+ \sa crossProduct(), distanceToPlane()
+*/
+
+/*!
+ \fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2, QVector3D v3)
+
+ Returns the normal vector of a plane defined by vectors
+ \a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector.
+
+ Use crossProduct() to compute the cross-product of \a v2 - \a v1 and
+ \a v3 - \a v1 if you do not need the result to be normalized to a
+ unit vector.
+
+ \sa crossProduct(), distanceToPlane()
+*/
+
+/*!
+ \since 5.5
+
+ Returns the window coordinates of this vector initially in object/model
+ coordinates using the model view matrix \a modelView, the projection matrix
+ \a projection and the viewport dimensions \a viewport.
+
+ When transforming from clip to normalized space, a division by the w
+ component on the vector components takes place. To prevent dividing by 0 if
+ w equals to 0, it is set to 1.
+
+ \note the returned y coordinates are in OpenGL orientation. OpenGL expects
+ the bottom to be 0 whereas for Qt top is 0.
+
+ \sa unproject()
+ */
+QVector3D QVector3D::project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
+{
+ QVector4D tmp(*this, 1.0f);
+ tmp = projection * modelView * tmp;
+ if (qFuzzyIsNull(tmp.w()))
+ tmp.setW(1.0f);
+ tmp /= tmp.w();
+
+ tmp = tmp * 0.5f + QVector4D(0.5f, 0.5f, 0.5f, 0.5f);
+ tmp.setX(tmp.x() * viewport.width() + viewport.x());
+ tmp.setY(tmp.y() * viewport.height() + viewport.y());
+
+ return tmp.toVector3D();
+}
+
+/*!
+ \since 5.5
+
+ Returns the object/model coordinates of this vector initially in window
+ coordinates using the model view matrix \a modelView, the projection matrix
+ \a projection and the viewport dimensions \a viewport.
+
+ When transforming from clip to normalized space, a division by the w
+ component of the vector components takes place. To prevent dividing by 0 if
+ w equals to 0, it is set to 1.
+
+ \note y coordinates in \a viewport should use OpenGL orientation. OpenGL
+ expects the bottom to be 0 whereas for Qt top is 0.
+
+ \sa project()
+ */
+QVector3D QVector3D::unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
+{
+ QMatrix4x4 inverse = QMatrix4x4( projection * modelView ).inverted();
+
+ QVector4D tmp(*this, 1.0f);
+ tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width()));
+ tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height()));
+ tmp = tmp * 2.0f - QVector4D(1.0f, 1.0f, 1.0f, 1.0f);
+
+ QVector4D obj = inverse * tmp;
+ if (qFuzzyIsNull(obj.w()))
+ obj.setW(1.0f);
+ obj /= obj.w();
+ return obj.toVector3D();
+}
+
+/*!
+ \fn float QVector3D::distanceToPoint(QVector3D point) const
+
+ \since 5.1
+
+ Returns the distance from this vertex to a point defined by
+ the vertex \a point.
+
+ \sa distanceToPlane(), distanceToLine()
+*/
+
+/*!
+ \fn float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const
+
+ Returns the distance from this vertex to a plane defined by
+ the vertex \a plane and a \a normal unit vector. The \a normal
+ parameter is assumed to have been normalized to a unit vector.
+
+ The return value will be negative if the vertex is below the plane,
+ or zero if it is on the plane.
+
+ \sa normal(), distanceToLine()
+*/
+
+/*!
+ \fn float QVector3D::distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const
+
+ Returns the distance from this vertex to a plane defined by
+ the vertices \a plane1, \a plane2 and \a plane3.
+
+ The return value will be negative if the vertex is below the plane,
+ or zero if it is on the plane.
+
+ The two vectors that define the plane are \a plane2 - \a plane1
+ and \a plane3 - \a plane1.
+
+ \sa normal(), distanceToLine()
+*/
+
+/*!
+ \fn float QVector3D::distanceToLine(QVector3D point, QVector3D direction) const
+
+ Returns the distance that this vertex is from a line defined
+ by \a point and the unit vector \a direction.
+
+ If \a direction is a null vector, then it does not define a line.
+ In that case, the distance from \a point to this vertex is returned.
+
+ \sa distanceToPlane()
+*/
+
+/*!
+ \fn bool QVector3D::operator==(QVector3D v1, QVector3D v2)
+
+ Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn bool QVector3D::operator!=(QVector3D v1, QVector3D v2)
+
+ Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn const QVector3D operator+(QVector3D v1, QVector3D v2)
+ \relates QVector3D
+
+ Returns a QVector3D object that is the sum of the given vectors, \a v1
+ and \a v2; each component is added separately.
+
+ \sa QVector3D::operator+=()
+*/
+
+/*!
+ \fn const QVector3D operator-(QVector3D v1, QVector3D v2)
+ \relates QVector3D
+
+ Returns a QVector3D object that is formed by subtracting \a v2 from \a v1;
+ each component is subtracted separately.
+
+ \sa QVector3D::operator-=()
+*/
+
+/*!
+ \fn const QVector3D operator*(float factor, QVector3D vector)
+ \relates QVector3D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector3D::operator*=()
+*/
+
+/*!
+ \fn const QVector3D operator*(QVector3D vector, float factor)
+ \relates QVector3D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector3D::operator*=()
+*/
+
+/*!
+ \fn const QVector3D operator*(QVector3D v1, QVector3D v2)
+ \relates QVector3D
+
+ Multiplies the components of \a v1 by the corresponding components in \a v2.
+
+ Note: this is not the same as the crossProduct() of \a v1 and \a v2.
+
+ \sa QVector3D::crossProduct()
+*/
+
+/*!
+ \fn const QVector3D operator-(QVector3D vector)
+ \relates QVector3D
+ \overload
+
+ Returns a QVector3D object that is formed by changing the sign of
+ all three components of the given \a vector.
+
+ Equivalent to \c {QVector3D(0,0,0) - vector}.
+*/
+
+/*!
+ \fn const QVector3D operator/(QVector3D vector, float divisor)
+ \relates QVector3D
+
+ Returns the QVector3D object formed by dividing all three components of
+ the given \a vector by the given \a divisor.
+
+ \sa QVector3D::operator/=()
+*/
+
+/*!
+ \fn const QVector3D operator/(QVector3D vector, QVector3D divisor)
+ \relates QVector3D
+ \since 5.5
+
+ Returns the QVector3D object formed by dividing components of the given
+ \a vector by a respective components of the given \a divisor.
+
+ \sa QVector3D::operator/=()
+*/
+
+/*!
+ \fn bool qFuzzyCompare(QVector3D v1, QVector3D v2)
+ \relates QVector3D
+
+ Returns \c true if \a v1 and \a v2 are equal, allowing for a small
+ fuzziness factor for floating-point comparisons; false otherwise.
+*/
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \fn QVector2D QVector3D::toVector2D() const
+
+ Returns the 2D vector form of this 3D vector, dropping the z coordinate.
+
+ \sa toVector4D(), toPoint()
+*/
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ \fn QVector4D QVector3D::toVector4D() const
+
+ Returns the 4D form of this 3D vector, with the w coordinate set to zero.
