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Diffstat (limited to 'src/gui/math3d/qvectornd.h')
-rw-r--r-- | src/gui/math3d/qvectornd.h | 1105 |
1 files changed, 1105 insertions, 0 deletions
diff --git a/src/gui/math3d/qvectornd.h b/src/gui/math3d/qvectornd.h new file mode 100644 index 0000000000..af81a5d1c0 --- /dev/null +++ b/src/gui/math3d/qvectornd.h @@ -0,0 +1,1105 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QVECTORND_H +#define QVECTORND_H + +#include <QtGui/qtguiglobal.h> +#include <QtCore/qpoint.h> +#include <QtCore/qrect.h> +#include <QtCore/qmath.h> + +QT_BEGIN_NAMESPACE + +class QVector2D; +class QVector3D; +class QVector4D; +class QMatrix4x4; +class QVariant; + +/***************************** QVector2D *****************************/ + +#ifndef QT_NO_VECTOR2D + +class QVector2D +{ +public: + constexpr QVector2D() noexcept; + explicit QVector2D(Qt::Initialization) noexcept {} + constexpr QVector2D(float xpos, float ypos) noexcept; + constexpr explicit QVector2D(QPoint point) noexcept; + constexpr explicit QVector2D(QPointF point) noexcept; +#ifndef QT_NO_VECTOR3D + constexpr explicit QVector2D(QVector3D vector) noexcept; +#endif +#ifndef QT_NO_VECTOR4D + constexpr explicit QVector2D(QVector4D vector) noexcept; +#endif + + constexpr bool isNull() const noexcept; + + constexpr float x() const noexcept; + constexpr float y() const noexcept; + + constexpr void setX(float x) noexcept; + constexpr void setY(float y) noexcept; + + constexpr float &operator[](int i); + constexpr float operator[](int i) const; + + [[nodiscard]] float length() const noexcept; + [[nodiscard]] constexpr float lengthSquared() const noexcept; + + [[nodiscard]] QVector2D normalized() const noexcept; + void normalize() noexcept; + + [[nodiscard]] float distanceToPoint(QVector2D point) const noexcept; + [[nodiscard]] float distanceToLine(QVector2D point, QVector2D direction) const noexcept; + + constexpr QVector2D &operator+=(QVector2D vector) noexcept; + constexpr QVector2D &operator-=(QVector2D vector) noexcept; + constexpr QVector2D &operator*=(float factor) noexcept; + constexpr QVector2D &operator*=(QVector2D vector) noexcept; + constexpr QVector2D &operator/=(float divisor); + constexpr QVector2D &operator/=(QVector2D vector); + + [[nodiscard]] static constexpr float dotProduct(QVector2D v1, QVector2D v2) noexcept; + +QT_WARNING_PUSH +QT_WARNING_DISABLE_FLOAT_COMPARE + constexpr friend inline bool operator==(QVector2D v1, QVector2D v2) noexcept + { + return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1]; + } + + constexpr friend inline bool operator!=(QVector2D v1, QVector2D v2) noexcept + { + return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1]; + } +QT_WARNING_POP + + constexpr friend inline QVector2D operator+(QVector2D v1, QVector2D v2) noexcept + { + return QVector2D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1]); + } + + constexpr friend inline QVector2D operator-(QVector2D v1, QVector2D v2) noexcept + { + return QVector2D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1]); + } + + constexpr friend inline QVector2D operator*(float factor, QVector2D vector) noexcept + { + return QVector2D(vector.v[0] * factor, vector.v[1] * factor); + } + + constexpr friend inline QVector2D operator*(QVector2D vector, float factor) noexcept + { + return QVector2D(vector.v[0] * factor, vector.v[1] * factor); + } + + constexpr friend inline QVector2D operator*(QVector2D v1, QVector2D v2) noexcept + { + return QVector2D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1]); + } + + constexpr friend inline QVector2D operator-(QVector2D vector) noexcept + { + return QVector2D(-vector.v[0], -vector.v[1]); + } + + constexpr friend inline QVector2D