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-rw-r--r--src/gui/.prev_CMakeLists.txt7
-rw-r--r--src/gui/CMakeLists.txt7
-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
11 files changed, 2763 insertions, 2756 deletions
diff --git a/src/gui/.prev_CMakeLists.txt b/src/gui/.prev_CMakeLists.txt
index f7f275fbb0..aa7963cbc9 100644
--- a/src/gui/.prev_CMakeLists.txt
+++ b/src/gui/.prev_CMakeLists.txt
@@ -92,9 +92,10 @@ qt_internal_add_module(Gui
math3d/qgenericmatrix.cpp math3d/qgenericmatrix.h
math3d/qmatrix4x4.cpp math3d/qmatrix4x4.h
math3d/qquaternion.cpp math3d/qquaternion.h
- math3d/qvector2d.cpp math3d/qvector2d.h
- math3d/qvector3d.cpp math3d/qvector3d.h
- math3d/qvector4d.cpp math3d/qvector4d.h
+ math3d/qvector2d.h
+ math3d/qvector3d.h
+ math3d/qvector4d.h
+ math3d/qvectornd.cpp math3d/qvectornd.h
painting/qbackingstore.cpp painting/qbackingstore.h
painting/qbezier.cpp painting/qbezier_p.h
painting/qblendfunctions.cpp painting/qblendfunctions_p.h
diff --git a/src/gui/CMakeLists.txt b/src/gui/CMakeLists.txt
index 36fdb298c1..b6b1bb439c 100644
--- a/src/gui/CMakeLists.txt
+++ b/src/gui/CMakeLists.txt
@@ -143,9 +143,10 @@ qt_internal_add_module(Gui
math3d/qgenericmatrix.cpp math3d/qgenericmatrix.h
math3d/qmatrix4x4.cpp math3d/qmatrix4x4.h
math3d/qquaternion.cpp math3d/qquaternion.h
- math3d/qvector2d.cpp math3d/qvector2d.h
- math3d/qvector3d.cpp math3d/qvector3d.h
- math3d/qvector4d.cpp math3d/qvector4d.h
+ math3d/qvector2d.h
+ math3d/qvector3d.h
+ math3d/qvector4d.h
+ math3d/qvectornd.cpp math3d/qvectornd.h
painting/qbackingstore.cpp painting/qbackingstore.h
painting/qbezier.cpp painting/qbezier_p.h
painting/qblendfunctions.cpp painting/qblendfunctions_p.h
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