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diff --git a/src/gui/math3d/qvectornd.cpp b/src/gui/math3d/qvectornd.cpp new file mode 100644 index 0000000000..5433e9bc6c --- /dev/null +++ b/src/gui/math3d/qvectornd.cpp @@ -0,0 +1,1635 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com> +** 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 "qvectornd.h" +#include <QtCore/qdatastream.h> +#include <QtCore/qdebug.h> +#include <QtCore/qvariant.h> +#include <QtGui/qmatrix4x4.h> + +QT_BEGIN_NAMESPACE + +#ifndef QT_NO_VECTOR2D + +/*! + \class QVector2D + \brief The QVector2D class represents a vector or vertex in 2D space. + \since 4.6 + \ingroup painting + \ingroup painting-3D + \inmodule QtGui + + The QVector2D class can also be used to represent vertices in 2D space. + We therefore do not need to provide a separate vertex class. + + \sa QVector3D, QVector4D, QQuaternion +*/ + +/*! + \fn QVector2D::QVector2D() + + Constructs a null vector, i.e. with coordinates (0, 0). +*/ + +/*! + \fn QVector2D::QVector2D(Qt::Initialization) + \since 5.5 + \internal + + Constructs a vector without initializing the contents. +*/ + +/*! + \fn QVector2D::QVector2D(float xpos, float ypos) + + Constructs a vector with coordinates (\a xpos, \a ypos). +*/ + +/*! + \fn QVector2D::QVector2D(QPoint point) + + Constructs a vector with x and y coordinates from a 2D \a point. +*/ + +/*! + \fn QVector2D::QVector2D(QPointF point) + + Constructs a vector with x and y coordinates from a 2D \a point. +*/ + +#ifndef QT_NO_VECTOR3D + +/*! + \fn QVector2D::QVector2D(QVector3D vector) + + Constructs a vector with x and y coordinates from a 3D \a vector. + The z coordinate of \a vector is dropped. + + \sa toVector3D() +*/ + +#endif + +#ifndef QT_NO_VECTOR4D + +/*! + \fn QVector2D::QVector2D(QVector4D vector) + + Constructs a vector with x and y coordinates from a 3D \a vector. + The z and w coordinates of \a vector are dropped. + + \sa toVector4D() +*/ + +#endif + +/*! + \fn bool QVector2D::isNull() const + + Returns \c true if the x and y coordinates are set to 0.0, + otherwise returns \c false. +*/ + +/*! + \fn float QVector2D::x() const + + Returns the x coordinate of this point. + + \sa setX(), y() +*/ + +/*! + \fn float QVector2D::y() const + + Returns the y coordinate of this point. + + \sa setY(), x() +*/ + +/*! + \fn void QVector2D::setX(float x) + + Sets the x coordinate of this point to the given \a x coordinate. + + \sa x(), setY() +*/ + +/*! + \fn void QVector2D::setY(float y) + + Sets the y coordinate of this point to the given \a y coordinate. + + \sa y(), setX() +*/ + +/*! \fn float &QVector2D::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 + < 2). +*/ + +/*! \fn float QVector2D::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 + < 2). +*/ + +/*! + \fn float QVector2D::length() const + + Returns the length of the vector from the origin. + + \sa lengthSquared(), normalized() +*/ + +/*! + \fn float QVector2D::lengthSquared() const + + 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() +*/ + +/*! + \fn QVector2D QVector2D::normalized() const + + 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() +*/ + +/*! + \fn void QVector2D::normalize() + + 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() +*/ + +/*! + \fn float QVector2D::distanceToPoint(QVector2D point) const + \since 5.1 + + Returns the distance from this vertex to a point defined by + the vertex \a point. + + \sa distanceToLine() +*/ + +/*! + \fn float QVector2D::distanceToLine(QVector2D point, QVector2D direction) const + \since 5.1 + + Returns the distance that this vertex is from a line defined + by \a point and the unit vector \a direction. + + If \a direction is a null vector, then it does not define a line. + In that case, the distance from \a point to this vertex is returned. + + \sa distanceToPoint() +*/ + +/*! + \fn QVector2D &QVector2D::operator+=(QVector2D vector) + + Adds the given \a vector to this vector and returns a reference to + this vector. + + \sa operator-=() +*/ + +/*! + \fn QVector2D &QVector2D::operator-=(QVector2D vector) + + Subtracts the given \a vector from this vector and returns a reference to + this vector. + + \sa operator+=() +*/ + +/*! + \fn QVector2D &QVector2D::operator*=(float factor) + + Multiplies this vector's coordinates by the given \a factor, and + returns a reference to this vector. + + \sa operator/=() +*/ + +/*! + \fn QVector2D &QVector2D::operator*=(QVector2D vector) + + Multiplies the components of this vector by the corresponding + components in \a vector. +*/ + +/*! + \fn QVector2D &QVector2D::operator/=(float divisor) + + Divides this vector's coordinates by the given \a divisor, and + returns a reference to this vector. + + \sa operator*=() +*/ + +/*! + \fn QVector2D &QVector2D::operator/=(QVector2D vector) + \since 5.5 + + Divides the components of this vector by the corresponding + components in \a vector. + + \sa operator*=() +*/ + +/*! + \fn float QVector2D::dotProduct(QVector2D v1, QVector2D v2) + + Returns the dot product of \a v1 and \a v2. +*/ + +/*! + \fn bool QVector2D::operator==(QVector2D v1, QVector2D v2) + + 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 QVector2D::operator!=(QVector2D v1, QVector2D v2) + + 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 QVector2D operator+(QVector2D v1, QVector2D v2) + \relates QVector2D + + Returns a QVector2D object that is the sum of the given vectors, \a v1 + and \a v2; each component is added separately. + + \sa QVector2D::operator+=() +*/ + +/*! + \fn const QVector2D operator-(QVector2D v1, QVector2D v2) + \relates QVector2D + + Returns a QVector2D object that is formed by subtracting \a v2 from \a v1; + each component is subtracted separately. + + \sa QVector2D::operator-=() +*/ + +/*! + \fn const QVector2D operator*(float factor, QVector2D vector) + \relates QVector2D + + Returns a copy of the given \a vector, multiplied by the given \a factor. + + \sa QVector2D::operator*=() +*/ + +/*! + \fn const QVector2D operator*(QVector2D vector, float factor) + \relates QVector2D + + Returns a copy of the given \a vector, multiplied by the given \a factor. + + \sa QVector2D::operator*=() +*/ + +/*! + \fn const QVector2D operator*(QVector2D v1, QVector2D v2) + \relates QVector2D + + Multiplies the components of \a v1 by the corresponding + components in \a v2. +*/ + +/*! + \fn const QVector2D operator-(QVector2D vector) + \relates QVector2D + \overload + + Returns a QVector2D object that is formed by changing the sign of + the components of the given \a vector. + + Equivalent to \c {QVector2D(0,0) - vector}. +*/ + +/*! + \fn const QVector2D operator/(QVector2D vector, float divisor) + \relates QVector2D + + Returns the QVector2D object formed by dividing all three components of + the given \a vector by the given \a divisor. + + \sa QVector2D::operator/=() +*/ + +/*! + \fn const QVector2D operator/(QVector2D vector, QVector2D divisor) + \relates QVector2D + \since 5.5 + + Returns the QVector2D object formed by dividing components of the given + \a vector by a respective components of the given \a divisor. + + \sa QVector2D::operator/=() +*/ + +/*! + \fn bool qFuzzyCompare(QVector2D v1, QVector2D v2) + \relates QVector2D + + 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_VECTOR3D +/*! + \fn QVector3D QVector2D::toVector3D() const + + Returns the 3D form of this 2D vector, with the z coordinate set to zero. + + \sa toVector4D(), toPoint() +*/ +#endif + +#ifndef QT_NO_VECTOR4D +/*! + \fn QVector4D QVector2D::toVector4D() const + + Returns the 4D form of this 2D vector, with the z and w coordinates set to zero. + + \sa toVector3D(), toPoint() +*/ +#endif + +/*! + \fn QPoint QVector2D::toPoint() const + + Returns the QPoint form of this 2D vector. + + \sa toPointF(), toVector3D() +*/ + +/*! + \fn QPointF QVector2D::toPointF() const + + Returns the QPointF form of this 2D vector. + + \sa toPoint(), toVector3D() +*/ + +/*! + Returns the 2D vector as a QVariant. +*/ +QVector2D::operator QVariant() const +{ + return QVariant::fromValue(*this); +} + +#ifndef QT_NO_DEBUG_STREAM + +QDebug operator<<(QDebug dbg, QVector2D vector) +{ + QDebugStateSaver saver(dbg); + dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')'; + return dbg; +} + +#endif + +#ifndef QT_NO_DATASTREAM + +/*! + \fn QDataStream &operator<<(QDataStream &stream, QVector2D vector) + \relates QVector2D + + 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, QVector2D vector) +{ + stream << vector.x() << vector.y(); + return stream; +} + +/*! + \fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector) + \relates QVector2D + + Reads a 2D 