summaryrefslogtreecommitdiffstats
path: root/src/gui/math3d/qvector3d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/gui/math3d/qvector3d.cpp')
-rw-r--r--src/gui/math3d/qvector3d.cpp761
1 files changed, 0 insertions, 761 deletions
diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp
deleted file mode 100644
index 906434aca2..0000000000
--- a/src/gui/math3d/qvector3d.cpp
+++ /dev/null
@@ -1,761 +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 operator==(const QVector3D &v1, const QVector3D &v2)
- \relates QVector3D
-
- 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 operator!=(const QVector3D &v1, const QVector3D &v2)
- \relates QVector3D
-
- 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