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-/****************************************************************************
-**
-** 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 "qvector4d.h"
-#include "qvector3d.h"
-#include "qvector2d.h"
-#include <QtCore/qdatastream.h>
-#include <QtCore/qdebug.h>
-#include <QtCore/qvariant.h>
-#include <QtCore/qmath.h>
-
-QT_BEGIN_NAMESPACE
-
-#ifndef QT_NO_VECTOR4D
-
-static_assert(std::is_standard_layout<QVector4D>::value, "QVector4D is supposed to be standard layout");
-static_assert(sizeof(QVector4D) == sizeof(float) * 4, "QVector4D is not supposed to have padding at the end");
-
-// QVector4D used to be defined as class QVector4D { float x, y, z, w; };,
-// now instead it is defined as classs QVector4D { float v[4]; };.
-// Check that binary compatibility is preserved.
-// ### Qt 6: remove all of these checks.
-
-namespace {
-
-struct QVector4DOld
-{
- float x, y, z, w;
-};
-
-struct QVector4DNew
-{
- float v[4];
-};
-
-static_assert(std::is_standard_layout<QVector4DOld>::value, "Binary compatibility break in QVector4D");
-static_assert(std::is_standard_layout<QVector4DNew>::value, "Binary compatibility break in QVector4D");
-
-static_assert(sizeof(QVector4DOld) == sizeof(QVector4DNew), "Binary compatibility break in QVector4D");
-
-// requires a constexpr offsetof
-#if !defined(Q_CC_MSVC) || (_MSC_VER >= 1910)
-static_assert(offsetof(QVector4DOld, x) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 0, "Binary compatibility break in QVector4D");
-static_assert(offsetof(QVector4DOld, y) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 1, "Binary compatibility break in QVector4D");
-static_assert(offsetof(QVector4DOld, z) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 2, "Binary compatibility break in QVector4D");
-static_assert(offsetof(QVector4DOld, w) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 3, "Binary compatibility break in QVector4D");
-#endif
-
-
-} // anonymous namespace
-
-/*!
- \class QVector4D
- \brief The QVector4D class represents a vector or vertex in 4D space.
- \since 4.6
- \ingroup painting-3D
- \inmodule QtGui
-
- The QVector4D class can also be used to represent vertices in 4D space.
- We therefore do not need to provide a separate vertex class.
-
- \sa QQuaternion, QVector2D, QVector3D
-*/
-
-/*!
- \fn QVector4D::QVector4D()
-
- Constructs a null vector, i.e. with coordinates (0, 0, 0, 0).
-*/
-
-/*!
- \fn QVector4D::QVector4D(Qt::Initialization)
- \since 5.5
- \internal
-
- Constructs a vector without initializing the contents.
-*/
-
-/*!
- \fn QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos)
-
- Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos, \a wpos).
-*/
-
-/*!
- \fn QVector4D::QVector4D(const QPoint& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and
- z and w coordinates of 0.
-*/
-
-/*!
- \fn QVector4D::QVector4D(const QPointF& point)
-
- Constructs a vector with x and y coordinates from a 2D \a point, and
- z and w coordinates of 0.
-*/
-
-#ifndef QT_NO_VECTOR2D
-
-/*!
- Constructs a 4D vector from the specified 2D \a vector. The z
- and w coordinates are set to zero.
-
- \sa toVector2D()
-*/
-QVector4D::QVector4D(const QVector2D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = 0.0f;
- v[3] = 0.0f;
-}
-
-/*!
- Constructs a 4D vector from the specified 2D \a vector. The z
- and w coordinates are set to \a zpos and \a wpos respectively.
-
- \sa toVector2D()
-*/
-QVector4D::QVector4D(const QVector2D& vector, float zpos, float wpos)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = zpos;
- v[3] = wpos;
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Constructs a 4D vector from the specified 3D \a vector. The w
- coordinate is set to zero.
-
- \sa toVector3D()
-*/
-QVector4D::QVector4D(const QVector3D& vector)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = vector.v[2];
- v[3] = 0.0f;
-}
-
-/*!
- Constructs a 4D vector from the specified 3D \a vector. The w
- coordinate is set to \a wpos.
-
- \sa toVector3D()
-*/
-QVector4D::QVector4D(const QVector3D& vector, float wpos)
-{
- v[0] = vector.v[0];
- v[1] = vector.v[1];
- v[2] = vector.v[2];
- v[3] = wpos;
-}
-
-#endif
-
-/*!
