/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qvector4d.h" #include "qvector3d.h" #include "qvector2d.h" #include #include #include #include QT_BEGIN_NAMESPACE #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(const 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(const 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 /*! Constructs a 4D vector from the specified 2D \a vector. The z and w coordinates are set to zero. \sa toVector2D() */ QVector4D::QVector4D(const QVector2D& vector) { xp = vector.xp; yp = vector.yp; zp = 0.0f; wp = 0.0f; } /*! 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() */ QVector4D::QVector4D(const QVector2D& vector, float zpos, float wpos) { xp = vector.xp; yp = vector.yp; zp = zpos; wp = wpos; } #endif #ifndef QT_NO_VECTOR3D /*! Constructs a 4D vector from the specified 3D \a vector. The w coordinate is set to zero. \sa toVector3D() */ QVector4D::QVector4D(const QVector3D& vector) { xp = vector.xp; yp = vector.yp; zp = vector.zp; wp = 0.0f; } /*! Constructs a 4D vector from the specified 3D \a vector. The w coordinate is set to \a wpos. \sa toVector3D() */ QVector4D::QVector4D(const QVector3D& vector, float wpos) { xp = vector.xp; yp = vector.yp; zp = vector.zp; wp = wpos; } #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). */ /*! Returns the length of the vector from the origin. \sa lengthSquared(), normalized() */ float QVector4D::length() const { // Need some extra precision if the length is very small. double len = double(xp) * double(xp) + double(yp) * double(yp) + double(zp) * double(zp) + double(wp) * double(wp); return float(std::sqrt(len)); } /*! 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() */ float QVector4D::lengthSquared() const { return xp * xp + yp * yp + zp * zp + wp * wp; } /*! 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() */ QVector4D QVector4D::normalized() const { // Need some extra precision if the length is very small. double len = double(xp) * double(xp) + double(yp) * double(yp) + double(zp) * double(zp) + double(wp) * double(wp); if (qFuzzyIsNull(len - 1.0f)) { return *this; } else if (!qFuzzyIsNull(len)) { double sqrtLen = std::sqrt(len); return QVector4D(float(double(xp) / sqrtLen), float(double(yp) / sqrtLen), float(double(zp) / sqrtLen), float(double(wp) / sqrtLen)); } else { return QVector4D(); } } /*! 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() */ void QVector4D::normalize() { // Need some extra precision if the length is very small. double len = double(xp) * double(xp) + double(yp) * double(yp) + double(zp) * double(zp) + double(wp) * double(wp); if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len)) return; len = std::sqrt(len); xp = float(double(xp) / len); yp = float(double(yp) / len); zp = float(double(zp) / len); wp = float(double(wp) / len); } /*! \fn QVector4D &QVector4D::operator+=(const QVector4D &vector) Adds the given \a vector to this vector and returns a reference to this vector. \sa operator-=() */ /*! \fn QVector4D &QVector4D::operator-=(const 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*=(const 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/=(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. */ float QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2) { return v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp + v1.wp * v2.wp; } /*! \fn bool operator==(const QVector4D &v1, const QVector4D &v2) \relates QVector4D 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 operator!=(const QVector4D &v1, const QVector4D &v2) \relates QVector4D 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+(const QVector4D &v1, const 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-(const QVector4D &v1, const 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, const 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*(const 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*(const QVector4D &v1, const 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-(const 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/(const 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/(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 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 /*! Returns the 2D vector form of this 4D vector, dropping the z and w coordinates. \sa toVector2DAffine(), toVector3D(), toPoint() */ QVector2D QVector4D::toVector2D() const { return QVector2D(xp, yp); } /*! 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() */ QVector2D QVector4D::toVector2DAffine() const { if (qIsNull(wp)) return QVector2D(); return QVector2D(xp / wp, yp / wp); } #endif #ifndef QT_NO_VECTOR3D /*! Returns the 3D vector form of this 4D vector, dropping the w coordinate. \sa toVector3DAffine(), toVector2D(), toPoint() */ QVector3D QVector4D::toVector3D() const { return QVector3D(xp, yp, zp); } /*! 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() */ QVector3D QVector4D::toVector3DAffine() const { if (qIsNull(wp)) return QVector3D(); return QVector3D(xp / wp, yp / wp, zp / wp); } #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(QVariant::Vector4D, this); } #ifndef QT_NO_DEBUG_STREAM QDebug operator<<(QDebug dbg, const 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, const 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, const 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