operator/(QVector2D vector, float divisor) + { + return QVector2D(vector.v[0] / divisor, vector.v[1] / divisor); + } + + constexpr friend inline QVector2D operator/(QVector2D vector, QVector2D divisor) + { + return QVector2D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1]); + } + + constexpr friend inline bool qFuzzyCompare(QVector2D v1, QVector2D v2) noexcept; + +#ifndef QT_NO_VECTOR3D + constexpr QVector3D toVector3D() const noexcept; +#endif +#ifndef QT_NO_VECTOR4D + constexpr QVector4D toVector4D() const noexcept; +#endif + + constexpr QPoint toPoint() const noexcept; + constexpr QPointF toPointF() const noexcept; + + Q_GUI_EXPORT operator QVariant() const; + +private: + float v[2]; + + friend class QVector3D; + friend class QVector4D; +}; + +Q_DECLARE_TYPEINFO(QVector2D, Q_PRIMITIVE_TYPE); + +#endif // QT_NO_VECTOR2D + + + +/***************************** QVector3D *****************************/ + +#ifndef QT_NO_VECTOR3D + +class QVector3D +{ +public: + constexpr QVector3D() noexcept; + explicit QVector3D(Qt::Initialization) noexcept {} + constexpr QVector3D(float xpos, float ypos, float zpos) noexcept : v{xpos, ypos, zpos} {} + + constexpr explicit QVector3D(QPoint point) noexcept; + constexpr explicit QVector3D(QPointF point) noexcept; +#ifndef QT_NO_VECTOR2D + constexpr QVector3D(QVector2D vector) noexcept; + constexpr QVector3D(QVector2D vector, float zpos) noexcept; +#endif +#ifndef QT_NO_VECTOR4D + constexpr explicit QVector3D(QVector4D vector) noexcept; +#endif + + constexpr bool isNull() const noexcept; + + constexpr float x() const noexcept; + constexpr float y() const noexcept; + constexpr float z() const noexcept; + + constexpr void setX(float x) noexcept; + constexpr void setY(float y) noexcept; + constexpr void setZ(float z) noexcept; + + constexpr float &operator[](int i); + constexpr float operator[](int i) const; + + [[nodiscard]] float length() const noexcept; + [[nodiscard]] constexpr float lengthSquared() const noexcept; + + [[nodiscard]] QVector3D normalized() const noexcept; + void normalize() noexcept; + + constexpr QVector3D &operator+=(QVector3D vector) noexcept; + constexpr QVector3D &operator-=(QVector3D vector) noexcept; + constexpr QVector3D &operator*=(float factor) noexcept; + constexpr QVector3D &operator*=(QVector3D vector) noexcept; + constexpr QVector3D &operator/=(float divisor); + constexpr QVector3D &operator/=(QVector3D vector); + + [[nodiscard]] static constexpr float dotProduct(QVector3D v1, QVector3D v2) noexcept; + [[nodiscard]] static constexpr QVector3D crossProduct(QVector3D v1, QVector3D v2) noexcept; + + [[nodiscard]] static QVector3D normal(QVector3D v1, QVector3D v2) noexcept; + [[nodiscard]] static QVector3D normal(QVector3D v1, QVector3D v2, QVector3D v3) noexcept; + + Q_GUI_EXPORT QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; + Q_GUI_EXPORT QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; + +QT_WARNING_PUSH +QT_WARNING_DISABLE_FLOAT_COMPARE + constexpr friend inline bool operator==(QVector3D v1, QVector3D v2) noexcept + { + return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2]; + } + + constexpr friend inline bool operator!=(QVector3D v1, QVector3D v2) noexcept + { + return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2]; + } +QT_WARNING_POP + float distanceToPoint(QVector3D point) const noexcept; + constexpr float distanceToPlane(QVector3D plane, QVector3D normal) const noexcept; + float distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const noexcept; + float distanceToLine(QVector3D point, QVector3D direction) const noexcept; + + + constexpr friend inline QVector3D operator+(QVector3D v1, QVector3D v2) noexcept + { + return QVector3D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2]); + } + + constexpr