From a14559bc781b9ac7c61386bf563e62f6fde27d56 Mon Sep 17 00:00:00 2001 From: Konstantin Ritt Date: Mon, 26 Jan 2015 10:21:56 +0400 Subject: [QVectorND] Add missing operator/=(const QVectorND &) Change-Id: Ic1d2912808b95e02ba5d9cb2972c81c6374bbca9 Reviewed-by: Sean Harmer --- src/gui/math3d/qvector2d.cpp | 21 +++ src/gui/math3d/qvector2d.h | 14 ++ src/gui/math3d/qvector3d.cpp | 21 +++ src/gui/math3d/qvector3d.h | 15 ++ src/gui/math3d/qvector4d.cpp | 21 +++ src/gui/math3d/qvector4d.h | 16 +++ tests/auto/gui/math3d/qvectornd/tst_qvectornd.cpp | 161 ++++++++++++++++++++-- 7 files changed, 261 insertions(+), 8 deletions(-) diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp index c46dd35766..cf8ff25661 100644 --- a/src/gui/math3d/qvector2d.cpp +++ b/src/gui/math3d/qvector2d.cpp @@ -315,6 +315,16 @@ float QVector2D::distanceToLine \sa operator*=() */ +/*! + \fn QVector2D &QVector2D::operator/=(const QVector2D &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. */ @@ -406,6 +416,17 @@ float QVector2D::dotProduct(const QVector2D& v1, const QVector2D& v2) \sa QVector2D::operator/=() */ +/*! + \fn const QVector2D operator/(const QVector2D &vector, const 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(const QVector2D& v1, const QVector2D& v2) \relates QVector2D diff --git a/src/gui/math3d/qvector2d.h b/src/gui/math3d/qvector2d.h index 2cacd8ade0..ef69c80afe 100644 --- a/src/gui/math3d/qvector2d.h +++ b/src/gui/math3d/qvector2d.h @@ -85,6 +85,7 @@ public: QVector2D &operator*=(float factor); QVector2D &operator*=(const QVector2D &vector); QVector2D &operator/=(float divisor); + inline QVector2D &operator/=(const QVector2D &vector); static float dotProduct(const QVector2D& v1, const QVector2D& v2); //In Qt 6 convert to inline and constexpr @@ -97,6 +98,7 @@ public: Q_DECL_CONSTEXPR friend inline const QVector2D operator*(const QVector2D &v1, const QVector2D &v2); Q_DECL_CONSTEXPR friend inline const QVector2D operator-(const QVector2D &vector); Q_DECL_CONSTEXPR friend inline const QVector2D operator/(const QVector2D &vector, float divisor); + Q_DECL_CONSTEXPR friend inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor); Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2); @@ -187,6 +189,13 @@ inline QVector2D &QVector2D::operator/=(float divisor) return *this; } +inline QVector2D &QVector2D::operator/=(const QVector2D &vector) +{ + xp /= vector.xp; + yp /= vector.yp; + return *this; +} + Q_DECL_CONSTEXPR inline bool operator==(const QVector2D &v1, const QVector2D &v2) { return v1.xp == v2.xp && v1.yp == v2.yp; @@ -232,6 +241,11 @@ Q_DECL_CONSTEXPR inline const QVector2D operator/(const QVector2D &vector, float return QVector2D(vector.xp / divisor, vector.yp / divisor); } +Q_DECL_CONSTEXPR inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor) +{ + return QVector2D(vector.xp / divisor.xp, vector.yp / divisor.yp); +} + Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2) { return qFuzzyCompare(v1.xp, v2.xp) && qFuzzyCompare(v1.yp, v2.yp); diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp index 014987b90d..e3744d497d 100644 --- a/src/gui/math3d/qvector3d.cpp +++ b/src/gui/math3d/qvector3d.cpp @@ -307,6 +307,16 @@ void QVector3D::normalize() \sa operator*=() */ +/*! + \fn QVector3D &QVector3D::operator/=(const QVector3D &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. */ @@ -577,6 +587,17 @@ float QVector3D::distanceToLine \sa QVector3D::operator/=() */ +/*! + \fn const QVector3D operator/(const QVector3D &vector, const 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(const QVector3D& v1, const QVector3D& v2) \relates QVector3D diff --git a/src/gui/math3d/qvector3d.h b/src/gui/math3d/qvector3d.h index 4c25451bab..e24b38444a 100644 --- a/src/gui/math3d/qvector3d.h +++ b/src/gui/math3d/qvector3d.h @@ -87,6 +87,7 @@ public: QVector3D &operator*=(float factor); QVector3D &operator*=(const QVector3D& vector); QVector3D &operator/=(float divisor); + inline QVector3D &operator/=(const QVector3D &vector); static float dotProduct(const QVector3D& v1, const QVector3D& v2); //In Qt 6 convert to inline and constexpr