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-rw-r--r--src/gui/math3d/qvector3d.h86
1 files changed, 47 insertions, 39 deletions
diff --git a/src/gui/math3d/qvector3d.h b/src/gui/math3d/qvector3d.h
index c880930935..c5506bf1ac 100644
--- a/src/gui/math3d/qvector3d.h
+++ b/src/gui/math3d/qvector3d.h
@@ -57,10 +57,11 @@ class QVector4D;
class Q_GUI_EXPORT QVector3D
{
public:
- QVector3D();
- QVector3D(float xpos, float ypos, float zpos);
- explicit QVector3D(const QPoint& point);
- explicit QVector3D(const QPointF& point);
+ Q_DECL_CONSTEXPR QVector3D();
+ Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
+
+ Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point);
+ Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point);
#ifndef QT_NO_VECTOR2D
QVector3D(const QVector2D& vector);
QVector3D(const QVector2D& vector, float zpos);
@@ -71,9 +72,9 @@ public:
bool isNull() const;
- float x() const;
- float y() const;
- float z() const;
+ Q_DECL_CONSTEXPR float x() const;
+ Q_DECL_CONSTEXPR float y() const;
+ Q_DECL_CONSTEXPR float z() const;
void setX(float x);
void setY(float y);
@@ -94,8 +95,17 @@ public:
QVector3D &operator*=(const QVector3D& vector);
QVector3D &operator/=(float divisor);
+#ifdef QT_BUILD_GUI_LIB
static float dotProduct(const QVector3D& v1, const QVector3D& v2);
static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2);
+#else
+ Q_DECL_CONSTEXPR inline static float dotProduct(const QVector3D& v1, const QVector3D& v2)
+ { return v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp; }
+ Q_DECL_CONSTEXPR inline static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2)
+ { return QVector3D(v1.yp * v2.zp - v1.zp * v2.yp,
+ v1.zp * v2.xp - v1.xp * v2.zp,
+ v1.xp * v2.yp - v1.yp * v2.xp); }
+#endif
static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
static QVector3D normal
(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
@@ -105,17 +115,17 @@ public:
float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
float distanceToLine(const QVector3D& point, const QVector3D& direction) const;
- friend inline bool operator==(const QVector3D &v1, const QVector3D &v2);
- friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2);
- friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
- friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
- friend inline const QVector3D operator*(float factor, const QVector3D &vector);
- friend inline const QVector3D operator*(const QVector3D &vector, float factor);
- friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
- friend inline const QVector3D operator-(const QVector3D &vector);
- friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
+ Q_DECL_CONSTEXPR friend inline bool operator==(const QVector3D &v1, const QVector3D &v2);
+ Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator*(float factor, const QVector3D &vector);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator*(const QVector3D &vector, float factor);
+ Q_DECL_CONSTEXPR friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &vector);
+ Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
- friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
+ Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
#ifndef QT_NO_VECTOR2D
QVector2D toVector2D() const;
@@ -124,8 +134,8 @@ public:
QVector4D toVector4D() const;
#endif
- QPoint toPoint() const;
- QPointF toPointF() const;
+ Q_DECL_CONSTEXPR QPoint toPoint() const;
+ Q_DECL_CONSTEXPR QPointF toPointF() const;
operator QVariant() const;
@@ -142,22 +152,20 @@ private:
Q_DECLARE_TYPEINFO(QVector3D, Q_MOVABLE_TYPE);
-inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
-
-inline QVector3D::QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
-inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
-inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
inline bool QVector3D::isNull() const
{
return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
}
-inline float QVector3D::x() const { return xp; }
-inline float QVector3D::y() const { return yp; }
-inline float QVector3D::z() const { return zp; }
+Q_DECL_CONSTEXPR inline float QVector3D::x() const { return xp; }
+Q_DECL_CONSTEXPR inline float QVector3D::y() const { return yp; }
+Q_DECL_CONSTEXPR inline float QVector3D::z() const { return zp; }
inline void QVector3D::setX(float aX) { xp = aX; }
inline void QVector3D::setY(float aY) { yp = aY; }
@@ -215,64 +223,64 @@ inline QVector3D &QVector3D::operator/=(float divisor)
return *this;
}
-inline bool operator==(const QVector3D &v1, const QVector3D &v2)
+Q_DECL_CONSTEXPR inline bool operator==(const QVector3D &v1, const QVector3D &v2)
{
return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp;
}
-inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
+Q_DECL_CONSTEXPR inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
{
return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp;
}
-inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
+Q_DECL_CONSTEXPR inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
{
return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp);
}
-inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
+Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
{
return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp);
}
-inline const QVector3D operator*(float factor, const QVector3D &vector)
+Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector)
{
return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
-inline const QVector3D operator*(const QVector3D &vector, float factor)
+Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor)
{
return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
-inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
+Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
{
return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp);
}
-inline const QVector3D operator-(const QVector3D &vector)
+Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector)
{
return QVector3D(-vector.xp, -vector.yp, -vector.zp);
}
-inline const QVector3D operator/(const QVector3D &vector, float divisor)
+Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor)
{
return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor);
}
-inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
+Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
{
return qFuzzyCompare(v1.xp, v2.xp) &&
qFuzzyCompare(v1.yp, v2.yp) &&
qFuzzyCompare(v1.zp, v2.zp);
}
-inline QPoint QVector3D::toPoint() const
+Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const
{
return QPoint(qRound(xp), qRound(yp));
}
-inline QPointF QVector3D::toPointF() const
+Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const
{
return QPointF(qreal(xp), qreal(yp));
}