friend inline QVector3D operator-(QVector3D v1, QVector3D v2) noexcept + { + return QVector3D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2]); + } + + constexpr friend inline QVector3D operator*(float factor, QVector3D vector) noexcept + { + return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor); + } + + constexpr friend inline QVector3D operator*(QVector3D vector, float factor) noexcept + { + return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor); + } + + constexpr friend inline QVector3D operator*(QVector3D v1, QVector3D v2) noexcept + { + return QVector3D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2]); + } + + constexpr friend inline QVector3D operator-(QVector3D vector) noexcept + { + return QVector3D(-vector.v[0], -vector.v[1], -vector.v[2]); + } + + constexpr friend inline QVector3D operator/(QVector3D vector, float divisor) + { + return QVector3D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor); + } + + constexpr friend inline QVector3D operator/(QVector3D vector, QVector3D divisor) + { + return QVector3D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2]); + } + + constexpr friend inline bool qFuzzyCompare(QVector3D v1, QVector3D v2) noexcept; + +#ifndef QT_NO_VECTOR2D + constexpr QVector2D toVector2D() const noexcept; +#endif +#ifndef QT_NO_VECTOR4D + constexpr QVector4D toVector4D() const noexcept; +#endif + + constexpr QPoint toPoint() const noexcept; + constexpr QPointF toPointF() const noexcept; + + Q_GUI_EXPORT operator QVariant() const; + +private: + float v[3]; + + friend class QVector2D; + friend class QVector4D; +#ifndef QT_NO_MATRIX4X4 + friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); + friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); +#endif +}; + +Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE); + +#endif // QT_NO_VECTOR3D + + + +/***************************** QVector4D *****************************/ + +#ifndef QT_NO_VECTOR4D + +class QVector4D +{ +public: + constexpr QVector4D() noexcept; + explicit QVector4D(Qt::Initialization) noexcept {} + constexpr QVector4D(float xpos, float ypos, float zpos, float wpos) noexcept; + constexpr explicit QVector4D(QPoint point) noexcept; + constexpr explicit QVector4D(QPointF point) noexcept; +#ifndef QT_NO_VECTOR2D + constexpr QVector4D(QVector2D vector) noexcept; + constexpr QVector4D(QVector2D vector, float zpos, float wpos) noexcept; +#endif +#ifndef QT_NO_VECTOR3D + constexpr QVector4D(QVector3D vector) noexcept; + constexpr QVector4D(QVector3D vector, float wpos) noexcept; +#endif + + constexpr bool isNull() const noexcept; + + constexpr float x() const noexcept; + constexpr float y() const noexcept; + constexpr float z() const noexcept; + constexpr float w() const noexcept; + + constexpr void setX(float x) noexcept; + constexpr void setY(float y) noexcept; + constexpr void setZ(float z) noexcept; + constexpr void setW(float w) noexcept; + + constexpr float &operator[](int i); + constexpr float operator[](int i) const; + + [[nodiscard]] float length() const noexcept; + [[nodiscard]] constexpr float lengthSquared() const noexcept; + + [[nodiscard]] QVector4D normalized() const noexcept; + void normalize() noexcept; + + constexpr QVector4D &operator+=(QVector4D vector) noexcept; + constexpr QVector4D &operator-=(QVector4D vector) noexcept; + constexpr QVector4D &operator*=(float factor) noexcept; + constexpr QVector4D &operator*=(QVector4D vector) noexcept; + constexpr QVector4D &operator/=(float divisor); + constexpr inline QVector4D &operator/=(QVector4D vector); + + [[nodiscard]] static constexpr float dotProduct(QVector4D v1, QVector4D v2) noexcept; + +QT_WARNING_PUSH +QT_WARNING_DISABLE_FLOAT_COMPARE + constexpr friend inline bool operator==(QVector4D v1, QVector4D v2) noexcept + { + 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]; + } + + constexpr friend inline bool operator!