static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); //in Qt 6 convert to inline and constexpr @@ -112,6 +113,7 @@ public: Q_DECL_CONSTEXPR friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2); Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &vector); Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, float divisor); + Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor); Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2); @@ -211,6 +213,14 @@ inline QVector3D &QVector3D::operator/=(float divisor) return *this; } +inline QVector3D &QVector3D::operator/=(const QVector3D &vector) +{ + xp /= vector.xp; + yp /= vector.yp; + zp /= vector.zp; + return *this; +} + Q_DECL_CONSTEXPR inline bool operator==(const QVector3D &v1, const QVector3D &v2) { return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp; @@ -256,6 +266,11 @@ Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor); } +Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor) +{ + return QVector3D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp); +} + Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2) { return qFuzzyCompare(v1.xp, v2.xp) && diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp index 3603f655cb..b6d239e5ea 100644 --- a/src/gui/math3d/qvector4d.cpp +++ b/src/gui/math3d/qvector4d.cpp @@ -358,6 +358,16 @@ void QVector4D::normalize() \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. */ @@ -451,6 +461,17 @@ float QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2) \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 diff --git a/src/gui/math3d/qvector4d.h b/src/gui/math3d/qvector4d.h index 291af5c072..1864b58d7c 100644 --- a/src/gui/math3d/qvector4d.h +++ b/src/gui/math3d/qvector4d.h @@ -88,6 +88,7 @@ public: QVector4D &operator*=(float factor); QVector4D &operator*=(const QVector4D &vector); QVector4D &operator/=(float divisor); + inline QVector4D &operator/=(const QVector4D &vector); static float dotProduct(const QVector4D& v1, const QVector4D& v2); //In Qt 6 convert to inline and constexpr @@ -100,6 +101,7 @@ public: Q_DECL_CONSTEXPR friend inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2); Q_DECL_CONSTEXPR friend inline const QVector4D operator-(const QVector4D &vector); Q_DECL_CONSTEXPR friend inline const QVector4D operator/(const QVector4D &vector, float divisor); + Q_DECL_CONSTEXPR friend inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor); Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2); @@ -210,6 +212,15 @@ inline QVector4D &QVector4D::operator/=(float divisor) return *this; } +inline QVector4D &QVector4D::operator/=(const QVector4D &vector) +{ + xp /= vector.xp; + yp /= vector.yp; + zp /= vector.zp; + wp /= vector.wp; + return *this; +} + Q_DECL_CONSTEXPR inline bool operator==(const QVector4D &v1, const QVector4D &v2) { return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp && v1.wp == v2.wp; @@ -255,6 +266,11 @@ Q_DECL_CONSTEXPR inline const QVector4D operator/(const QVector4D &vector, float return QVector4D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor, vector.wp / divisor); } +Q_DECL_CONSTEXPR inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor) +{ + return QVector4D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp, vector.wp / divisor.wp); +} + Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2) { return qFuzzyCompare(v1.xp, v2.xp) && diff --git a/tests/auto/gui/math3d/qvectornd/tst_qvectornd.cpp b/tests/auto/gui/math3d/qvectornd/tst_qvectornd.cpp index fa5d1b576f..2b3fbff000 100644 --- a/tests/auto/gui/math3d/qvectornd/tst_qvectornd.cpp +++ b/tests/auto/gui/math3d/qvectornd/tst_qvectornd.cpp @@ -114,6 +114,13 @@ private slots: void divide4_data(); void divide4(); + void divideFactor2_data(); + void divideFactor2(); + void divideFactor3_data(); + void divideFactor3(); + void divideFactor4_data(); + void divideFactor4(); + void negate2_data(); void negate2(); void negate3_data(); @@ -1629,13 +1636,151 @@ void tst_QVectorND::multiplyFactor4() QCOMPARE(v3.w(), v1.w() * factor); } -// Test vector division by a factor for 2D vectors. +// Test component-wise vector division