+
+ \sa toVector2D(), toPoint()
+*/
+
+#endif
+
+/*!
+ \fn QPoint QVector3D::toPoint() const
+
+ Returns the QPoint form of this 3D vector. The z coordinate
+ is dropped.
+
+ \sa toPointF(), toVector2D()
+*/
+
+/*!
+ \fn QPointF QVector3D::toPointF() const
+
+ Returns the QPointF form of this 3D vector. The z coordinate
+ is dropped.
+
+ \sa toPoint(), toVector2D()
+*/
+
+/*!
+ Returns the 3D vector as a QVariant.
+*/
+QVector3D::operator QVariant() const
+{
+ return QVariant::fromValue(*this);
+}
+
+/*!
+ \fn float QVector3D::length() const
+
+ Returns the length of the vector from the origin.
+
+ \sa lengthSquared(), normalized()
+*/
+
+/*!
+ \fn float QVector3D::lengthSquared() const
+
+ Returns the squared length of the vector from the origin.
+ This is equivalent to the dot product of the vector with itself.
+
+ \sa length(), dotProduct()
+*/
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, QVector3D vector)
+{
+ QDebugStateSaver saver(dbg);
+ dbg.nospace() << "QVector3D("
+ << vector.x() << ", " << vector.y() << ", " << vector.z() << ')';
+ return dbg;
+}
+
+#endif
+
+#ifndef QT_NO_DATASTREAM
+
+/*!
+ \fn QDataStream &operator<<(QDataStream &stream, QVector3D vector)
+ \relates QVector3D
+
+ Writes the given \a vector to the given \a stream and returns a
+ reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator<<(QDataStream &stream, QVector3D vector)
+{
+ stream << vector.x() << vector.y() << vector.z();
+ return stream;
+}
+
+/*!
+ \fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
+ \relates QVector3D
+
+ Reads a 3D vector from the given \a stream into the given \a vector
+ and returns a reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
+{
+ float x, y, z;
+ stream >> x;
+ stream >> y;
+ stream >> z;
+ vector.setX(x);
+ vector.setY(y);
+ vector.setZ(z);
+ return stream;
+}
+
+#endif // QT_NO_DATASTREAM
+
+#endif // QT_NO_VECTOR3D
+
+
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ \class QVector4D
+ \brief The QVector4D class represents a vector or vertex in 4D space.
+ \since 4.6
+ \ingroup painting-3D
+ \inmodule QtGui
+
+ The QVector4D class can also be used to represent vertices in 4D space.
+ We therefore do not need to provide a separate vertex class.
+
+ \sa QQuaternion, QVector2D, QVector3D
+*/
+
+/*!
+ \fn QVector4D::QVector4D()
+
+ Constructs a null vector, i.e. with coordinates (0, 0, 0, 0).
+*/
+
+/*!
+ \fn QVector4D::QVector4D(Qt::Initialization)
+ \since 5.5
+ \internal
+
+ Constructs a vector without initializing the contents.
+*/
+
+/*!
+ \fn QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos, \a wpos).
+*/
+
+/*!
+ \fn QVector4D::QVector4D(QPoint point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point, and
+ z and w coordinates of 0.
+*/
+
+/*!
+ \fn QVector4D::QVector4D(QPointF point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point, and
+ z and w coordinates of 0.
+*/
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \fn QVector4D::QVector4D(QVector2D vector)
+
+ Constructs a 4D vector from the specified 2D \a vector. The z
+ and w coordinates are set to zero.
+
+ \sa toVector2D()
+*/
+
+/*!
+ \fn QVector4D::QVector4D(QVector2D vector, float zpos, float wpos)
+
+ Constructs a 4D vector from the specified 2D \a vector. The z
+ and w coordinates are set to \a zpos and \a wpos respectively.
+
+ \sa toVector2D()
+*/
+
+#endif
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \fn QVector4D::QVector4D(QVector3D vector)
+
+ Constructs a 4D vector from the specified 3D \a vector. The w
+ coordinate is set to zero.
+
+ \sa toVector3D()
+*/
+
+/*!
+ \fn QVector4D::QVector4D(QVector3D vector)
+
+ Constructs a 4D vector from the specified 3D \a vector. The w
+ coordinate is set to \a wpos.
+
+ \sa toVector3D()
+*/
+
+#endif
+
+/*!
+ \fn bool QVector4D::isNull() const
+
+ Returns \c true if the x, y, z, and w coordinates are set to 0.0,
+ otherwise returns \c false.
+*/
+
+/*!
+ \fn float QVector4D::x() const
+
+ Returns the x coordinate of this point.
+
+ \sa setX(), y(), z(), w()
+*/
+
+/*!
+ \fn float QVector4D::y() const
+
+ Returns the y coordinate of this point.
+
+ \sa setY(), x(), z(), w()
+*/
+
+/*!
+ \fn float QVector4D::z() const
+
+ Returns the z coordinate of this point.
+
+ \sa setZ(), x(), y(), w()
+*/
+
+/*!
+ \fn float QVector4D::w() const
+
+ Returns the w coordinate of this point.
+
+ \sa setW(), x(), y(), z()
+*/
+
+/*!
+ \fn void QVector4D::setX(float x)
+
+ Sets the x coordinate of this point to the given \a x coordinate.
+
+ \sa x(), setY(), setZ(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setY(float y)
+
+ Sets the y coordinate of this point to the given \a y coordinate.
+
+ \sa y(), setX(), setZ(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setZ(float z)
+
+ Sets the z coordinate of this point to the given \a z coordinate.
+
+ \sa z(), setX(), setY(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setW(float w)
+
+ Sets the w coordinate of this point to the given \a w coordinate.
+
+ \sa w(), setX(), setY(), setZ()
+*/
+
+/*! \fn float &QVector4D::operator[](int i)
+ \since 5.2
+
+ Returns the component of the vector at index position \a i
+ as a modifiable reference.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 4).
+*/
+
+/*! \fn float QVector4D::operator[](int i) const
+ \since 5.2
+
+ Returns the component of the vector at index position \a i.
+
+ \a i must be a valid index position in the vector (i.e., 0 <= \a i
+ < 4).
+*/
+
+/*!
+ \fn float QVector4D::length() const
+
+ Returns the length of the vector from the origin.
+
+ \sa lengthSquared(), normalized()
+*/
+
+/*!
+ \fn float QVector4D::lengthSquared() const
+
+ Returns the squared length of the vector from the origin.
+ This is equivalent to the dot product of the vector with itself.
+
+ \sa length(), dotProduct()
+*/
+
+/*!
+ \fn QVector4D QVector4D::normalized() const
+
+ Returns the normalized unit vector form of this vector.
+
+ If this vector is null, then a null vector is returned. If the length
+ of the vector is very close to 1, then the vector will be returned as-is.
+ Otherwise the normalized form of the vector of length 1 will be returned.
+
+ \sa length(), normalize()
+*/
+
+/*!
+ \fn void QVector4D::normalize()
+
+ Normalizes the currect vector in place. Nothing happens if this
+ vector is a null vector or the length of the vector is very close to 1.