=(QVector4D v1, QVector4D v2) noexcept + { + 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]; + } +QT_WARNING_POP + constexpr friend inline QVector4D operator+(QVector4D v1, QVector4D v2) noexcept + { + return QVector4D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2], v1.v[3] + v2.v[3]); + } + + constexpr friend inline QVector4D operator-(QVector4D v1, QVector4D v2) noexcept + { + return QVector4D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2], v1.v[3] - v2.v[3]); + } + + constexpr friend inline QVector4D operator*(float factor, QVector4D vector) noexcept + { + return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor); + } + + constexpr friend inline QVector4D operator*(QVector4D vector, float factor) noexcept + { + return QVector4D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor, vector.v[3] * factor); + } + + constexpr friend inline QVector4D operator*(QVector4D v1, QVector4D v2) noexcept + { + return QVector4D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2], v1.v[3] * v2.v[3]); + } + + constexpr friend inline QVector4D operator-(QVector4D vector) noexcept + { + return QVector4D(-vector.v[0], -vector.v[1], -vector.v[2], -vector.v[3]); + } + + constexpr friend inline QVector4D operator/(QVector4D vector, float divisor) + { + return QVector4D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor, vector.v[3] / divisor); + } + + constexpr friend inline QVector4D operator/(QVector4D vector, QVector4D divisor) + { + return QVector4D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2], vector.v[3] / divisor.v[3]); + } + + constexpr friend inline bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept; + +#ifndef QT_NO_VECTOR2D + constexpr QVector2D toVector2D() const noexcept; + constexpr QVector2D toVector2DAffine() const noexcept; +#endif +#ifndef QT_NO_VECTOR3D + constexpr QVector3D toVector3D() const noexcept; + constexpr QVector3D toVector3DAffine() const noexcept; +#endif + + constexpr QPoint toPoint() const noexcept; + constexpr QPointF toPointF() const noexcept; + + Q_GUI_EXPORT operator QVariant() const; + +private: + float v[4]; + + friend class QVector2D; + friend class QVector3D; +#ifndef QT_NO_MATRIX4X4 + friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix); + friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector); +#endif +}; + +Q_DECLARE_TYPEINFO(QVector4D, Q_PRIMITIVE_TYPE); + +#endif // QT_NO_VECTOR4D + + + +/***************************** QVector2D *****************************/ + +#ifndef QT_NO_VECTOR2D + +constexpr inline QVector2D::QVector2D() noexcept : v{0.0f, 0.0f} {} + +constexpr inline QVector2D::QVector2D(float xpos, float ypos) noexcept : v{xpos, ypos} {} + +constexpr inline QVector2D::QVector2D(QPoint point) noexcept : v{float(point.x()), float(point.y())} {} + +constexpr inline QVector2D::QVector2D(QPointF point) noexcept : v{float(point.x()), float(point.y())} {} + +#ifndef QT_NO_VECTOR3D +constexpr inline QVector2D::QVector2D(QVector3D vector) noexcept : v{vector[0], vector[1]} {} +#endif +#ifndef QT_NO_VECTOR4D +constexpr inline QVector2D::QVector2D(QVector4D vector) noexcept : v{vector[0], vector[1]} {} +#endif + +constexpr inline bool QVector2D::isNull() const noexcept +{ + return qIsNull(v[0]) && qIsNull(v[1]); +} + +constexpr inline float QVector2D::x() const noexcept { return v[0]; } +constexpr inline float QVector2D::y() const noexcept { return v[1]; } + +constexpr inline void QVector2D::setX(float aX) noexcept { v[0] = aX; } +constexpr inline void QVector2D::setY(float aY) noexcept { v[1] = aY; } + +constexpr inline float &QVector2D::operator[](int i) +{ + Q_ASSERT(uint(i) < 2u); + return v[i]; +} + +constexpr inline float QVector2D::operator[](int i) const +{ + Q_ASSERT(uint(i) < 2u); + return v[i]; +} + +inline float QVector2D::length() const noexcept +{ + // Need some extra precision if the length is very small. + double len = double(v[0]) * double(v[0]) + + double(v[1]) * double(v[1]); + return float(std::sqrt(len)); +} + +constexpr inline float QVector2D::lengthSquared() const noexcept +{ + return v[0] * v[0] + v[1] * v[1]; +} + +inline QVector2D QVector2D::normalized() const noexcept +{ + // Need some extra precision if the length is very small. + double len = double(v[0]) * double(v[0]) + + double(v[1]) * double(v[1]); + if (qFuzzyIsNull(len - 1.0)) { + return *this; + } else if (!qFuzzyIsNull(len)) { + double sqrtLen = std::sqrt(len); + return QVector2D(float(double(v[0]) / sqrtLen), float(double(v[1]) / sqrtLen)); + } else { + return QVector2D(); + } +} + +inline void QVector2D::normalize() noexcept +{ + // Need some extra precision if the length is very small. + double len = double(v[0]) * double(v[0]) + + double(v[1]) * double(v[1]); + if (qFuzzyIsNull(len - 1.0) || qFuzzyIsNull(len)) + return; + + len = std::sqrt(len); + + v[0] = float(double(v[0]) / len); + v[1] = float(double(v[1]) / len); +} + +inline float QVector2D::distanceToPoint(QVector2D point) const noexcept +{ + return (*this - point).length(); +} + +inline float QVector2D::distanceToLine(QVector2D point, QVector2D direction) const noexcept +{ + if (direction.isNull()) + return (*this - point).length(); + QVector2D p = point + dotProduct(*this - point, direction) * direction; + return (*this - p).length(); +} + +constexpr inline QVector2D &QVector2D::operator+=(QVector2D vector) noexcept +{ + v[0] += vector.v[0]; + v[1] += vector.v[1]; + return *this; +} + +constexpr inline QVector2D &QVector2D::operator-=(QVector2D vector) noexcept +{ + v[0] -= vector.v[0]; + v[1] -= vector.v[1]; + return *this; +} + +constexpr inline QVector2D &QVector2D::operator*=(float factor) noexcept +{ + v[0] *= factor; + v[1] *= factor; + return *this; +} + +constexpr inline QVector2D &QVector2D::operator*=(QVector2D vector) noexcept +{ + v[0] *= vector.v[0]; + v[1] *= vector.v[1]; + return *this; +} + +constexpr inline QVector2D &QVector2D::operator/=(float divisor) +{ + v[0] /= divisor; + v[1] /= divisor; + return *this; +} + +constexpr inline QVector2D &QVector2D::operator/=(QVector2D vector) +{ + v[0] /= vector.v[0]; + v[1] /= vector.v[1]; + return *this; +} + +constexpr inline float QVector2D::dotProduct(QVector2D v1, QVector2D v2) noexcept +{ + return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1]; +} + +constexpr inline bool qFuzzyCompare(QVector2D v1, QVector2D v2) noexcept +{ + return qFuzzyCompare(v1.v[0], v2.v[0]) && qFuzzyCompare(v1.v[1], v2.v[1]); +} + +#ifndef QT_NO_VECTOR3D +constexpr inline QVector3D QVector2D::toVector3D() const noexcept +{ + return QVector3D(v[0], v[1], 0.0f); +} +#endif +#ifndef QT_NO_VECTOR4D +constexpr inline QVector4D QVector2D::toVector4D() const noexcept +{ + return QVector4D(v[0], v[1], 0.0f, 0.0f); +} +#endif + + +constexpr inline QPoint QVector2D::toPoint() const noexcept +{ + return QPoint(qRound(v[0]), qRound(v[1])); +} + +constexpr inline QPointF QVector2D::toPointF() const noexcept +{ + return QPointF(qreal(v[0]), qreal(v[1])); +} + +#ifndef QT_NO_DEBUG_STREAM +Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector2D vector); +#endif + +#ifndef QT_NO_DATASTREAM +Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector2D ); +Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector2D &); +#endif + +#endif // QT_NO_VECTOR2D + + + +/***************************** QVector3D *****************************/ + +#ifndef QT_NO_VECTOR3D + +constexpr inline QVector3D::QVector3D() noexcept : v{0.0f, 0.0f, 0.0f} {} + +constexpr inline QVector3D::QVector3D(QPoint point) noexcept : v{float(point.x()), float(point.y()), 0.0f} {} + +constexpr inline QVector3D::QVector3D(QPointF point) noexcept : v{float(point.x()), float(point.y()), 0.0f} {} + +#ifndef QT_NO_VECTOR2D +constexpr inline QVector3D::QVector3D(QVector2D vector) noexcept : v{vector[0], vector[1], 0.0f} {} +constexpr inline QVector3D::QVector3D(QVector2D vector, float zpos) noexcept : v{vector[0], vector[1], zpos} {} +#endif + +#ifndef QT_NO_VECTOR4D +constexpr inline QVector3D::QVector3D(QVector4D vector) noexcept : v{vector[0], vector[1], vector[2]} {} +#endif + +constexpr inline bool QVector3D::isNull() const noexcept +{ + return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]); +} + +constexpr inline float QVector3D::x() const noexcept { return v[0]; } +constexpr inline float QVector3D::y() const noexcept { return v[1]; } +constexpr inline float QVector3D::z() const noexcept { return v[2]; } + +constexpr inline void QVector3D::setX(float aX) noexcept { v[0] = aX; } +constexpr inline void QVector3D::setY(float aY) noexcept { v[1] = aY; } +constexpr inline void QVector3D::setZ(float aZ) noexcept { v[2] = aZ; } + +constexpr inline float &QVector3D::operator[](int i) +{ + Q_ASSERT(uint(i) < 3u); + return v[i]; +} + +constexpr inline float QVector3D::operator[](int i) const +{ + Q_ASSERT(uint(i) < 3u); + return v[i]; +} + +inline float QVector3D::length() const noexcept +{ + // 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]); + return float(std::sqrt(len)); +} + +inline QVector3D QVector3D::normalized() const noexcept +{ + // 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]); + if (qFuzzyIsNull(len - 1.0)) { + return *this; + } else if (!qFuzzyIsNull(len)) { + double sqrtLen = std::sqrt(len); + return QVector3D(float(double(v[0]) / sqrtLen), + float(double(v[1]) / sqrtLen), + float(double(v[2]) / sqrtLen)); + } else { + return QVector3D(); + } +} + +inline void QVector3D::normalize() noexcept +{ + // 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]); + if (qFuzzyIsNull(len - 1.0) || 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); +} + +constexpr inline float QVector3D::lengthSquared() const noexcept +{ + return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; +} + +constexpr inline QVector3D &QVector3D::operator+=(QVector3D vector) noexcept +{ + v[0] += vector.v[0]; + v[1] += vector.v[1]; + v[2] += vector.v[2]; + return *this; +} + +constexpr inline QVector3D &QVector3D::operator-=(QVector3D vector) noexcept +{ + v[0] -= vector.v[0]; + v[1] -= vector.v[1]; + v[2] -= vector.v[2]; + return *this; +} + +constexpr inline QVector3D &QVector3D::operator*=(float factor) noexcept +{ + v[0] *= factor; + v[1] *= factor; + v[2] *= factor; + return *this; +} + +constexpr inline QVector3D &QVector3D::operator*=(QVector3D vector) noexcept +{ + v[0] *= vector.v[0]; + v[1] *= vector.v[1]; + v[2] *= vector.v[2]; + return *this; +} + +constexpr inline QVector3D &QVector3D::operator/=(float divisor) +{ + v[0] /= divisor; + v[1] /= divisor; + v[2] /= divisor; + return *this; +} + +constexpr inline QVector3D &QVector3D::operator/=(QVector3D vector) +{ + v[0] /= vector.v[0]; + v[1] /= vector.v[1]; + v[2] /= vector.v[2]; + return *this; +} + +constexpr inline float QVector3D::dotProduct(QVector3D v1, QVector3D v2) noexcept +{ + return v1.v[0] * v2.v[0] + v1.v[1] * v2.v[1] + v1.v[2] * v2.v[2]; +} + +constexpr inline QVector3D QVector3D::crossProduct(QVector3D v1, QVector3D v2) noexcept +{ + return