- \fn bool QVector4D::isNull() const
-
- Returns \c true if the x, y, z, and w coordinates are set to 0.0,
- otherwise returns \c false.
-*/
-
-/*!
- \fn float QVector4D::x() const
-
- Returns the x coordinate of this point.
-
- \sa setX(), y(), z(), w()
-*/
-
-/*!
- \fn float QVector4D::y() const
-
- Returns the y coordinate of this point.
-
- \sa setY(), x(), z(), w()
-*/
-
-/*!
- \fn float QVector4D::z() const
-
- Returns the z coordinate of this point.
-
- \sa setZ(), x(), y(), w()
-*/
-
-/*!
- \fn float QVector4D::w() const
-
- Returns the w coordinate of this point.
-
- \sa setW(), x(), y(), z()
-*/
-
-/*!
- \fn void QVector4D::setX(float x)
-
- Sets the x coordinate of this point to the given \a x coordinate.
-
- \sa x(), setY(), setZ(), setW()
-*/
-
-/*!
- \fn void QVector4D::setY(float y)
-
- Sets the y coordinate of this point to the given \a y coordinate.
-
- \sa y(), setX(), setZ(), setW()
-*/
-
-/*!
- \fn void QVector4D::setZ(float z)
-
- Sets the z coordinate of this point to the given \a z coordinate.
-
- \sa z(), setX(), setY(), setW()
-*/
-
-/*!
- \fn void QVector4D::setW(float w)
-
- Sets the w coordinate of this point to the given \a w coordinate.
-
- \sa w(), setX(), setY(), setZ()
-*/
-
-/*! \fn float &QVector4D::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
- < 4).
-*/
-
-/*! \fn float QVector4D::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
- < 4).
-*/
-
-/*!
- Returns the length of the vector from the origin.
-
- \sa lengthSquared(), normalized()
-*/
-float QVector4D::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]) +
- double(v[3]) * double(v[3]);
- 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 QVector4D::lengthSquared() const
-{
- return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[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()
-*/
-QVector4D QVector4D::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]) +
- double(v[3]) * double(v[3]);
- if (qFuzzyIsNull(len - 1.0f)) {
- return *this;
- } else if (!qFuzzyIsNull(len)) {
- double sqrtLen = std::sqrt(len);
- return QVector4D(float(double(v[0]) / sqrtLen),
- float(double(v[1]) / sqrtLen),
- float(double(v[2]) / sqrtLen),
- float(double(v[3]) / sqrtLen));
- } else {
- return QVector4D();
- }
-}
-
-/*!
- 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 QVector4D::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]) +
- double(v[3]) * double(v[3]);
- 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);
- v[3] = float(double(v[3]) / len);
-}
-
-/*!
- \fn QVector4D &QVector4D::operator+=(const QVector4D &vector)
-
- Adds the given \a vector to this vector and returns a reference to
- this vector.
-
- \sa operator-=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator-=(const QVector4D &vector)
-
- Subtracts the given \a vector from this vector and returns a reference to
- this vector.
-
- \sa operator+=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator*=(float factor)
-
- Multiplies this vector's coordinates by the given \a factor, and
- returns a reference to this vector.
-
- \sa operator/=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator*=(const QVector4D &vector)
-
- Multiplies the components of this vector by the corresponding
- components in \a vector.
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator/=(float divisor)
-
- Divides this vector's coordinates by the given \a divisor, and
- returns a reference to this vector.
-
- \sa operator*=()
-*/
-
-/*!
- \fn QVector4D &QVector4D::operator/=(const QVector4D &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 QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2)
-{
- return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2] + v1.v[3] * v2.v[3];
-}
-
-/*!
- \fn bool operator==(const QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- 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 QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- 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 QVector4D operator+(const QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- Returns a QVector4D object that is the sum of the given vectors, \a v1
- and \a v2; each component is added separately.
-
- \sa QVector4D::operator+=()
-*/
-
-/*!
- \fn const QVector4D operator-(const QVector4D &v1, const QVector4D &v2)
- \relates QVector4D
-
- Returns a QVector4D object that is formed by subtracting \a v2 from \a v1;
- each component is subtracted separately.
-
- \sa QVector4D::operator-=()
-*/
-
-/*!
- \fn const QVector4D operator*(float factor, const QVector4D &vector)
- \relates QVector4D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator*(const QVector4D &vector, float factor)
- \relates QVector4D
-
- Returns a copy of the given \a vector, multiplied by the given \a factor.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator*(const QVector4D &v1, const QVector4D& v2)
- \relates QVector4D
-
- Returns the vector consisting of the multiplication of the
- components from \a v1 and \a v2.