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, QVector2D &vector) +{ + float x, y; + stream >> x; + stream >> y; + vector.setX(x); + vector.setY(y); + return stream; +} + +#endif // QT_NO_DATASTREAM + +#endif // QT_NO_VECTOR2D + + + +#ifndef QT_NO_VECTOR3D + +/*! + \class QVector3D + \brief The QVector3D class represents a vector or vertex in 3D space. + \since 4.6 + \ingroup painting-3D + \inmodule QtGui + + Vectors are one of the main building blocks of 3D representation and + drawing. They consist of three coordinates, traditionally called + x, y, and z. + + The QVector3D class can also be used to represent vertices in 3D space. + We therefore do not need to provide a separate vertex class. + + \sa QVector2D, QVector4D, QQuaternion +*/ + +/*! + \fn QVector3D::QVector3D() + + Constructs a null vector, i.e. with coordinates (0, 0, 0). +*/ + +/*! + \fn QVector3D::QVector3D(Qt::Initialization) + \since 5.5 + \internal + + Constructs a vector without initializing the contents. +*/ + +/*! + \fn QVector3D::QVector3D(float xpos, float ypos, float zpos) + + Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos). +*/ + +/*! + \fn QVector3D::QVector3D(QPoint point) + + Constructs a vector with x and y coordinates from a 2D \a point, and a + z coordinate of 0. +*/ + +/*! + \fn QVector3D::QVector3D(QPointF point) + + Constructs a vector with x and y coordinates from a 2D \a point, and a + z coordinate of 0. +*/ + +#ifndef QT_NO_VECTOR2D + +/*! + \fn QVector3D::QVector3D(QVector2D vector) + + Constructs a 3D vector from the specified 2D \a vector. The z + coordinate is set to zero. + + \sa toVector2D() +*/ + +/*! + QVector3D::QVector3D(QVector2D vector, float zpos) + + Constructs a 3D vector from the specified 2D \a vector. The z + coordinate is set to \a zpos. + + \sa toVector2D() +*/ +#endif + +#ifndef QT_NO_VECTOR4D + +/*! + \fn QVector3D::QVector3D(QVector4D vector) + + Constructs a 3D vector from the specified 4D \a vector. The w + coordinate is dropped. + + \sa toVector4D() +*/ + +#endif + +/*! + \fn bool QVector3D::isNull() const + + Returns \c true if the x, y, and z coordinates are set to 0.0, + otherwise returns \c false. +*/ + +/*! + \fn float QVector3D::x() const + + Returns the x coordinate of this point. + + \sa setX(), y(), z() +*/ + +/*! + \fn float QVector3D::y() const + + Returns the y coordinate of this point. + + \sa setY(), x(), z() +*/ + +/*! + \fn float QVector3D::z() const + + Returns the z coordinate of this point. + + \sa setZ(), x(), y() +*/ + +/*! + \fn void QVector3D::setX(float x) + + Sets the x coordinate of this point to the given \a x coordinate. + + \sa x(), setY(), setZ() +*/ + +/*! + \fn void QVector3D::setY(float y) + + Sets the y coordinate of this point to the given \a y coordinate. + + \sa y(), setX(), setZ() +*/ + +/*! + \fn void QVector3D::setZ(float z) + + Sets the z coordinate of this point to the given \a z coordinate. + + \sa z(), setX(), setY() +*/ + +/*! \fn float &QVector3D::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 + < 3). +*/ + +/*! \fn float QVector3D::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 + < 3). +*/ + +/*! + \fn QVector3D QVector3D::normalized() const + + 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() +*/ + +/*! + \fn void QVector3D::normalize() + + 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() +*/ + +/*! + \fn QVector3D &QVector3D::operator+=(QVector3D vector) + + Adds the given \a vector to this vector and returns a reference to + this vector. + + \sa operator-=() +*/ + +/*! + \fn QVector3D &QVector3D::operator-=(QVector3D vector) + + Subtracts the given \a vector from this vector and returns a reference to + this vector. + + \sa operator+=() +*/ + +/*! + \fn QVector3D &QVector3D::operator*=(float factor) + + Multiplies this vector's coordinates by the given \a factor, and + returns a reference to this vector. + + \sa operator/=() +*/ + +/*! + \fn QVector3D &QVector3D::operator*=(QVector3D vector) + \overload + + Multiplies the components of this vector by the corresponding + components in \a vector. + + Note: this is not the same as the crossProduct() of this + vector and \a vector. + + \sa crossProduct() +*/ + +/*! + \fn QVector3D &QVector3D::operator/=(float divisor) + + Divides this vector's coordinates by the given \a divisor, and + returns a reference to this