QVector3D(v1.v[1] * v2.v[2] - v1.v[2] * v2.v[1], + v1.v[2] * v2.v[0] - v1.v[0] * v2.v[2], + v1.v[0] * v2.v[1] - v1.v[1] * v2.v[0]); +} + +inline QVector3D QVector3D::normal(QVector3D v1, QVector3D v2) noexcept +{ + return crossProduct(v1, v2).normalized(); +} + +inline QVector3D QVector3D::normal(QVector3D v1, QVector3D v2, QVector3D v3) noexcept +{ + return crossProduct((v2 - v1), (v3 - v1)).normalized(); +} + +inline float QVector3D::distanceToPoint(QVector3D point) const noexcept +{ + return (*this - point).length(); +} + +constexpr inline float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const noexcept +{ + return dotProduct(*this - plane, normal); +} + +inline float QVector3D::distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const noexcept +{ + QVector3D n = normal(plane2 - plane1, plane3 - plane1); + return dotProduct(*this - plane1, n); +} + +inline float QVector3D::distanceToLine(QVector3D point, QVector3D direction) const noexcept +{ + if (direction.isNull()) + return (*this - point).length(); + QVector3D p = point + dotProduct(*this - point, direction) * direction; + return (*this - p).length(); +} + +constexpr inline bool qFuzzyCompare(QVector3D v1, QVector3D v2) noexcept +{ + return qFuzzyCompare(v1.v[0], v2.v[0]) && + qFuzzyCompare(v1.v[1], v2.v[1]) && + qFuzzyCompare(v1.v[2], v2.v[2]); +} + +#ifndef QT_NO_VECTOR2D +constexpr inline QVector2D QVector3D::toVector2D() const noexcept +{ + return QVector2D(v[0], v[1]); +} +#endif +#ifndef QT_NO_VECTOR4D +constexpr inline QVector4D QVector3D::toVector4D() const noexcept +{ + return QVector4D(v[0], v[1], v[2], 0.0f); +} +#endif + +constexpr inline QPoint QVector3D::toPoint() const noexcept +{ + return QPoint(qRound(v[0]), qRound(v[1])); +} + +constexpr inline QPointF QVector3D::toPointF() const noexcept +{ + return QPointF(qreal(v[0]), qreal(v[1])); +} + +#ifndef QT_NO_DEBUG_STREAM +Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector3D vector); +#endif + +#ifndef QT_NO_DATASTREAM +Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector3D ); +Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &); +#endif + +#endif // QT_NO_VECTOR3D + + + +/***************************** QVector4D *****************************/ + +#ifndef QT_NO_VECTOR4D + +constexpr inline QVector4D::QVector4D() noexcept : v{0.0f, 0.0f, 0.0f, 0.0f} {} + +constexpr inline QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos) noexcept : v{xpos, ypos, zpos, wpos} {} + +constexpr inline QVector4D::QVector4D(QPoint point) noexcept : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {} + +constexpr inline QVector4D::QVector4D(QPointF point) noexcept : v{float(point.x()), float(point.y()), 0.0f, 0.0f} {} + +#ifndef QT_NO_VECTOR2D +constexpr QVector4D::QVector4D(QVector2D vector) noexcept : v{vector[0], vector[1], 0.0f, 0.0f} {} +constexpr QVector4D::QVector4D(QVector2D vector, float zpos, float wpos) noexcept : v{vector[0], vector[1], zpos, wpos} {} +#endif +#ifndef QT_NO_VECTOR3D +constexpr QVector4D::QVector4D(QVector3D vector) noexcept : v{vector[0], vector[1], vector[2], 0.0f} {} +constexpr QVector4D::QVector4D(QVector3D vector, float wpos) noexcept : v{vector[0], vector[1], vector[2], wpos} {} +#endif + +constexpr inline bool QVector4D::isNull() const noexcept +{ + return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]) && qIsNull(v[3]); +} + +constexpr inline float QVector4D::x() const noexcept { return v[0]; } +constexpr inline float QVector4D::y() const noexcept { return v[1]; } +constexpr inline float QVector4D::z() const noexcept { return v[2]; } +constexpr inline float QVector4D::w() const noexcept { return v[3]; } + +constexpr inline void QVector4D::setX(float aX) noexcept { v[0] = aX; } +constexpr inline void QVector4D::setY(float aY) noexcept { v[1] = aY; } +constexpr