diff options
Diffstat (limited to 'src/gui/math3d/qvector4d.cpp')
-rw-r--r-- | src/gui/math3d/qvector4d.cpp | 674 |
1 files changed, 0 insertions, 674 deletions
diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp deleted file mode 100644 index 070ea7454e..0000000000 --- a/src/gui/math3d/qvector4d.cpp +++ /dev/null @@ -1,674 +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 "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 - -Q_STATIC_ASSERT_X(std::is_standard_layout<QVector4D>::value, "QVector4D is supposed to be standard layout"); -Q_STATIC_ASSERT_X(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]; -}; - -Q_STATIC_ASSERT_X(std::is_standard_layout<QVector4DOld>::value, "Binary compatibility break in QVector4D"); -Q_STATIC_ASSERT_X(std::is_standard_layout<QVector4DNew>::value, "Binary compatibility break in QVector4D"); - -Q_STATIC_ASSERT_X(sizeof(QVector4DOld) == sizeof(QVector4DNew), "Binary compatibility break in QVector4D"); - -// requires a constexpr offsetof -#if !defined(Q_CC_MSVC) || (_MSC_VER >= 1910) -Q_STATIC_ASSERT_X(offsetof(QVector4DOld, x) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 0, "Binary compatibility break in QVector4D"); -Q_STATIC_ASSERT_X(offsetof(QVector4DOld, y) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 1, "Binary compatibility break in QVector4D"); -Q_STATIC_ASSERT_X(offsetof(QVector4DOld, z) == offsetof(QVector4DNew, v) + sizeof(QVector4DNew::v[0]) * 2, "Binary compatibility break in QVector4D"); -Q_STATIC_ASSERT_X(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 |