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-rw-r--r--src/gui/math3d/qvector3d.h80
1 files changed, 38 insertions, 42 deletions
diff --git a/src/gui/math3d/qvector3d.h b/src/gui/math3d/qvector3d.h
index d02fa7de8f..d6a8901c4f 100644
--- a/src/gui/math3d/qvector3d.h
+++ b/src/gui/math3d/qvector3d.h
@@ -60,12 +60,12 @@ class Q_GUI_EXPORT QVector3D
{
public:
QVector3D();
- QVector3D(qreal xpos, qreal ypos, qreal zpos);
+ QVector3D(float xpos, float ypos, float zpos);
explicit QVector3D(const QPoint& point);
explicit QVector3D(const QPointF& point);
#ifndef QT_NO_VECTOR2D
QVector3D(const QVector2D& vector);
- QVector3D(const QVector2D& vector, qreal zpos);
+ QVector3D(const QVector2D& vector, float zpos);
#endif
#ifndef QT_NO_VECTOR4D
explicit QVector3D(const QVector4D& vector);
@@ -73,45 +73,45 @@ public:
bool isNull() const;
- qreal x() const;
- qreal y() const;
- qreal z() const;
+ float x() const;
+ float y() const;
+ float z() const;
- void setX(qreal x);
- void setY(qreal y);
- void setZ(qreal z);
+ void setX(float x);
+ void setY(float y);
+ void setZ(float z);
- qreal length() const;
- qreal lengthSquared() const;
+ float length() const;
+ float lengthSquared() const;
QVector3D normalized() const;
void normalize();
QVector3D &operator+=(const QVector3D &vector);
QVector3D &operator-=(const QVector3D &vector);
- QVector3D &operator*=(qreal factor);
+ QVector3D &operator*=(float factor);
QVector3D &operator*=(const QVector3D& vector);
- QVector3D &operator/=(qreal divisor);
+ QVector3D &operator/=(float divisor);
- static qreal dotProduct(const QVector3D& v1, const QVector3D& v2);
+ static float dotProduct(const QVector3D& v1, const QVector3D& v2);
static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2);
static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
static QVector3D normal
(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
- qreal distanceToPlane(const QVector3D& plane, const QVector3D& normal) const;
- qreal distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
- qreal distanceToLine(const QVector3D& point, const QVector3D& direction) 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;
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*(qreal factor, const QVector3D &vector);
- friend inline const QVector3D operator*(const QVector3D &vector, qreal factor);
+ 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, qreal divisor);
+ friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
@@ -130,8 +130,6 @@ public:
private:
float xp, yp, zp;
- QVector3D(float xpos, float ypos, float zpos, int dummy);
-
friend class QVector2D;
friend class QVector4D;
#ifndef QT_NO_MATRIX4X4
@@ -144,9 +142,7 @@ Q_DECLARE_TYPEINFO(QVector3D, Q_MOVABLE_TYPE);
inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
-inline QVector3D::QVector3D(qreal xpos, qreal ypos, qreal zpos) : xp(xpos), yp(ypos), zp(zpos) {}
-
-inline QVector3D::QVector3D(float xpos, float ypos, float zpos, int) : xp(xpos), yp(ypos), zp(zpos) {}
+inline QVector3D::QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
@@ -157,13 +153,13 @@ inline bool QVector3D::isNull() const
return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
}
-inline qreal QVector3D::x() const { return qreal(xp); }
-inline qreal QVector3D::y() const { return qreal(yp); }
-inline qreal QVector3D::z() const { return qreal(zp); }
+inline float QVector3D::x() const { return xp; }
+inline float QVector3D::y() const { return yp; }
+inline float QVector3D::z() const { return zp; }
-inline void QVector3D::setX(qreal aX) { xp = aX; }
-inline void QVector3D::setY(qreal aY) { yp = aY; }
-inline void QVector3D::setZ(qreal aZ) { zp = aZ; }
+inline void QVector3D::setX(float aX) { xp = aX; }
+inline void QVector3D::setY(float aY) { yp = aY; }
+inline void QVector3D::setZ(float aZ) { zp = aZ; }
inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
{
@@ -181,7 +177,7 @@ inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
return *this;
}
-inline QVector3D &QVector3D::operator*=(qreal factor)
+inline QVector3D &QVector3D::operator*=(float factor)
{
xp *= factor;
yp *= factor;
@@ -197,7 +193,7 @@ inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
return *this;
}
-inline QVector3D &QVector3D::operator/=(qreal divisor)
+inline QVector3D &QVector3D::operator/=(float divisor)
{
xp /= divisor;
yp /= divisor;
@@ -217,37 +213,37 @@ inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
{
- return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp, 1);
+ return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp);
}
inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
{
- return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp, 1);
+ return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp);
}
-inline const QVector3D operator*(qreal factor, const QVector3D &vector)
+inline const QVector3D operator*(float factor, const QVector3D &vector)
{
- return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor, 1);
+ return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
-inline const QVector3D operator*(const QVector3D &vector, qreal factor)
+inline const QVector3D operator*(const QVector3D &vector, float factor)
{
- return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor, 1);
+ return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
{
- return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp, 1);
+ return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp);
}
inline const QVector3D operator-(const QVector3D &vector)
{
- return QVector3D(-vector.xp, -vector.yp, -vector.zp, 1);
+ return QVector3D(-vector.xp, -vector.yp, -vector.zp);
}
-inline const QVector3D operator/(const QVector3D &vector, qreal divisor)
+inline const QVector3D operator/(const QVector3D &vector, float divisor)
{
- return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor, 1);
+ return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor);
}
inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)