inline void QVector4D::setZ(float aZ) noexcept { v[2] = aZ; } +constexpr inline void QVector4D::setW(float aW) noexcept { v[3] = aW; } + +constexpr inline float &QVector4D::operator[](int i) +{ + Q_ASSERT(uint(i) < 4u); + return v[i]; +} + +constexpr inline float QVector4D::operator[](int i) const +{ + Q_ASSERT(uint(i) < 4u); + return v[i]; +} + +inline float QVector4D::length() const noexcept +{ + // 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)); +} + +constexpr inline float QVector4D::lengthSquared() const noexcept +{ + return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]; +} + +inline QVector4D QVector4D::normalized() const noexcept +{ + // 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 - 1.0)) { + 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(); + } +} + +inline void QVector4D::normalize() noexcept +{ + // 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 - 1.0) || 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); +} + +constexpr inline QVector4D &QVector4D::operator+=(QVector4D vector) noexcept +{ + v[0] += vector.v[0]; + v[1] += vector.v[1]; + v[2] += vector.v[2]; + v[3] += vector.v[3]; + return *this; +} + +constexpr inline QVector4D &QVector4D::operator-=(QVector4D vector) noexcept +{ + v[0] -= vector.v[0]; + v[1] -= vector.v[1]; + v[2] -= vector.v[2]; + v[3] -= vector.v[3]; + return *this; +} + +constexpr inline QVector4D &QVector4D::operator*=(float factor) noexcept +{ + v[0] *= factor; + v[1] *= factor; + v[2] *= factor; + v[3] *= factor; + return *this; +} + +constexpr inline QVector4D &QVector4D::operator*=(QVector4D vector) noexcept +{ + v[0] *= vector.v[0]; + v[1] *= vector.v[1]; + v[2] *= vector.v[2]; + v[3] *= vector.v[3]; + return *this; +} + +constexpr inline QVector4D &QVector4D::operator/=(float divisor) +{ + v[0] /= divisor; + v[1] /= divisor; + v[2] /= divisor; + v[3] /= divisor; + return *this; +} + +constexpr inline QVector4D &QVector4D::operator/=(QVector4D vector) +{ + v[0] /= vector.v[0]; + v[1] /= vector.v[1]; + v[2] /= vector.v[2]; + v[3] /= vector.v[3]; + return *this; +} + +constexpr float QVector4D::dotProduct(QVector4D v1, QVector4D v2) noexcept +{ + 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]; +} + +constexpr inline bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept +{ + return qFuzzyCompare(v1.v[0], v2.v[0]) && + qFuzzyCompare(v1.v[1], v2.v[1]) && + qFuzzyCompare(v1.v[2], v2.v[2]) && + qFuzzyCompare(v1.v[3], v2.v[3]); +} + +#ifndef QT_NO_VECTOR2D + +constexpr inline QVector2D QVector4D::toVector2D() const noexcept +{ + return QVector2D(v[0], v[1]); +} + +constexpr inline QVector2D QVector4D::toVector2DAffine() const noexcept +{ + if (qIsNull(v[3])) + return QVector2D(); + return QVector2D(v[0] / v[3], v[1] / v[3]); +} + +#endif // QT_NO_VECTOR2D + +#ifndef QT_NO_VECTOR3D + +constexpr inline QVector3D QVector4D::toVector3D() const noexcept +{ + return QVector3D(v[0], v[1], v[2]); +} + +constexpr QVector3D QVector4D::toVector3DAffine() const noexcept +{ + if (qIsNull(v[3])) + return QVector3D(); + return QVector3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]); +} + +#endif // QT_NO_VECTOR3D + +constexpr inline QPoint QVector4D::toPoint() const noexcept +{ + return QPoint(qRound(v[0]), qRound(v[1])); +} + +constexpr inline QPointF QVector4D::toPointF() const noexcept +{ + return QPointF(qreal(v[0]), qreal(v[1])); +} + +#ifndef QT_NO_DEBUG_STREAM +Q_GUI_EXPORT QDebug operator<<(QDebug dbg, QVector4D vector); +#endif + +#ifndef QT_NO_DATASTREAM +Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, QVector4D ); +Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector4D &); +#endif + +#endif // QT_NO_VECTOR4D + + +QT_END_NAMESPACE + +#endif // QVECTORND_H |