+
+ \sa length(), normalized()
+*/
+
+
+/*!
+ \fn QVector4D &QVector4D::operator+=(QVector4D vector)
+
+ Adds the given \a vector to this vector and returns a reference to
+ this vector.
+
+ \sa operator-=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator-=(QVector4D vector)
+
+ Subtracts the given \a vector from this vector and returns a reference to
+ this vector.
+
+ \sa operator+=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator*=(float factor)
+
+ Multiplies this vector's coordinates by the given \a factor, and
+ returns a reference to this vector.
+
+ \sa operator/=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator*=(QVector4D vector)
+
+ Multiplies the components of this vector by the corresponding
+ components in \a vector.
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator/=(float divisor)
+
+ Divides this vector's coordinates by the given \a divisor, and
+ returns a reference to this vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator/=(QVector4D vector)
+ \since 5.5
+
+ Divides the components of this vector by the corresponding
+ components in \a vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ \fn float QVector4D::dotProduct(QVector4D v1, QVector4D v2)
+
+ Returns the dot product of \a v1 and \a v2.
+*/
+
+/*!
+ \fn bool QVector4D::operator==(QVector4D v1, QVector4D v2)
+
+ Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn bool QVector4D::operator!=(QVector4D v1, QVector4D v2)
+
+ Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn const QVector4D operator+(QVector4D v1, QVector4D v2)
+ \relates QVector4D
+
+ Returns a QVector4D object that is the sum of the given vectors, \a v1
+ and \a v2; each component is added separately.
+
+ \sa QVector4D::operator+=()
+*/
+
+/*!
+ \fn const QVector4D operator-(QVector4D v1, QVector4D v2)
+ \relates QVector4D
+
+ Returns a QVector4D object that is formed by subtracting \a v2 from \a v1;
+ each component is subtracted separately.
+
+ \sa QVector4D::operator-=()
+*/
+
+/*!
+ \fn const QVector4D operator*(float factor, QVector4D vector)
+ \relates QVector4D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator*(QVector4D vector, float factor)
+ \relates QVector4D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator*(QVector4D v1, QVector4D v2)
+ \relates QVector4D
+
+ Returns the vector consisting of the multiplication of the
+ components from \a v1 and \a v2.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator-(QVector4D vector)
+ \relates QVector4D
+ \overload
+
+ Returns a QVector4D object that is formed by changing the sign of
+ all three components of the given \a vector.
+
+ Equivalent to \c {QVector4D(0,0,0,0) - vector}.
+*/
+
+/*!
+ \fn const QVector4D operator/(QVector4D vector, float divisor)
+ \relates QVector4D
+
+ Returns the QVector4D object formed by dividing all four components of
+ the given \a vector by the given \a divisor.
+
+ \sa QVector4D::operator/=()
+*/
+
+/*!
+ \fn const QVector4D operator/(QVector4D vector, QVector4D divisor)
+ \relates QVector4D
+ \since 5.5
+
+ Returns the QVector4D object formed by dividing components of the given
+ \a vector by a respective components of the given \a divisor.
+
+ \sa QVector4D::operator/=()
+*/
+
+/*!
+ \fn bool qFuzzyCompare(QVector4D v1, QVector4D v2)
+ \relates QVector4D
+
+ Returns \c true if \a v1 and \a v2 are equal, allowing for a small
+ fuzziness factor for floating-point comparisons; false otherwise.
+*/
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \fn QVector2D QVector4D::toVector2D() const
+
+ Returns the 2D vector form of this 4D vector, dropping the z and w coordinates.
+
+ \sa toVector2DAffine(), toVector3D(), toPoint()
+*/
+
+/*!
+ \fn QVector2D QVector4D::toVector2DAffine() const
+
+ Returns the 2D vector form of this 4D vector, dividing the x and y
+ coordinates by the w coordinate and dropping the z coordinate.
+ Returns a null vector if w is zero.
+
+ \sa toVector2D(), toVector3DAffine(), toPoint()
+*/
+
+#endif
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ \fn QVector3D QVector4D::toVector3D() const
+
+ Returns the 3D vector form of this 4D vector, dropping the w coordinate.
+
+ \sa toVector3DAffine(), toVector2D(), toPoint()
+*/
+
+/*!
+ \fn QVector3D QVector4D::toVector3DAffine() const
+
+ Returns the 3D vector form of this 4D vector, dividing the x, y, and
+ z coordinates by the w coordinate. Returns a null vector if w is zero.
+
+ \sa toVector3D(), toVector2DAffine(), toPoint()
+*/
+
+#endif
+
+/*!
+ \fn QPoint QVector4D::toPoint() const
+
+ Returns the QPoint form of this 4D vector. The z and w coordinates
+ are dropped.
+
+ \sa toPointF(), toVector2D()
+*/
+
+/*!
+ \fn QPointF QVector4D::toPointF() const
+
+ Returns the QPointF form of this 4D vector. The z and w coordinates
+ are dropped.
+
+ \sa toPoint(), toVector2D()
+*/
+
+/*!
+ Returns the 4D vector as a QVariant.
+*/
+QVector4D::operator QVariant() const
+{
+ return QVariant::fromValue(*this);
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, QVector4D vector)
+{
+ QDebugStateSaver saver(dbg);
+ dbg.nospace() << "QVector4D("
+ << vector.x() << ", " << vector.y() << ", "
+ << vector.z() << ", " << vector.w() << ')';
+ return dbg;
+}
+
+#endif
+
+#ifndef QT_NO_DATASTREAM
+
+/*!
+ \fn QDataStream &operator<<(QDataStream &stream, QVector4D vector)
+ \relates QVector4D
+
+ Writes the given \a vector to the given \a stream and returns a
+ reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator<<(QDataStream &stream, QVector4D vector)
+{
+ stream << vector.x() << vector.y()
+ << vector.z() << vector.w();
+ return stream;
+}
+
+/*!
+ \fn QDataStream &operator>>(QDataStream &stream, QVector4D &vector)
+ \relates QVector4D
+
+ Reads a 4D vector from the given \a stream into the given \a vector
+ and returns a reference to the stream.
