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-rw-r--r--src/gui/math3d/qvector4d.cpp124
1 files changed, 80 insertions, 44 deletions
diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp
index 331144ba33..3a68bd6cb7 100644
--- a/src/gui/math3d/qvector4d.cpp
+++ b/src/gui/math3d/qvector4d.cpp
@@ -49,6 +49,42 @@ 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.
@@ -106,10 +142,10 @@ QT_BEGIN_NAMESPACE
*/
QVector4D::QVector4D(const QVector2D& vector)
{
- xp = vector.xp;
- yp = vector.yp;
- zp = 0.0f;
- wp = 0.0f;
+ v[0] = vector.v[0];
+ v[1] = vector.v[1];
+ v[2] = 0.0f;
+ v[3] = 0.0f;
}
/*!
@@ -120,10 +156,10 @@ QVector4D::QVector4D(const QVector2D& vector)
*/
QVector4D::QVector4D(const QVector2D& vector, float zpos, float wpos)
{
- xp = vector.xp;
- yp = vector.yp;
- zp = zpos;
- wp = wpos;
+ v[0] = vector.v[0];
+ v[1] = vector.v[1];
+ v[2] = zpos;
+ v[3] = wpos;
}
#endif
@@ -138,10 +174,10 @@ QVector4D::QVector4D(const QVector2D& vector, float zpos, float wpos)
*/
QVector4D::QVector4D(const QVector3D& vector)
{
- xp = vector.xp;
- yp = vector.yp;
- zp = vector.zp;
- wp = 0.0f;
+ v[0] = vector.v[0];
+ v[1] = vector.v[1];
+ v[2] = vector.v[2];
+ v[3] = 0.0f;
}
/*!
@@ -152,10 +188,10 @@ QVector4D::QVector4D(const QVector3D& vector)
*/
QVector4D::QVector4D(const QVector3D& vector, float wpos)
{
- xp = vector.xp;
- yp = vector.yp;
- zp = vector.zp;
- wp = wpos;
+ v[0] = vector.v[0];
+ v[1] = vector.v[1];
+ v[2] = vector.v[2];
+ v[3] = wpos;
}
#endif
@@ -258,10 +294,10 @@ QVector4D::QVector4D(const QVector3D& vector, float wpos)
float QVector4D::length() const
{
// Need some extra precision if the length is very small.
- double len = double(xp) * double(xp) +
- double(yp) * double(yp) +
- double(zp) * double(zp) +
- double(wp) * double(wp);
+ 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));
}
@@ -273,7 +309,7 @@ float QVector4D::length() const
*/
float QVector4D::lengthSquared() const
{
- return xp * xp + yp * yp + zp * zp + wp * wp;
+ return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
}
/*!
@@ -288,18 +324,18 @@ float QVector4D::lengthSquared() const
QVector4D QVector4D::normalized() const
{
// Need some extra precision if the length is very small.
- double len = double(xp) * double(xp) +
- double(yp) * double(yp) +
- double(zp) * double(zp) +
- double(wp) * double(wp);
+ 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(xp) / sqrtLen),
- float(double(yp) / sqrtLen),
- float(double(zp) / sqrtLen),
- float(double(wp) / sqrtLen));
+ 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();
}
@@ -314,19 +350,19 @@ QVector4D QVector4D::normalized() const
void QVector4D::normalize()
{
// Need some extra precision if the length is very small.
- double len = double(xp) * double(xp) +
- double(yp) * double(yp) +
- double(zp) * double(zp) +
- double(wp) * double(wp);
+ 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);
- xp = float(double(xp) / len);
- yp = float(double(yp) / len);
- zp = float(double(zp) / len);
- wp = float(double(wp) / 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);
}
/*!
@@ -387,7 +423,7 @@ void QVector4D::normalize()
*/
float QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2)
{
- return v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp + v1.wp * v2.wp;
+ 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];
}
/*!
@@ -503,7 +539,7 @@ float QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2)
*/
QVector2D QVector4D::toVector2D() const
{
- return QVector2D(xp, yp);
+ return QVector2D(v[0], v[1]);
}
/*!
@@ -515,9 +551,9 @@ QVector2D QVector4D::toVector2D() const
*/
QVector2D QVector4D::toVector2DAffine() const
{
- if (qIsNull(wp))
+ if (qIsNull(v[3]))
return QVector2D();
- return QVector2D(xp / wp, yp / wp);
+ return QVector2D(v[0] / v[3], v[1] / v[3]);
}
#endif
@@ -531,7 +567,7 @@ QVector2D QVector4D::toVector2DAffine() const
*/
QVector3D QVector4D::toVector3D() const
{
- return QVector3D(xp, yp, zp);
+ return QVector3D(v[0], v[1], v[2]);
}
/*!
@@ -542,9 +578,9 @@ QVector3D QVector4D::toVector3D() const
*/
QVector3D QVector4D::toVector3DAffine() const
{
- if (qIsNull(wp))
+ if (qIsNull(v[3]))
return QVector3D();
- return QVector3D(xp / wp, yp / wp, zp / wp);
+ return QVector3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);
}
#endif