vector. + + \sa operator*=() +*/ + +/*! + \fn QVector3D &QVector3D::operator/=(QVector3D vector) + \since 5.5 + + Divides the components of this vector by the corresponding + components in \a vector. + + \sa operator*=() +*/ + +/*! + \fn float QVector3D::dotProduct(QVector3D v1, QVector3D v2) + + Returns the dot product of \a v1 and \a v2. +*/ + +/*! + \fn QVector3D QVector3D::crossProduct(QVector3D v1, QVector3D v2) + + Returns the cross-product of vectors \a v1 and \a v2, which corresponds + to the normal vector of a plane defined by \a v1 and \a v2. + + \sa normal() +*/ + +/*! + \fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2) + + Returns the normal vector of a plane defined by vectors \a v1 and \a v2, + normalized to be a unit vector. + + Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you + do not need the result to be normalized to a unit vector. + + \sa crossProduct(), distanceToPlane() +*/ + +/*! + \fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2, QVector3D v3) + + Returns the normal vector of a plane defined by vectors + \a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector. + + Use crossProduct() to compute the cross-product of \a v2 - \a v1 and + \a v3 - \a v1 if you do not need the result to be normalized to a + unit vector. + + \sa crossProduct(), distanceToPlane() +*/ + +/*! + \since 5.5 + + Returns the window coordinates of this vector initially in object/model + coordinates using the model view matrix \a modelView, the projection matrix + \a projection and the viewport dimensions \a viewport. + + When transforming from clip to normalized space, a division by the w + component on the vector components takes place. To prevent dividing by 0 if + w equals to 0, it is set to 1. + + \note the returned y coordinates are in OpenGL orientation. OpenGL expects + the bottom to be 0 whereas for Qt top is 0. + + \sa unproject() + */ +QVector3D QVector3D::project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const +{ + QVector4D tmp(*this, 1.0f); + tmp = projection * modelView * tmp; + if (qFuzzyIsNull(tmp.w())) + tmp.setW(1.0f); + tmp /= tmp.w(); + + tmp = tmp * 0.5f + QVector4D(0.5f, 0.5f, 0.5f, 0.5f); + tmp.setX(tmp.x() * viewport.width() + viewport.x()); + tmp.setY(tmp.y() * viewport.height() + viewport.y()); + + return tmp.toVector3D(); +} + +/*! + \since 5.5 + + Returns the object/model coordinates of this vector initially in window + coordinates using the model view matrix \a modelView, the projection matrix + \a projection and the viewport dimensions \a viewport. + + When transforming from clip to normalized space, a division by the w + component of the vector components takes place. To prevent dividing by 0 if + w equals to 0, it is set to 1. + + \note y coordinates in \a viewport should use OpenGL orientation. OpenGL + expects the bottom to be 0 whereas for Qt top is 0. + + \sa project() + */ +QVector3D QVector3D::unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const +{ + QMatrix4x4 inverse = QMatrix4x4( projection * modelView ).inverted(); + + QVector4D tmp(*this, 1.0f); + tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width())); + tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height())); + tmp = tmp * 2.0f - QVector4D(1.0f, 1.0f, 1.0f, 1.0f); + + QVector4D obj = inverse * tmp; + if (qFuzzyIsNull(obj.w())) + obj.setW(1.0f); + obj /= obj.w(); + return obj.toVector3D(); +} + +/*! + \fn float QVector3D::distanceToPoint(QVector3D point) const + + \since 5.1 + + Returns the distance from this vertex to a point defined by + the vertex \a point. + + \sa distanceToPlane(), distanceToLine() +*/ + +/*! + \fn float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const + + Returns the distance from this vertex to a plane defined by + the vertex \a plane and a \a normal unit vector. The \a normal + parameter is assumed to have been normalized to a unit vector. + + The return value will be negative if the vertex is below the plane, + or zero if it is on the plane. + + \sa normal(), distanceToLine() +*/ + +/*! + \fn float QVector3D::distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const + + Returns the distance from this vertex to a plane defined by + the vertices \a plane1, \a plane2 and \a plane3. + + The return value will be negative if the vertex is below the plane, + or zero if it is on the