+
+ \sa {Serializing Qt Data Types}
+*/
+
+QDataStream &operator>>(QDataStream &stream, QVector4D &vector)
+{
+ float x, y, z, w;
+ stream >> x;
+ stream >> y;
+ stream >> z;
+ stream >> w;
+ vector.setX(x);
+ vector.setY(y);
+ vector.setZ(z);
+ vector.setW(w);
+ return stream;
+}
+
+#endif // QT_NO_DATASTREAM
+
+#endif // QT_NO_VECTOR4D
+
+QT_END_NAMESPACE
diff --git a/src/gui/math3d/qvectornd.h b/src/gui/math3d/qvectornd.h
new file mode 100644
index 0000000000..af81a5d1c0
--- /dev/null
+++ b/src/gui/math3d/qvectornd.h
@@ -0,0 +1,1105 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QVECTORND_H
+#define QVECTORND_H
+
+#include <QtGui/qtguiglobal.h>
+#include <QtCore/qpoint.h>
+#include <QtCore/qrect.h>
+#include <QtCore/qmath.h>
+
+QT_BEGIN_NAMESPACE
+
+class QVector2D;
+class QVector3D;
+class QVector4D;
+class QMatrix4x4;
+class QVariant;
+
+/***************************** QVector2D *****************************/
+
+#ifndef QT_NO_VECTOR2D
+
+class QVector2D
+{
+public:
+ constexpr QVector2D() noexcept;
+ explicit QVector2D(Qt::Initialization) noexcept {}
+ constexpr QVector2D(float xpos, float ypos) noexcept;
+ constexpr explicit QVector2D(QPoint point) noexcept;
+ constexpr explicit QVector2D(QPointF point) noexcept;
+#ifndef QT_NO_VECTOR3D
+ constexpr explicit QVector2D(QVector3D vector) noexcept;
+#endif
+#ifndef QT_NO_VECTOR4D
+ constexpr explicit QVector2D(QVector4D vector) noexcept;
+#endif
+
+ constexpr bool isNull() const noexcept;
+
+ constexpr float x() const noexcept;
+ constexpr float y() const noexcept;
+
+ constexpr void setX(float x) noexcept;
+ constexpr void setY(float y) noexcept;
+
+ constexpr float &operator[](int i);
+ constexpr float operator[](int i) const;
+
+ [[nodiscard]] float length() const noexcept;
+ [[nodiscard]] constexpr float lengthSquared() const noexcept;
+
+ [[nodiscard]] QVector2D normalized() const noexcept;
+ void normalize() noexcept;
+
+ [[nodiscard]] float distanceToPoint(QVector2D point) const noexcept;
+ [[nodiscard]] float distanceToLine(QVector2D point, QVector2D direction) const noexcept;
+
+ constexpr QVector2D &operator+=(QVector2D vector) noexcept;
+ constexpr QVector2D &operator-=(QVector2D vector) noexcept;
+ constexpr QVector2D &operator*=(float factor) noexcept;
+ constexpr QVector2D &operator*=(QVector2D vector) noexcept;
+ constexpr QVector2D &operator/=(float divisor);
+ constexpr QVector2D &operator/=(QVector2D vector);
+
+ [[nodiscard]] static constexpr float dotProduct(QVector2D v1, QVector2D v2) noexcept;
+
+QT_WARNING_PUSH
+QT_WARNING_DISABLE_FLOAT_COMPARE
+ constexpr friend inline bool operator==(QVector2D v1, QVector2D v2) noexcept
+ {
+ return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1];
+ }
+
+ constexpr friend inline bool operator!=(QVector2D v1, QVector2D v2) noexcept
+ {
+ return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1];
+ }
+QT_WARNING_POP
+
+ constexpr friend inline QVector2D operator+(QVector2D v1, QVector2D v2) noexcept
+ {
+ return QVector2D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1]);
+ }
+
+ constexpr friend inline QVector2D operator-(QVector2D v1, QVector2D v2) noexcept
+ {
+ return QVector2D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1]);
+ }
+
+ constexpr friend inline QVector2D operator*(float factor, QVector2D vector) noexcept
+ {
+ return QVector2D(vector.v[0] * factor, vector.v[1] * factor);
+ }
+
+ constexpr friend inline QVector2D operator*(QVector2D vector, float factor) noexcept
+ {
+ return QVector2D(vector.v[0] * factor, vector.v[1] * factor);
+ }
+
+ constexpr friend inline QVector2D operator*(QVector2D v1, QVector2D v2) noexcept
+ {
+ return QVector2D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1]);
+ }
+
+ constexpr friend inline QVector2D operator-(QVector2D vector) noexcept
+ {
+ return QVector2D(-vector.v[0], -vector.v[1]);
+ }
+
+ constexpr friend inline QVector2D operator/(QVector2D vector, float divisor)
+ {
+ return QVector2D(vector.v[0] / divisor, vector.v[1] / divisor);
+ }
+
+ constexpr friend inline QVector2D operator/(QVector2D vector, QVector2D divisor)
+ {
+ return QVector2D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1]);
+ }
+
+ constexpr friend inline bool qFuzzyCompare(QVector2D v1, QVector2D v2) noexcept;
+
+#ifndef QT_NO_VECTOR3D
+ constexpr QVector3D toVector3D() const noexcept;
+#endif
+#ifndef QT_NO_VECTOR4D
+ constexpr QVector4D toVector4D() const noexcept;
+#endif
+
+ constexpr QPoint toPoint() const noexcept;
+ constexpr QPointF toPointF() const noexcept;
+
+ Q_GUI_EXPORT operator QVariant() const;
+
+private:
+ float v[2];
+
+ friend class QVector3D;
+ friend class QVector4D;
+};
+
+Q_DECLARE_TYPEINFO(QVector2D, Q_PRIMITIVE_TYPE);
+
+#endif // QT_NO_VECTOR2D
+
+
+
+/***************************** QVector3D *****************************/
+
+#ifndef QT_NO_VECTOR3D
+
+class QVector3D
+{
+public:
+ constexpr QVector3D() noexcept;
+ explicit QVector3D(Qt::Initialization) noexcept {}
+ constexpr QVector3D(float xpos, float ypos, float zpos) noexcept : v{xpos, ypos, zpos} {}
+
+ constexpr explicit QVector3D(QPoint point) noexcept;
+ constexpr explicit QVector3D(QPointF point) noexcept;
+#ifndef QT_NO_VECTOR2D
+ constexpr QVector3D(QVector2D vector) noexcept;
+ constexpr QVector3D(QVector2D vector, float zpos) noexcept;
+#endif
+#ifndef QT_NO_VECTOR4D
+ constexpr explicit QVector3D(QVector4D vector) noexcept;
+#endif
+
+ constexpr bool isNull() const noexcept;
+
+ constexpr float x() const noexcept;
+ constexpr float y() const noexcept;
+ constexpr float z() const noexcept;
+
+ constexpr void setX(float x) noexcept;
+ constexpr void setY(float y) noexcept;
+ constexpr void setZ(float z) noexcept;
+
+ constexpr float &operator[](int i);
+ constexpr float operator[](int i) const;
+
+ [[nodiscard]] float length() const noexcept;
+ [[nodiscard]] constexpr float lengthSquared() const noexcept;
+
+ [[nodiscard]] QVector3D normalized() const noexcept;
+ void normalize() noexcept;
+
+ constexpr QVector3D &operator+=(QVector3D vector) noexcept;
+ constexpr QVector3D &operator-=(QVector3D vector) noexcept;
