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Diffstat (limited to 'src/gui/math3d/qvector3d.cpp')
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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 |