plane. + + The two vectors that define the plane are \a plane2 - \a plane1 + and \a plane3 - \a plane1. + + \sa normal(), distanceToLine() +*/ + +/*! + \fn float QVector3D::distanceToLine(QVector3D point, QVector3D direction) const + + Returns the distance that this vertex is from a line defined + by \a point and the unit vector \a direction. + + If \a direction is a null vector, then it does not define a line. + In that case, the distance from \a point to this vertex is returned. + + \sa distanceToPlane() +*/ + +/*! + \fn bool QVector3D::operator==(QVector3D v1, QVector3D v2) + + 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 QVector3D::operator!=(QVector3D v1, QVector3D v2) + + 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 QVector3D operator+(QVector3D v1, QVector3D v2) + \relates QVector3D + + Returns a QVector3D object that is the sum of the given vectors, \a v1 + and \a v2; each component is added separately. + + \sa QVector3D::operator+=() +*/ + +/*! + \fn const QVector3D operator-(QVector3D v1, QVector3D v2) + \relates QVector3D + + Returns a QVector3D object that is formed by subtracting \a v2 from \a v1; + each component is subtracted separately. + + \sa QVector3D::operator-=() +*/ + +/*! + \fn const QVector3D operator*(float factor, QVector3D vector) + \relates QVector3D + + Returns a copy of the given \a vector, multiplied by the given \a factor. + + \sa QVector3D::operator*=() +*/ + +/*! + \fn const QVector3D operator*(QVector3D vector, float factor) + \relates QVector3D + + Returns a copy of the given \a vector, multiplied by the given \a factor. + + \sa QVector3D::operator*=() +*/ + +/*! + \fn const QVector3D operator*(QVector3D v1, QVector3D v2) + \relates QVector3D + + Multiplies the components of \a v1 by the corresponding components in \a v2. + + Note: this is not the same as the crossProduct() of \a v1 and \a v2. + + \sa QVector3D::crossProduct() +*/ + +/*! + \fn const QVector3D operator-(QVector3D vector) + \relates QVector3D + \overload + + Returns a QVector3D object that is formed by changing the sign of + all three components of the given \a vector. + + Equivalent to \c {QVector3D(0,0,0) - vector}. +*/ + +/*! + \fn const QVector3D operator/(QVector3D vector, float divisor) + \relates QVector3D + + Returns the QVector3D object formed by dividing all three components of + the given \a vector by the given \a divisor. + + \sa QVector3D::operator/=() +*/ + +/*! + \fn const QVector3D operator/(QVector3D vector, QVector3D divisor) + \relates QVector3D + \since 5.5 + + Returns the QVector3D object formed by dividing components of the given + \a vector by a respective components of the given \a divisor. + + \sa QVector3D::operator/=() +*/ + +/*! + \fn bool qFuzzyCompare(QVector3D v1, QVector3D v2) + \relates QVector3D + + 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 + +/*! + \fn QVector2D QVector3D::toVector2D() const + + Returns the 2D vector form of this 3D vector, dropping the z coordinate. + + \sa toVector4D(), toPoint() +*/ + +#endif + +#ifndef QT_NO_VECTOR4D + +/*! + \fn QVector4D QVector3D::toVector4D() const + + Returns the 4D form of this 3D vector, with the w coordinate set to zero. + + \sa toVector2D(), toPoint() +*/ + +#endif + +/*! + \fn QPoint QVector3D::toPoint() const + + Returns the QPoint form of this 3D vector. The z coordinate + is dropped. + + \sa toPointF(), toVector2D() +*/ + +/*! + \fn QPointF QVector3D::toPointF() const + + Returns the QPointF form of this 3D vector. The z coordinate + is dropped. + + \sa toPoint(), toVector2D() +*/ + +/*! + Returns the 3D vector as a QVariant. +*/ +QVector3D::operator QVariant() const +{ + return QVariant::fromValue(*this); +} + +/*! + \fn float QVector3D::length() const + + Returns the length of the vector from the origin. + + \sa lengthSquared(), normalized() +*/ + +/*! + \fn float QVector3D::lengthSquared() const + + 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() +*/ + +#ifndef QT_NO_DEBUG_STREAM + +QDebug operator<<(QDebug dbg, QVector3D vector) +{ + QDebugStateSaver saver(dbg); + dbg.nospace() << "QVector3D(" + << vector.x() << ", " << vector.y() << ", " << vector.z() << ')'; + return dbg; +} + +#endif + +#ifndef QT_NO_DATASTREAM + +/*! + \fn QDataStream &operator<<(QDataStream &stream, QVector3D vector) + \relates QVector3D + + 