for 2D vectors. void tst_QVectorND::divide2_data() { // Use the same test data as the multiply test. - multiplyFactor2_data(); + multiply2_data(); } void tst_QVectorND::divide2() +{ + QFETCH(float, x1); + QFETCH(float, y1); + QFETCH(float, x2); + QFETCH(float, y2); + QFETCH(float, x3); + QFETCH(float, y3); + + QVector2D v1(x1, y1); + QVector2D v2(x2, y2); + QVector2D v3(x3, y3); + + if (v2.x() != 0.0f && v2.y() != 0.0f) { + QVERIFY((v3 / v2) == v1); + + QVector2D v4(v3); + v4 /= v2; + QVERIFY(v4 == v1); + + QCOMPARE(v4.x(), v3.x() / v2.x()); + QCOMPARE(v4.y(), v3.y() / v2.y()); + } + if (v1.x() != 0.0f && v1.y() != 0.0f) { + QVERIFY((v3 / v1) == v2); + + QVector2D v4(v3); + v4 /= v1; + QVERIFY(v4 == v2); + + QCOMPARE(v4.x(), v3.x() / v1.x()); + QCOMPARE(v4.y(), v3.y() / v1.y()); + } +} + +// Test component-wise vector division for 3D vectors. +void tst_QVectorND::divide3_data() +{ + // Use the same test data as the multiply test. + multiply3_data(); +} +void tst_QVectorND::divide3() +{ + QFETCH(float, x1); + QFETCH(float, y1); + QFETCH(float, z1); + QFETCH(float, x2); + QFETCH(float, y2); + QFETCH(float, z2); + QFETCH(float, x3); + QFETCH(float, y3); + QFETCH(float, z3); + + QVector3D v1(x1, y1, z1); + QVector3D v2(x2, y2, z2); + QVector3D v3(x3, y3, z3); + + if (v2.x() != 0.0f && v2.y() != 0.0f && v2.z() != 0.0f) { + QVERIFY((v3 / v2) == v1); + + QVector3D v4(v3); + v4 /= v2; + QVERIFY(v4 == v1); + + QCOMPARE(v4.x(), v3.x() / v2.x()); + QCOMPARE(v4.y(), v3.y() / v2.y()); + QCOMPARE(v4.z(), v3.z() / v2.z()); + } + if (v1.x() != 0.0f && v1.y() != 0.0f && v1.z() != 0.0f) { + QVERIFY((v3 / v1) == v2); + + QVector3D v4(v3); + v4 /= v1; + QVERIFY(v4 == v2); + + QCOMPARE(v4.x(), v3.x() / v1.x()); + QCOMPARE(v4.y(), v3.y() / v1.y()); + QCOMPARE(v4.z(), v3.z() / v1.z()); + } +} + +// Test component-wise vector division for 4D vectors. +void tst_QVectorND::divide4_data() +{ + // Use the same test data as the multiply test. + multiply4_data(); +} +void tst_QVectorND::divide4() +{ + QFETCH(float, x1); + QFETCH(float, y1); + QFETCH(float, z1); + QFETCH(float, w1); + QFETCH(float, x2); + QFETCH(float, y2); + QFETCH(float, z2); + QFETCH(float, w2); + QFETCH(float, x3); + QFETCH(float, y3); + QFETCH(float, z3); + QFETCH(float, w3); + + QVector4D v1(x1, y1, z1, w1); + QVector4D v2(x2, y2, z2, w2); + QVector4D v3(x3, y3, z3, w3); + + if (v2.x() != 0.0f && v2.y() != 0.0f && v2.z() != 0.0f && v2.w() != 0.0f) { + QVERIFY((v3 / v2) == v1); + + QVector4D v4(v3); + v4 /= v2; + QVERIFY(v4 == v1); + + QCOMPARE(v4.x(), v3.x() / v2.x()); + QCOMPARE(v4.y(), v3.y() / v2.y()); + QCOMPARE(v4.z(), v3.z() / v2.z()); + QCOMPARE(v4.w(), v3.w() / v2.w()); + } + if (v1.x() != 0.0f && v1.y() != 0.0f && v1.z() != 0.0f && v1.w() != 0.0f) { + QVERIFY((v3 / v1) == v2); + + QVector4D v4(v3); + v4 /= v1; + QVERIFY(v4 == v2); + + QCOMPARE(v4.x(), v3.x() / v1.x()); + QCOMPARE(v4.y(), v3.y() / v1.y()); + QCOMPARE(v4.z(), v3.z() / v1.z()); + QCOMPARE(v4.w(), v3.w() / v1.w()); + } +} + +// Test vector division by a factor for 2D vectors. +void tst_QVectorND::divideFactor2_data() +{ + // Use the same test data as the multiplyFactor test. + multiplyFactor2_data(); +} +void tst_QVectorND::divideFactor2() { QFETCH(float, x1); QFETCH(float, y1); @@ -1660,12 +1805,12 @@ void tst_QVectorND::divide2() } // Test vector division by a factor for 3D vectors. -void tst_QVectorND::divide3_data() +void tst_QVectorND::divideFactor3_data() { - // Use the same test data as the multiply test. + // Use the same test data as the multiplyFactor test. multiplyFactor3_data(); } -void tst_QVectorND::divide3() +void tst_QVectorND::divideFactor3() { QFETCH(float, x1); QFETCH(float, y1); @@ -1693,12 +1838,12 @@ void tst_QVectorND::divide3() } // Test vector division by a factor for 4D vectors. -void tst_QVectorND::divide4_data() +void tst_QVectorND::divideFactor4_data() { - // Use the same test data as the multiply test. + // Use the same test data as the multiplyFactor test. multiplyFactor4_data(); } -void tst_QVectorND::divide4() +void tst_QVectorND::divideFactor4() { QFETCH(float, x1); QFETCH(float, y1); -- cgit v1.2.3