+ constexpr QVector3D &operator*=(float factor) noexcept;
+ constexpr QVector3D &operator*=(QVector3D vector) noexcept;
+ constexpr QVector3D &operator/=(float divisor);
+ constexpr QVector3D &operator/=(QVector3D vector);
+
+ [[nodiscard]] static constexpr float dotProduct(QVector3D v1, QVector3D v2) noexcept;
+ [[nodiscard]] static constexpr QVector3D crossProduct(QVector3D v1, QVector3D v2) noexcept;
+
+ [[nodiscard]] static QVector3D normal(QVector3D v1, QVector3D v2) noexcept;
+ [[nodiscard]] static QVector3D normal(QVector3D v1, QVector3D v2, QVector3D v3) noexcept;
+
+ Q_GUI_EXPORT QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
+ Q_GUI_EXPORT QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
+
+QT_WARNING_PUSH
+QT_WARNING_DISABLE_FLOAT_COMPARE
+ constexpr friend inline bool operator==(QVector3D v1, QVector3D v2) noexcept
+ {
+ return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2];
+ }
+
+ constexpr friend inline bool operator!=(QVector3D v1, QVector3D v2) noexcept
+ {
+ return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2];
+ }
+QT_WARNING_POP
+ float distanceToPoint(QVector3D point) const noexcept;
+ constexpr float distanceToPlane(QVector3D plane, QVector3D normal) const noexcept;
+ float distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const noexcept;
+ float distanceToLine(QVector3D point, QVector3D direction) const noexcept;
+
+
+ constexpr friend inline QVector3D operator+(QVector3D v1, QVector3D v2) noexcept
+ {
+ return QVector3D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2]);
+ }
+
+ constexpr friend inline QVector3D operator-(QVector3D v1, QVector3D v2) noexcept
+ {
+ return QVector3D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2]);
+ }
+
+ constexpr friend inline QVector3D operator*(float factor, QVector3D vector) noexcept
+ {
+ return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
+ }
+
+ constexpr friend inline QVector3D operator*(QVector3D vector, float factor) noexcept
+ {
+ return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
+ }
+
+ constexpr friend inline QVector3D operator*(QVector3D v1, QVector3D v2) noexcept
+ {
+ return QVector3D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2]);
+ }
+
+ constexpr friend inline QVector3D operator-(QVector3D vector) noexcept
+ {
+ return QVector3D(-vector.v[0], -vector.v[1], -vector.v[2]);
+ }
+
+ constexpr friend inline QVector3D operator/(QVector3D vector, float divisor)
+ {
+ return QVector3D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor);
+ }
+
+ constexpr friend inline QVector3D operator/(QVector3D vector, QVector3D divisor)
+ {
+ return QVector3D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2]);
+ }
+
+ constexpr friend inline bool qFuzzyCompare(QVector3D v1, QVector3D v2) noexcept;
+
+#ifndef QT_NO_VECTOR2D
+ constexpr QVector2D toVector2D() const noexcept;
+#endif
+#ifndef QT_NO_VECTOR4D
+ constexpr QVector4D toVector4D() const noexcept;
+#endif
+
+ constexpr QPoint toPoint() const noexcept;
+ constexpr QPointF toPointF() const noexcept;
+
+ Q_GUI_EXPORT operator QVariant() const;
+
+private:
+ float v[3];
+
+ friend class QVector2D;
+ friend class QVector4D;
+#ifndef QT_NO_MATRIX4X4
+ friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
+ friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
+#endif
+};
+
+Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE);
+
+#endif // QT_NO_VECTOR3D
+
+
+
+/***************************** QVector4D *****************************/
+
+#ifndef QT_NO_VECTOR4D
+
+class QVector4D
+{
+public:
+ constexpr QVector4D() noexcept;
+ explicit QVector4D(Qt::Initialization) noexcept {}
+ constexpr QVector4D(float xpos, float ypos, float zpos, float wpos) noexcept;
+ constexpr explicit QVector4D(QPoint point) noexcept;
+ constexpr explicit QVector4D(QPointF point) noexcept;
+#ifndef QT_NO_VECTOR2D
+ constexpr QVector4D(QVector2D vector) noexcept;
+ constexpr QVector4D(QVector2D vector, float zpos, float wpos) noexcept;
+#endif
+#ifndef QT_NO_VECTOR3D
+ constexpr QVector4D(QVector3D vector) noexcept;
+ constexpr QVector4D(QVector3D vector, float wpos) noexcept;
+#endif
+
+ constexpr bool isNull() const noexcept;
+
+ constexpr float x() const noexcept;
+ constexpr float y() const noexcept;
+ constexpr float z() const noexcept;
+ constexpr float w() const noexcept;
+
+ constexpr void setX(float x) noexcept;
+ constexpr void setY(float y) noexcept;
+ constexpr void setZ(float z) noexcept;
+ constexpr void setW(float w) noexcept;
+
+ constexpr float &operator[](int i);
+ constexpr float operator[](int i) const;
+
+ [[nodiscard]] float length() const noexcept;
+ [[nodiscard]] constexpr float lengthSquared() const noexcept;
+
+ [[nodiscard]] QVector4D normalized() const noexcept;
+ void normalize() noexcept;
+
+ constexpr QVector4D &operator+=(QVector4D vector) noexcept;
+ constexpr QVector4D &operator-=(QVector4D vector) noexcept;
+ constexpr QVector4D &operator*=(float factor) noexcept;
+ constexpr QVector4D &operator*=(QVector4D vector) noexcept;
+ constexpr QVector4D &operator/=(float divisor);
+ constexpr inline QVector4D &operator/=(QVector4D vector);
+
+ [[nodiscard]] static constexpr float dotProduct(QVector4D v1, QVector4D v2) noexcept;
+
+QT_WARNING_PUSH
+QT_WARNING_DISABLE_FLOAT_COMPARE
+ constexpr friend inline bool operator==(QVector4D v1, QVector4D v2) noexcept
+ {
+ return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2] && v1.v[3] == v2.v[3];
+ }
+
+ constexpr friend inline bool operator!=(QVector4D v1, QVector4D v2) noexcept
+ {
+ return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2] || v1.v[3] != v2.v[3];
+ }
+QT_WARNING_POP
+ constexpr friend inline QVector4D operator+(QVector4D v1, QVector4D v2) noexcept
+ {
+ return QVector4D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2], v1.v[3] + v2.v[3]);
+ }
+
+ constexpr friend inline QVector4D operator-(QVector4D v1, QVector4D v2) noexcept
+ {
+ return QVector4D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2], v1.v[3] - v2.v[3]);
+ }
+
