/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QVECTOR3D_H #define QVECTOR3D_H #include #include QT_BEGIN_NAMESPACE class QMatrix4x4; class QVector2D; class QVector4D; class QRect; #ifndef QT_NO_VECTOR3D class Q_GUI_EXPORT QVector3D { public: Q_DECL_CONSTEXPR QVector3D(); explicit QVector3D(Qt::Initialization) {} Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {} Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point); Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point); #ifndef QT_NO_VECTOR2D QVector3D(const QVector2D& vector); QVector3D(const QVector2D& vector, float zpos); #endif #ifndef QT_NO_VECTOR4D explicit QVector3D(const QVector4D& vector); #endif bool isNull() const; Q_DECL_CONSTEXPR float x() const; Q_DECL_CONSTEXPR float y() const; Q_DECL_CONSTEXPR float z() const; void setX(float x); void setY(float y); void setZ(float z); float &operator[](int i); float operator[](int i) const; float length() const; float lengthSquared() const; QVector3D normalized() const; void normalize(); QVector3D &operator+=(const QVector3D &vector); QVector3D &operator-=(const QVector3D &vector); 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 static QVector3D normal(const QVector3D& v1, const QVector3D& v2); static QVector3D normal (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3); QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; float distanceToPoint(const QVector3D& point) const; float distanceToPlane(const QVector3D& plane, const QVector3D& normal) const; float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const; float distanceToLine(const QVector3D& point, const QVector3D& direction) const; Q_DECL_CONSTEXPR friend inline bool operator==(const QVector3D &v1, const QVector3D &v2); Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2); Q_DECL_CONSTEXPR friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2); Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2); Q_DECL_CONSTEXPR friend inline const QVector3D operator*(float factor, const QVector3D &vector); Q_DECL_CONSTEXPR friend inline const QVector3D operator*(const QVector3D &vector, float factor); 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); #ifndef QT_NO_VECTOR2D QVector2D toVector2D() const; #endif #ifndef QT_NO_VECTOR4D QVector4D toVector4D() const; #endif Q_DECL_CONSTEXPR QPoint toPoint() const; Q_DECL_CONSTEXPR QPointF toPointF() const; operator QVariant() const; private: float xp, yp, zp; 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); Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {} Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {} Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {} inline bool QVector3D::isNull() const { return qIsNull(xp) && qIsNull(yp) && qIsNull(zp); } Q_DECL_CONSTEXPR inline float QVector3D::x() const { return xp; } Q_DECL_CONSTEXPR inline float QVector3D::y() const { return yp; } Q_DECL_CONSTEXPR inline float QVector3D::z() const { return zp; } inline void QVector3D::setX(float aX) { xp = aX; } inline void QVector3D::setY(float aY) { yp = aY; } inline void QVector3D::setZ(float aZ) { zp = aZ; } inline float &QVector3D::operator[](int i) { Q_ASSERT(uint(i) < 3u); return *(&xp + i); } inline float QVector3D::operator[](int i) const { Q_ASSERT(uint(i) < 3u); return *(&xp + i); } inline QVector3D &QVector3D::operator+=(const QVector3D &vector) { xp += vector.xp; yp += vector.yp; zp += vector.zp; return *this; } inline QVector3D &QVector3D::operator-=(const QVector3D &vector) { xp -= vector.xp; yp -= vector.yp; zp -= vector.zp; return *this; } inline QVector3D &QVector3D::operator*=(float factor) { xp *= factor; yp *= factor; zp *= factor; return *this; } inline QVector3D &QVector3D::operator*=(const QVector3D& vector) { xp *= vector.xp; yp *= vector.yp; zp *= vector.zp; return *this; } inline QVector3D &QVector3D::operator/=(float divisor) { xp /= divisor; yp /= divisor; zp /= 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; } 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; } Q_DECL_CONSTEXPR inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2) { return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp); } Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2) { return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp); } Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector) { return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor); } Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor) { return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor); } Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2) { return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp); } Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector) { return QVector3D(-vector.xp, -vector.yp, -vector.zp); } Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor) { 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) && qFuzzyCompare(v1.yp, v2.yp) && qFuzzyCompare(v1.zp, v2.zp); } Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const { return QPoint(qRound(xp), qRound(yp)); } Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const { return QPointF(qreal(xp), qreal(yp)); } #ifndef QT_NO_DEBUG_STREAM Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector); #endif #ifndef QT_NO_DATASTREAM Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &); Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &); #endif #endif QT_END_NAMESPACE #endif