-
- \sa QVector4D::operator*=()
-*/
-
-/*!
- \fn const QVector4D operator-(const QVector4D &vector)
- \relates QVector4D
- \overload
-
- Returns a QVector4D object that is formed by changing the sign of
- all three components of the given \a vector.
-
- Equivalent to \c {QVector4D(0,0,0,0) - vector}.
-*/
-
-/*!
- \fn const QVector4D operator/(const QVector4D &vector, float divisor)
- \relates QVector4D
-
- Returns the QVector4D object formed by dividing all four components of
- the given \a vector by the given \a divisor.
-
- \sa QVector4D::operator/=()
-*/
-
-/*!
- \fn const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor)
- \relates QVector4D
- \since 5.5
-
- Returns the QVector4D object formed by dividing components of the given
- \a vector by a respective components of the given \a divisor.
-
- \sa QVector4D::operator/=()
-*/
-
-/*!
- \fn bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2)
- \relates QVector4D
-
- 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 4D vector, dropping the z and w coordinates.
-
- \sa toVector2DAffine(), toVector3D(), toPoint()
-*/
-QVector2D QVector4D::toVector2D() const
-{
- return QVector2D(v[0], v[1]);
-}
-
-/*!
- Returns the 2D vector form of this 4D vector, dividing the x and y
- coordinates by the w coordinate and dropping the z coordinate.
- Returns a null vector if w is zero.
-
- \sa toVector2D(), toVector3DAffine(), toPoint()
-*/
-QVector2D QVector4D::toVector2DAffine() const
-{
- if (qIsNull(v[3]))
- return QVector2D();
- return QVector2D(v[0] / v[3], v[1] / v[3]);
-}
-
-#endif
-
-#ifndef QT_NO_VECTOR3D
-
-/*!
- Returns the 3D vector form of this 4D vector, dropping the w coordinate.
-
- \sa toVector3DAffine(), toVector2D(), toPoint()
-*/
-QVector3D QVector4D::toVector3D() const
-{
- return QVector3D(v[0], v[1], v[2]);
-}
-
-/*!
- Returns the 3D vector form of this 4D vector, dividing the x, y, and
- z coordinates by the w coordinate. Returns a null vector if w is zero.
-
- \sa toVector3D(), toVector2DAffine(), toPoint()
-*/
-QVector3D QVector4D::toVector3DAffine() const
-{
- if (qIsNull(v[3]))
- return QVector3D();
- return QVector3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);
-}
-
-#endif
-
-/*!
- \fn QPoint QVector4D::toPoint() const
-
- Returns the QPoint form of this 4D vector. The z and w coordinates
- are dropped.
-
- \sa toPointF(), toVector2D()
-*/
-
-/*!
- \fn QPointF QVector4D::toPointF() const
-
- Returns the QPointF form of this 4D vector. The z and w coordinates
- are dropped.
-
- \sa toPoint(), toVector2D()
-*/
-
-/*!
- Returns the 4D vector as a QVariant.
-*/
-QVector4D::operator QVariant() const
-{
- return QVariant(QMetaType::QVector4D, this);
-}
-
-#ifndef QT_NO_DEBUG_STREAM
-
-QDebug operator<<(QDebug dbg, const QVector4D &vector)
-{
- QDebugStateSaver saver(dbg);
- dbg.nospace() << "QVector4D("
- << vector.x() << ", " << vector.y() << ", "
- << vector.z() << ", " << vector.w() << ')';
- return dbg;
-}
-
-#endif
-
-#ifndef QT_NO_DATASTREAM
-
-/*!
- \fn QDataStream &operator<<(QDataStream &stream, const QVector4D &vector)
- \relates QVector4D
-
- 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 QVector4D &vector)
-{
- stream << vector.x() << vector.y()
- << vector.z() << vector.w();
- return stream;
-}
-
-/*!
- \fn QDataStream &operator>>(QDataStream &stream, QVector4D &vector)
- \relates QVector4D
-
- Reads a 4D 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, QVector4D &vector)
-{
- float x, y, z, w;
- stream >> x;
- stream >> y;
- stream >> z;
- stream >> w;
- vector.setX(x);
- vector.setY(y);
- vector.setZ(z);
- vector.setW(w);
- return stream;
-}
-
-#endif // QT_NO_DATASTREAM
-
-#endif // QT_NO_VECTOR4D
-
-QT_END_NAMESPACE