+ constexpr friend inline QVector4D operator*(float factor, QVector4D vector) noexcept
+ {
+ return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor);
+ }
+
+ constexpr friend inline QVector4D operator*(QVector4D vector, float factor) noexcept
+ {
+ return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor);
+ }
+
+ constexpr friend inline QVector4D operator*(QVector4D v1, QVector4D v2) noexcept
+ {
+ return QVector4D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2], v1.v[3] * v2.v[3]);
+ }
+
+ constexpr friend inline QVector4D operator-(QVector4D vector) noexcept
+ {
+ return QVector4D(-vector.v[0], -vector.v[1], -vector.v[2], -vector.v[3]);
+ }
+
+ constexpr friend inline QVector4D operator/(QVector4D vector, float divisor)
+ {
+ return QVector4D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor, vector.v[3] / divisor);
+ }
+
+ constexpr friend inline QVector4D operator/(QVector4D vector, QVector4D divisor)
+ {
+ return QVector4D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2], vector.v[3] / divisor.v[3]);
+ }
+
+ constexpr friend inline bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept;
+
+#ifndef QT_NO_VECTOR2D
+ constexpr QVector2D toVector2D() const noexcept;
+ constexpr QVector2D toVector2DAffine() const noexcept;
+#endif
+#ifndef QT_NO_VECTOR3D
+ constexpr QVector3D toVector3D() const noexcept;
+ constexpr QVector3D toVector3DAffine() const noexcept;
+#endif
+
+ constexpr QPoint toPoint() const noexcept;
+ constexpr QPointF toPointF() const noexcept;
+
+ Q_GUI_EXPORT operator QVariant() const;
+
+private:
+ float v[4];
+
+ friend class QVector2D;
+ friend class QVector3D;
+#ifndef QT_NO_MATRIX4X4
+ friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix);
+ friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector);
+#endif
+};
+
+Q_DECLARE_TYPEINFO(QVector4D, Q_PRIMITIVE_TYPE);
+
+#endif // QT_NO_VECTOR4D
+
+
+
+/***************************** QVector2D *****************************/
+
+#ifndef QT_NO_VECTOR2D
+
+constexpr inline QVector2D::QVector2D() noexcept : v{0.0f, 0.0f} {}
+
+constexpr inline QVector2D::QVector2D(float xpos, float ypos) noexcept : v{xpos, ypos} {}
+
+constexpr inline QVector2D::QVector2D(QPoint point) noexcept : v{float(point.x()), float(point.y())} {}
+
+constexpr inline QVector2D::QVector2D(QPointF point) noexcept : v{float(point.x()), float(point.y())} {}
+
+#ifndef QT_NO_VECTOR3D
+constexpr inline QVector2D::QVector2D(QVector3D vector) noexcept : v{vector[0], vector[1]} {}
+#endif
+#ifndef QT_NO_VECTOR4D
+constexpr inline QVector2D::QVector2D(QVector4D vector) noexcept : v{vector[0], vector[1]} {}
+#endif
+
+constexpr inline bool QVector2D::isNull() const noexcept
+{
+ return qIsNull(v[0]) && qIsNull(v[1]);
+}
+
+constexpr inline float QVector2D::x() const noexcept { return v[0]; }
+constexpr inline float QVector2D::y() const noexcept { return v[1]; }
+
+constexpr inline void QVector2D::setX(float aX) noexcept { v[0] = aX; }
+constexpr inline void QVector2D::setY(float aY) noexcept { v[1] = aY; }
+
+constexpr inline float &QVector2D::operator[](int i)
+{
+ Q_ASSERT(uint(i) < 2u);
+ return v[i];
+}
+
+constexpr inline float QVector2D::operator[](int i) const
+{
+ Q_ASSERT(uint(i) < 2u);
+ return v[i];
+}
+
+inline float QVector2D::length() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]);
+ return float(std::sqrt(len));
+}
+
+constexpr inline float QVector2D::lengthSquared() const noexcept
+{
+ return v[0] * v[0] + v[1] * v[1];
+}
+
+inline QVector2D QVector2D::normalized() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]);
+ if (qFuzzyIsNull(len - 1.0)) {
+ return *this;
+ } else if (!qFuzzyIsNull(len)) {
+ double sqrtLen = std::sqrt(len);
+ return QVector2D(float(double(v[0]) / sqrtLen), float(double(v[1]) / sqrtLen));
+ } else {
+ return QVector2D();
+ }
+}
+
+inline void QVector2D::normalize() noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]);
+ if (qFuzzyIsNull(len - 1.0) || qFuzzyIsNull(len))
+ return;
+
+ len = std::sqrt(len);
+
+ v[0] = float(double(v[0]) / len);
+ v[1] = float(double(v[1]) / len);
+}
+
+inline float QVector2D::distanceToPoint(QVector2D point) const noexcept
+{
+ return (*this - point).length();
+}
+
+inline float QVector2D::distanceToLine(QVector2D point, QVector2D direction) const noexcept
+{
+ if (direction.isNull())
+ return (*this - point).length();
+ QVector2D p = point + dotProduct(*this - point, direction) * direction;
+ return (*this - p).length();
+}
+
+constexpr inline QVector2D &QVector2D::operator+=(QVector2D vector) noexcept
+{
+ v[0] += vector.v[0];
+ v[1] += vector.v[1];
+ return *this;
+}
+
+constexpr inline QVector2D &QVector2D::operator-=(QVector2D vector) noexcept
+{
+ v[0] -= vector.v[0];
+ v[1] -= vector.v[1];
+ return *this;
+}
+
+constexpr inline QVector2D &QVector2D::operator*=(float factor) noexcept
+{
+ v[0] *= factor;
+ v[1] *= factor;
+ return *this;
+}
+
+constexpr inline QVector2D &QVector2D::operator*=(QVector2D vector) noexcept
+{
+ v[0] *= vector.v[0];
+ v[1] *= vector.v[1];
+ return *this;
+}
+
+constexpr inline QVector2D &QVector2D::operator/=(float divisor)
+{
+ v[0] /= divisor;
+ v[1] /= divisor;
+ return *this;
+}
+
+constexpr inline QVector2D &QVector2D::operator/=(QVector2D vector)
+{
+ v[0] /= vector.v[0];
+ v[1] /= vector.v[1];
+ return *this;
+}
+
+constexpr inline float QVector2D::dotProduct(QVector2D v1, QVector2D v2) noexcept
+{
+ return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1];
+}
+
+constexpr inline bool qFuzzyCompare(QVector2D v1, QVector2D v2) noexcept
+{
+ return qFuzzyCompare(v1.v[0], v2.v[0]) && qFuzzyCompare(v1.v[1], v2.v[1]);
+}
+
+#ifndef QT_NO_VECTOR3D
+constexpr inline QVector3D QVector2D::toVector3D() const noexcept
+{
+ return QVector3D(v[0], v[1], 0.0f);
+}
+#endif
+#ifndef QT_NO_VECTOR4D
+constexpr inline QVector4D QVector2D::toVector4D() const noexcept
+{
+ return QVector4D(v[0], v[1], 0.0f, 0.0f);
+}
+#endif
+
+
+constexpr inline QPoint QVector2D::toPoint() const noexcept
+{
+ return QPoint(qRound(v[0]), qRound(v[1]));
+}
+
+constexpr inline QPointF QVector2D::toPointF() const noexcept
+{
