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-rw-r--r--src/gui/math3d/qvector3d.h94
1 files changed, 47 insertions, 47 deletions
diff --git a/src/gui/math3d/qvector3d.h b/src/gui/math3d/qvector3d.h
index f3e8c976b7..1b49f3e7b9 100644
--- a/src/gui/math3d/qvector3d.h
+++ b/src/gui/math3d/qvector3d.h
@@ -59,7 +59,7 @@ class Q_GUI_EXPORT QVector3D
public:
Q_DECL_CONSTEXPR QVector3D();
explicit QVector3D(Qt::Initialization) {}
- Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
+ Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : v{xpos, ypos, zpos} {}
Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point);
Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point);
@@ -138,7 +138,7 @@ public:
operator QVariant() const;
private:
- float xp, yp, zp;
+ float v[3];
friend class QVector2D;
friend class QVector4D;
@@ -150,82 +150,82 @@ private:
Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE);
-Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : v{0.0f, 0.0f, 0.0f} {}
-Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : v{float(point.x()), float(point.y()), float(0.0f)} {}
-Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : xp(float(point.x())), yp(float(point.y())), zp(0.0f) {}
+Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : v{float(point.x()), float(point.y()), 0.0f} {}
inline bool QVector3D::isNull() const
{
- return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
+ return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]);
}
-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; }
+Q_DECL_CONSTEXPR inline float QVector3D::x() const { return v[0]; }
+Q_DECL_CONSTEXPR inline float QVector3D::y() const { return v[1]; }
+Q_DECL_CONSTEXPR inline float QVector3D::z() const { return v[2]; }
-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 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 *(&xp + i);
+ return v[i];
}
inline float QVector3D::operator[](int i) const
{
Q_ASSERT(uint(i) < 3u);
- return *(&xp + i);
+ return v[i];
}
inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
{
- xp += vector.xp;
- yp += vector.yp;
- zp += vector.zp;
+ v[0] += vector.v[0];
+ v[1] += vector.v[1];
+ v[2] += vector.v[2];
return *this;
}
inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
{
- xp -= vector.xp;
- yp -= vector.yp;
- zp -= vector.zp;
+ v[0] -= vector.v[0];
+ v[1] -= vector.v[1];
+ v[2] -= vector.v[2];
return *this;
}
inline QVector3D &QVector3D::operator*=(float factor)
{
- xp *= factor;
- yp *= factor;
- zp *= factor;
+ v[0] *= factor;
+ v[1] *= factor;
+ v[2] *= factor;
return *this;
}
inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
{
- xp *= vector.xp;
- yp *= vector.yp;
- zp *= vector.zp;
+ v[0] *= vector.v[0];
+ v[1] *= vector.v[1];
+ v[2] *= vector.v[2];
return *this;
}
inline QVector3D &QVector3D::operator/=(float divisor)
{
- xp /= divisor;
- yp /= divisor;
- zp /= divisor;
+ v[0] /= divisor;
+ v[1] /= divisor;
+ v[2] /= divisor;
return *this;
}
inline QVector3D &QVector3D::operator/=(const QVector3D &vector)
{
- xp /= vector.xp;
- yp /= vector.yp;
- zp /= vector.zp;
+ v[0] /= vector.v[0];
+ v[1] /= vector.v[1];
+ v[2] /= vector.v[2];
return *this;
}
@@ -234,70 +234,70 @@ QT_WARNING_DISABLE_CLANG("-Wfloat-equal")
QT_WARNING_DISABLE_GCC("-Wfloat-equal")
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;
+ return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2];
}
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;
+ return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2];
}
QT_WARNING_POP
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);
+ return QVector3D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2]);
}
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);
+ return QVector3D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2]);
}
Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector)
{
- return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
+ return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
}
Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor)
{
- return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
+ return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor);
}
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);
+ return QVector3D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2]);
}
Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector)
{
- return QVector3D(-vector.xp, -vector.yp, -vector.zp);
+ return QVector3D(-vector.v[0], -vector.v[1], -vector.v[2]);
}
Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor)
{
- return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor);
+ return QVector3D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor);
}
Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor)
{
- return QVector3D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp);
+ return QVector3D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2]);
}
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);
+ return qFuzzyCompare(v1.v[0], v2.v[0]) &&
+ qFuzzyCompare(v1.v[1], v2.v[1]) &&
+ qFuzzyCompare(v1.v[2], v2.v[2]);
}
Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const
{
- return QPoint(qRound(xp), qRound(yp));
+ return QPoint(qRound(v[0]), qRound(v[1]));
}
Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const
{
- return QPointF(qreal(xp), qreal(yp));
+ return QPointF(qreal(v[0]), qreal(v[1]));
}
#ifndef QT_NO_DEBUG_STREAM