/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QVECTOR4D_H #define QVECTOR4D_H #include #include QT_BEGIN_NAMESPACE class QMatrix4x4; class QVector2D; class QVector3D; #ifndef QT_NO_VECTOR4D class Q_GUI_EXPORT QVector4D { public: Q_DECL_CONSTEXPR QVector4D(); Q_DECL_CONSTEXPR QVector4D(float xpos, float ypos, float zpos, float wpos); Q_DECL_CONSTEXPR explicit QVector4D(const QPoint& point); Q_DECL_CONSTEXPR explicit QVector4D(const QPointF& point); #ifndef QT_NO_VECTOR2D QVector4D(const QVector2D& vector); QVector4D(const QVector2D& vector, float zpos, float wpos); #endif #ifndef QT_NO_VECTOR3D QVector4D(const QVector3D& vector); QVector4D(const QVector3D& vector, float wpos); #endif bool isNull() const; Q_DECL_CONSTEXPR float x() const; Q_DECL_CONSTEXPR float y() const; Q_DECL_CONSTEXPR float z() const; Q_DECL_CONSTEXPR float w() const; void setX(float x); void setY(float y); void setZ(float z); void setW(float w); float &operator[](int i); float operator[](int i) const; float length() const; float lengthSquared() const; //In Qt 6 convert to inline and constexpr QVector4D normalized() const; void normalize(); QVector4D &operator+=(const QVector4D &vector); QVector4D &operator-=(const QVector4D &vector); QVector4D &operator*=(float factor); QVector4D &operator*=(const QVector4D &vector); QVector4D &operator/=(float divisor); static float dotProduct(const QVector4D& v1, const QVector4D& v2); //In Qt 6 convert to inline and constexpr Q_DECL_CONSTEXPR friend inline bool operator==(const QVector4D &v1, const QVector4D &v2); Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector4D &v1, const QVector4D &v2); Q_DECL_CONSTEXPR friend inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2); Q_DECL_CONSTEXPR friend inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2); Q_DECL_CONSTEXPR friend inline const QVector4D operator*(float factor, const QVector4D &vector); Q_DECL_CONSTEXPR friend inline const QVector4D operator*(const QVector4D &vector, float factor); 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 bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2); #ifndef QT_NO_VECTOR2D QVector2D toVector2D() const; QVector2D toVector2DAffine() const; #endif #ifndef QT_NO_VECTOR3D QVector3D toVector3D() const; QVector3D toVector3DAffine() const; #endif Q_DECL_CONSTEXPR QPoint toPoint() const; Q_DECL_CONSTEXPR QPointF toPointF() const; operator QVariant() const; private: float xp, yp, zp, wp; 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_MOVABLE_TYPE); Q_DECL_CONSTEXPR inline QVector4D::QVector4D() : xp(0.0f), yp(0.0f), zp(0.0f), wp(0.0f) {} Q_DECL_CONSTEXPR inline QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos) : xp(xpos), yp(ypos), zp(zpos), wp(wpos) {} Q_DECL_CONSTEXPR inline QVector4D::QVector4D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f), wp(0.0f) {} Q_DECL_CONSTEXPR inline QVector4D::QVector4D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f), wp(0.0f) {} inline bool QVector4D::isNull() const { return qIsNull(xp) && qIsNull(yp) && qIsNull(zp) && qIsNull(wp); } Q_DECL_CONSTEXPR inline float QVector4D::x() const { return xp; } Q_DECL_CONSTEXPR inline float QVector4D::y() const { return yp; } Q_DECL_CONSTEXPR inline float QVector4D::z() const { return zp; } Q_DECL_CONSTEXPR inline float QVector4D::w() const { return wp; } inline void QVector4D::setX(float aX) { xp = aX; } inline void QVector4D::setY(float aY) { yp = aY; } inline void QVector4D::setZ(float aZ) { zp = aZ; } inline void QVector4D::setW(float aW) { wp = aW; } inline float &QVector4D::operator[](int i) { Q_ASSERT(uint(i) < 4u); return *(&xp + i); } inline float QVector4D::operator[](int i) const { Q_ASSERT(uint(i) < 4u); return *(&xp + i); } inline QVector4D &QVector4D::operator+=(const QVector4D &vector) { xp += vector.xp; yp += vector.yp; zp += vector.zp; wp += vector.wp; return *this; } inline QVector4D &QVector4D::operator-=(const QVector4D &vector) { xp -= vector.xp; yp -= vector.yp; zp -= vector.zp; wp -= vector.wp; return *this; } inline QVector4D &QVector4D::operator*=(float factor) { xp *= factor; yp *= factor; zp *= factor; wp *= factor; return *this; } inline QVector4D &QVector4D::operator*=(const QVector4D &vector) { xp *= vector.xp; yp *= vector.yp; zp *= vector.zp; wp *= vector.wp; return *this; } inline QVector4D &QVector4D::operator/=(float divisor) { xp /= divisor; yp /= divisor; zp /= divisor; wp /= divisor; 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; } 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; } Q_DECL_CONSTEXPR inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2) { return QVector4D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp, v1.wp + v2.wp); } Q_DECL_CONSTEXPR inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2) { return QVector4D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp, v1.wp - v2.wp); } Q_DECL_CONSTEXPR inline const QVector4D operator*(float factor, const QVector4D &vector) { return QVector4D(vector.xp * factor, vector.yp * factor, vector.zp * factor, vector.wp * factor); } Q_DECL_CONSTEXPR inline const QVector4D operator*(const QVector4D &vector, float factor) { return QVector4D(vector.xp * factor, vector.yp * factor, vector.zp * factor, vector.wp * factor); } Q_DECL_CONSTEXPR inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2) { return QVector4D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp, v1.wp * v2.wp); } Q_DECL_CONSTEXPR inline const QVector4D operator-(const QVector4D &vector) { return QVector4D(-vector.xp, -vector.yp, -vector.zp, -vector.wp); } Q_DECL_CONSTEXPR inline const QVector4D operator/(const QVector4D &vector, float divisor) { return QVector4D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor, vector.wp / divisor); } Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2) { return qFuzzyCompare(v1.xp, v2.xp) && qFuzzyCompare(v1.yp, v2.yp) && qFuzzyCompare(v1.zp, v2.zp) && qFuzzyCompare(v1.wp, v2.wp); } Q_DECL_CONSTEXPR inline QPoint QVector4D::toPoint() const { return QPoint(qRound(xp), qRound(yp)); } Q_DECL_CONSTEXPR inline QPointF QVector4D::toPointF() const { return QPointF(qreal(xp), qreal(yp)); } #ifndef QT_NO_DEBUG_STREAM Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector4D &vector); #endif #ifndef QT_NO_DATASTREAM Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector4D &); Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector4D &); #endif #endif QT_END_NAMESPACE #endif