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, QVector3D vector) +{ + stream << vector.x() << vector.y() << vector.z(); + return stream; +} + +/*! + \fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector) + \relates QVector3D + + Reads a 3D 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, QVector3D &vector) +{ + float x, y, z; + stream >> x; + stream >> y; + stream >> z; + vector.setX(x); + vector.setY(y); + vector.setZ(z); + return stream; +} + +#endif // QT_NO_DATASTREAM + +#endif // QT_NO_VECTOR3D + + + +#ifndef QT_NO_VECTOR4D + +/*! + \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(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(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 + +/*! + \fn QVector4D::QVector4D(QVector2D vector) + + Constructs a 4D vector from the specified 2D \a vector. The z + and w coordinates are set to zero. + + \sa toVector2D() +*/ + +/*! + \fn QVector4D::QVector4D(QVector2D vector, float zpos, float wpos) + + 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() +*/ + +#endif + +#ifndef QT_NO_VECTOR3D + +/*! + \fn QVector4D::QVector4D(QVector3D vector) + + Constructs a 4D vector from the specified 3D \a vector. The w + coordinate is set to zero. + + \sa toVector3D() +*/ + +/*! + \fn QVector4D::QVector4D(QVector3D vector) + + Constructs a 4D vector from the specified 3D \a vector. The w + coordinate is set to \a wpos. + + \sa toVector3D() +*/ + +#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). +*/ + +/*! + \fn float QVector4D::length() const + + Returns the length of the vector from the origin. + + \sa lengthSquared(), normalized() +*/ + +/*! + \fn float QVector4D::lengthSquared() const + + 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() +*/ + +/*! + \fn QVector4D QVector4D::normalized() const + + 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() +*/ + +/*! + \fn void QVector4D::normalize() + + 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() +*/ + + +/*! + \fn QVector4D &QVector4D::operator+=(QVector4D vector) + + Adds the given \a vector to this vector and returns a reference to + this vector. + + \sa operator-=() +*/ + +/*! + \fn QVector4D &QVector4D::operator-=(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*=(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/=(QVector4D vector) + \since 5.5 + + Divides the components of this vector by the corresponding + components in \a vector. + + \sa operator*=() +*/ + +/*! + \fn float QVector4D::dotProduct(QVector4D v1, QVector4D v2) + + Returns the dot product of \a v1 and \a v2. +*/ + +/*! + \fn bool QVector4D::operator==(QVector4D v1, QVector4D v2) + + 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 QVector4D::operator!=(QVector4D v1, QVector4D v2) + + 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+(QVector4D v1, 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-(QVector4D v1, 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, 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*(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*(QVector4D v1, 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-(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/(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/(QVector4D vector, 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(QVector4D v1, 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 + +/*! + \fn QVector2D QVector4D::toVector2D() const + + Returns the 2D vector form of this 4D vector, dropping the z and w coordinates. + + \sa toVector2DAffine(), toVector3D(), toPoint() +*/ + +/*! + \fn QVector2D QVector4D::toVector2DAffine() const + + 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() +*/ + +#endif + +#ifndef QT_NO_VECTOR3D + +/*! + \fn QVector3D QVector4D::toVector3D() const + + Returns the 3D vector form of this 4D vector, dropping the w coordinate. + + \sa toVector3DAffine(), toVector2D(), toPoint() +*/ + +/*! + \fn QVector3D QVector4D::toVector3DAffine() const + + 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() +*/ + +#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::fromValue(*this); +} + +#ifndef QT_NO_DEBUG_STREAM + +QDebug operator<<(QDebug dbg, 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, 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, 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 |