+ return QPointF(qreal(v[0]), qreal(v[1]));
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector2D vector);
+#endif
+
+#ifndef QT_NO_DATASTREAM
+Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector2D );
+Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector2D &);
+#endif
+
+#endif // QT_NO_VECTOR2D
+
+
+
+/***************************** QVector3D *****************************/
+
+#ifndef QT_NO_VECTOR3D
+
+constexpr inline QVector3D::QVector3D() noexcept : v{0.0f, 0.0f, 0.0f} {}
+
+constexpr inline QVector3D::QVector3D(QPoint point) noexcept : v{float(point.x()), float(point.y()), 0.0f} {}
+
+constexpr inline QVector3D::QVector3D(QPointF point) noexcept : v{float(point.x()), float(point.y()), 0.0f} {}
+
+#ifndef QT_NO_VECTOR2D
+constexpr inline QVector3D::QVector3D(QVector2D vector) noexcept : v{vector[0], vector[1], 0.0f} {}
+constexpr inline QVector3D::QVector3D(QVector2D vector, float zpos) noexcept : v{vector[0], vector[1], zpos} {}
+#endif
+
+#ifndef QT_NO_VECTOR4D
+constexpr inline QVector3D::QVector3D(QVector4D vector) noexcept : v{vector[0], vector[1], vector[2]} {}
+#endif
+
+constexpr inline bool QVector3D::isNull() const noexcept
+{
+ return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]);
+}
+
+constexpr inline float QVector3D::x() const noexcept { return v[0]; }
+constexpr inline float QVector3D::y() const noexcept { return v[1]; }
+constexpr inline float QVector3D::z() const noexcept { return v[2]; }
+
+constexpr inline void QVector3D::setX(float aX) noexcept { v[0] = aX; }
+constexpr inline void QVector3D::setY(float aY) noexcept { v[1] = aY; }
+constexpr inline void QVector3D::setZ(float aZ) noexcept { v[2] = aZ; }
+
+constexpr inline float &QVector3D::operator[](int i)
+{
+ Q_ASSERT(uint(i) < 3u);
+ return v[i];
+}
+
+constexpr inline float QVector3D::operator[](int i) const
+{
+ Q_ASSERT(uint(i) < 3u);
+ return v[i];
+}
+
+inline float QVector3D::length() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]);
+ return float(std::sqrt(len));
+}
+
+inline QVector3D QVector3D::normalized() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]);
+ if (qFuzzyIsNull(len - 1.0)) {
+ return *this;
+ } else if (!qFuzzyIsNull(len)) {
+ double sqrtLen = std::sqrt(len);
+ return QVector3D(float(double(v[0]) / sqrtLen),
+ float(double(v[1]) / sqrtLen),
+ float(double(v[2]) / sqrtLen));
+ } else {
+ return QVector3D();
+ }
+}
+
+inline void QVector3D::normalize() noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]);
+ if (qFuzzyIsNull(len - 1.0) || qFuzzyIsNull(len))
+ return;
+
+ len = std::sqrt(len);
+
+ v[0] = float(double(v[0]) / len);
+ v[1] = float(double(v[1]) / len);
+ v[2] = float(double(v[2]) / len);
+}
+
+constexpr inline float QVector3D::lengthSquared() const noexcept
+{
+ return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
+}
+
+constexpr inline QVector3D &QVector3D::operator+=(QVector3D vector) noexcept
+{
+ v[0] += vector.v[0];
+ v[1] += vector.v[1];
+ v[2] += vector.v[2];
+ return *this;
+}
+
+constexpr inline QVector3D &QVector3D::operator-=(QVector3D vector) noexcept
+{
+ v[0] -= vector.v[0];
+ v[1] -= vector.v[1];
+ v[2] -= vector.v[2];
+ return *this;
+}
+
+constexpr inline QVector3D &QVector3D::operator*=(float factor) noexcept
+{
+ v[0] *= factor;
+ v[1] *= factor;
+ v[2] *= factor;
+ return *this;
+}
+
+constexpr inline QVector3D &QVector3D::operator*=(QVector3D vector) noexcept
+{
+ v[0] *= vector.v[0];
+ v[1] *= vector.v[1];
+ v[2] *= vector.v[2];
+ return *this;
+}
+
+constexpr inline QVector3D &QVector3D::operator/=(float divisor)
+{
+ v[0] /= divisor;
+ v[1] /= divisor;
+ v[2] /= divisor;
+ return *this;
+}
+
+constexpr inline QVector3D &QVector3D::operator/=(QVector3D vector)
+{
+ v[0] /= vector.v[0];
+ v[1] /= vector.v[1];
+ v[2] /= vector.v[2];
+ return *this;
+}
+
+constexpr inline float QVector3D::dotProduct(QVector3D v1, QVector3D v2) noexcept
+{
+ return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2];
+}
+
+constexpr inline QVector3D QVector3D::crossProduct(QVector3D v1, QVector3D v2) noexcept
+{
+ return QVector3D(v1.v[1] * v2.v[2] - v1.v[2] * v2.v[1],
+ v1.v[2] * v2.v[0] - v1.v[0] * v2.v[2],
+ v1.v[0] * v2.v[1] - v1.v[1] * v2.v[0]);
+}
+
+inline QVector3D QVector3D::normal(QVector3D v1, QVector3D v2) noexcept
+{
+ return crossProduct(v1, v2).normalized();
+}
+
+inline QVector3D QVector3D::normal(QVector3D v1, QVector3D v2, QVector3D v3) noexcept
+{
+ return crossProduct((v2 - v1), (v3 - v1)).normalized();
+}
+
+inline float QVector3D::distanceToPoint(QVector3D point) const noexcept
+{
+ return (*this - point).length();
+}
+
+constexpr inline float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const noexcept
+{
+ return dotProduct(*this - plane, normal);
+}
+
+inline float QVector3D::distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const noexcept
+{
+ QVector3D n = normal(plane2 - plane1, plane3 - plane1);
+ return dotProduct(*this - plane1, n);
+}
+
+inline float QVector3D::distanceToLine(QVector3D point, QVector3D direction) const noexcept
+{
+ if (direction.isNull())
+ return (*this - point).length();
+ QVector3D p = point + dotProduct(*this - point, direction) * direction;
+ return (*this - p).length();
+}
+
+constexpr inline bool qFuzzyCompare(QVector3D v1, QVector3D v2) noexcept
+{
+ return qFuzzyCompare(v1.v[0], v2.v[0]) &&
+ qFuzzyCompare(v1.v[1], v2.v[1]) &&
+ qFuzzyCompare(v1.v[2], v2.v[2]);
+}
+
+#ifndef QT_NO_VECTOR2D
+constexpr inline QVector2D QVector3D::toVector2D() const noexcept
+{
+ return QVector2D(v[0], v[1]);
+}
+#endif
+#ifndef QT_NO_VECTOR4D
+constexpr inline QVector4D QVector3D::toVector4D() const noexcept
+{
+ return QVector4D(v[0], v[1], v[2], 0.0f);
+}
+#endif
+
+constexpr inline QPoint QVector3D::toPoint() const noexcept
+{
+ return QPoint(qRound(v[0]), qRound(v[1]));
+}
+
+constexpr inline QPointF QVector3D::toPointF() const noexcept
+{
+ return QPointF(qreal(v[0]), qreal(v[1]));
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector3D vector);
+#endif
+
+#ifndef QT_NO_DATASTREAM
+Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector3D );
+Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &);
+#endif
+
+#endif // QT_NO_VECTOR3D
+
+
+
+/***************************** QVector4D *****************************/
+
+#ifndef QT_NO_VECTOR4D
+
+constexpr inline QVector4D::QVector4D() noexcept : v{0.0f, 0.0f, 0.0f, 0.0f} {}
+
+constexpr inline QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos) noexcept : v{xpos, ypos, zpos, wpos} {}
+
+constexpr inline QVector4D::QVector4D(QPoint point) noexcept : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {}
+
+constexpr inline QVector4D::QVector4D(QPointF point) noexcept : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {}
+
+#ifndef QT_NO_VECTOR2D
+constexpr QVector4D::QVector4D(QVector2D vector) noexcept : v{vector[0], vector[1], 0.0f, 0.0f} {}
+constexpr QVector4D::QVector4D(QVector2D vector, float zpos, float wpos) noexcept : v{vector[0], vector[1], zpos, wpos} {}
+#endif
+#ifndef QT_NO_VECTOR3D
+constexpr QVector4D::QVector4D(QVector3D vector) noexcept : v{vector[0], vector[1], vector[2], 0.0f} {}
+constexpr QVector4D::QVector4D(QVector3D vector, float wpos) noexcept : v{vector[0], vector[1], vector[2], wpos} {}
+#endif
+
+constexpr inline bool QVector4D::isNull() const noexcept
+{
+ return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]) && qIsNull(v[3]);
+}
+
+constexpr inline float QVector4D::x() const noexcept { return v[0]; }
+constexpr inline float QVector4D::y() const noexcept { return v[1]; }
+constexpr inline float QVector4D::z() const noexcept { return v[2]; }
+constexpr inline float QVector4D::w() const noexcept { return v[3]; }
+
+constexpr inline void QVector4D::setX(float aX) noexcept { v[0] = aX; }
+constexpr inline void QVector4D::setY(float aY) noexcept { v[1] = aY; }
+constexpr inline void QVector4D::setZ(float aZ) noexcept { v[2] = aZ; }
+constexpr inline void QVector4D::setW(float aW) noexcept { v[3] = aW; }
+
+constexpr inline float &QVector4D::operator[](int i)
+{
+ Q_ASSERT(uint(i) < 4u);
+ return v[i];
+}
+
+constexpr inline float QVector4D::operator[](int i) const
+{
+ Q_ASSERT(uint(i) < 4u);
+ return v[i];
+}
+
+inline float QVector4D::length() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]) +
+ double(v[3]) * double(v[3]);
+ return float(std::sqrt(len));
+}
+
+constexpr inline float QVector4D::lengthSquared() const noexcept
+{
+ return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
+}
+
+inline QVector4D QVector4D::normalized() const noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]) +
+ double(v[3]) * double(v[3]);
+ if (qFuzzyIsNull(len - 1.0)) {
+ return *this;
+ } else if (!qFuzzyIsNull(len)) {
+ double sqrtLen = std::sqrt(len);
+ return QVector4D(float(double(v[0]) / sqrtLen),
+ float(double(v[1]) / sqrtLen),
+ float(double(v[2]) / sqrtLen),
+ float(double(v[3]) / sqrtLen));
+ } else {
+ return QVector4D();
+ }
+}
+
+inline void QVector4D::normalize() noexcept
+{
+ // Need some extra precision if the length is very small.
+ double len = double(v[0]) * double(v[0]) +
+ double(v[1]) * double(v[1]) +
+ double(v[2]) * double(v[2]) +
+ double(v[3]) * double(v[3]);
+ if (qFuzzyIsNull(len - 1.0) || qFuzzyIsNull(len))
+ return;
+
+ len = std::sqrt(len);
+
+ v[0] = float(double(v[0]) / len);
+ v[1] = float(double(v[1]) / len);
+ v[2] = float(double(v[2]) / len);
+ v[3] = float(double(v[3]) / len);
+}
+
+constexpr inline QVector4D &QVector4D::operator+=(QVector4D vector) noexcept
+{
+ v[0] += vector.v[0];
+ v[1] += vector.v[1];
+ v[2] += vector.v[2];
+ v[3] += vector.v[3];
+ return *this;
+}
+
+constexpr inline QVector4D &QVector4D::operator-=(QVector4D vector) noexcept
+{
+ v[0] -= vector.v[0];
+ v[1] -= vector.v[1];
+ v[2] -= vector.v[2];
+ v[3] -= vector.v[3];
+ return *this;
+}
+
+constexpr inline QVector4D &QVector4D::operator*=(float factor) noexcept
+{
+ v[0] *= factor;
+ v[1] *= factor;
+ v[2] *= factor;
+ v[3] *= factor;
+ return *this;
+}
+
+constexpr inline QVector4D &QVector4D::operator*=(QVector4D vector) noexcept
+{
+ v[0] *= vector.v[0];
+ v[1] *= vector.v[1];
+ v[2] *= vector.v[2];
+ v[3] *= vector.v[3];
+ return *this;
+}
+
+constexpr inline QVector4D &QVector4D::operator/=(float divisor)
+{
+ v[0] /= divisor;
+ v[1] /= divisor;
+ v[2] /= divisor;
+ v[3] /= divisor;
+ return *this;
+}
+
+constexpr inline QVector4D &QVector4D::operator/=(QVector4D vector)
+{
+ v[0] /= vector.v[0];
+ v[1] /= vector.v[1];
+ v[2] /= vector.v[2];
+ v[3] /= vector.v[3];
+ return *this;
+}
+
+constexpr float QVector4D::dotProduct(QVector4D v1, QVector4D v2) noexcept
+{
+ return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2] + v1.v[3] * v2.v[3];
+}
+
+constexpr inline bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept
+{
+ return qFuzzyCompare(v1.v[0], v2.v[0]) &&
+ qFuzzyCompare(v1.v[1], v2.v[1]) &&
+ qFuzzyCompare(v1.v[2], v2.v[2]) &&
+ qFuzzyCompare(v1.v[3], v2.v[3]);
+}
+
+#ifndef QT_NO_VECTOR2D
+
+constexpr inline QVector2D QVector4D::toVector2D() const noexcept
+{
+ return QVector2D(v[0], v[1]);
+}
+
+constexpr inline QVector2D QVector4D::toVector2DAffine() const noexcept
+{
+ if (qIsNull(v[3]))
+ return QVector2D();
+ return QVector2D(v[0] / v[3], v[1] / v[3]);
+}
+
+#endif // QT_NO_VECTOR2D
+
+#ifndef QT_NO_VECTOR3D
+
+constexpr inline QVector3D QVector4D::toVector3D() const noexcept
+{
+ return QVector3D(v[0], v[1], v[2]);
+}
+
+constexpr QVector3D QVector4D::toVector3DAffine() const noexcept
+{
+ if (qIsNull(v[3]))
+ return QVector3D();
+ return QVector3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);
+}
+
+#endif // QT_NO_VECTOR3D
+
+constexpr inline QPoint QVector4D::toPoint() const noexcept
+{
+ return QPoint(qRound(v[0]), qRound(v[1]));
+}
+
+constexpr inline QPointF QVector4D::toPointF() const noexcept
+{
+ return QPointF(qreal(v[0]), qreal(v[1]));
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector4D vector);
+#endif
+
+#ifndef QT_NO_DATASTREAM
+Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector4D );
+Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector4D &);
+#endif
+
+#endif // QT_NO_VECTOR4D
+
+
+QT_END_NAMESPACE
+
+#endif // QVECTORND_H