| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** All rights reserved.
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| 5 | ** Contact: Nokia Corporation ([email protected])
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| 6 | **
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| 7 | ** This file is part of the QtGui module of the Qt Toolkit.
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| 8 | **
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| 9 | ** $QT_BEGIN_LICENSE:LGPL$
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| 10 | ** Commercial Usage
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| 11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 12 | ** accordance with the Qt Commercial License Agreement provided with the
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| 13 | ** Software or, alternatively, in accordance with the terms contained in
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| 14 | ** a written agreement between you and Nokia.
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| 15 | **
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| 16 | ** GNU Lesser General Public License Usage
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| 17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 18 | ** General Public License version 2.1 as published by the Free Software
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| 19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 20 | ** packaging of this file. Please review the following information to
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| 21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 23 | **
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| 24 | ** In addition, as a special exception, Nokia gives you certain additional
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| 25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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| 26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you have questions regarding the use of this file, please contact
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| 37 | ** Nokia at [email protected].
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | #include "qvector3d.h"
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| 43 | #include "qvector2d.h"
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| 44 | #include "qvector4d.h"
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| 45 | #include <QtCore/qmath.h>
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| 46 | #include <QtCore/qvariant.h>
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| 47 | #include <QtCore/qdebug.h>
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| 48 |
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| 49 | QT_BEGIN_NAMESPACE
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| 50 |
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| 51 | #ifndef QT_NO_VECTOR3D
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| 52 |
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| 53 | /*!
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| 54 | \class QVector3D
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| 55 | \brief The QVector3D class represents a vector or vertex in 3D space.
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| 56 | \since 4.6
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| 57 | \ingroup painting-3D
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| 58 |
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| 59 | Vectors are one of the main building blocks of 3D representation and
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| 60 | drawing. They consist of three coordinates, traditionally called
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| 61 | x, y, and z.
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| 62 |
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| 63 | The QVector3D class can also be used to represent vertices in 3D space.
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| 64 | We therefore do not need to provide a separate vertex class.
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| 65 |
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| 66 | \sa QVector2D, QVector4D, QQuaternion
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| 67 | */
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| 68 |
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| 69 | /*!
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| 70 | \fn QVector3D::QVector3D()
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| 71 |
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| 72 | Constructs a null vector, i.e. with coordinates (0, 0, 0).
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| 73 | */
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| 74 |
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| 75 | /*!
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| 76 | \fn QVector3D::QVector3D(qreal xpos, qreal ypos, qreal zpos)
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| 77 |
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| 78 | Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos).
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| 79 | */
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| 80 |
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| 81 | /*!
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| 82 | \fn QVector3D::QVector3D(const QPoint& point)
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| 83 |
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| 84 | Constructs a vector with x and y coordinates from a 2D \a point, and a
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| 85 | z coordinate of 0.
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| 86 | */
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| 87 |
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| 88 | /*!
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| 89 | \fn QVector3D::QVector3D(const QPointF& point)
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| 90 |
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| 91 | Constructs a vector with x and y coordinates from a 2D \a point, and a
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| 92 | z coordinate of 0.
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| 93 | */
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| 94 |
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| 95 | #ifndef QT_NO_VECTOR2D
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| 96 |
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| 97 | /*!
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| 98 | Constructs a 3D vector from the specified 2D \a vector. The z
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| 99 | coordinate is set to zero.
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| 100 |
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| 101 | \sa toVector2D()
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| 102 | */
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| 103 | QVector3D::QVector3D(const QVector2D& vector)
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| 104 | {
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| 105 | xp = vector.xp;
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| 106 | yp = vector.yp;
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| 107 | zp = 0.0f;
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| 108 | }
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| 109 |
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| 110 | /*!
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| 111 | Constructs a 3D vector from the specified 2D \a vector. The z
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| 112 | coordinate is set to \a zpos.
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| 113 |
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| 114 | \sa toVector2D()
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| 115 | */
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| 116 | QVector3D::QVector3D(const QVector2D& vector, qreal zpos)
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| 117 | {
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| 118 | xp = vector.xp;
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| 119 | yp = vector.yp;
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| 120 | zp = zpos;
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| 121 | }
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| 122 |
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| 123 | #endif
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| 124 |
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| 125 | #ifndef QT_NO_VECTOR4D
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| 126 |
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| 127 | /*!
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| 128 | Constructs a 3D vector from the specified 4D \a vector. The w
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| 129 | coordinate is dropped.
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| 130 |
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| 131 | \sa toVector4D()
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| 132 | */
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| 133 | QVector3D::QVector3D(const QVector4D& vector)
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| 134 | {
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| 135 | xp = vector.xp;
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| 136 | yp = vector.yp;
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| 137 | zp = vector.zp;
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| 138 | }
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| 139 |
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| 140 | #endif
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| 141 |
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| 142 | /*!
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| 143 | \fn bool QVector3D::isNull() const
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| 144 |
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| 145 | Returns true if the x, y, and z coordinates are set to 0.0,
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| 146 | otherwise returns false.
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| 147 | */
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| 148 |
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| 149 | /*!
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| 150 | \fn qreal QVector3D::x() const
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| 151 |
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| 152 | Returns the x coordinate of this point.
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| 153 |
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| 154 | \sa setX(), y(), z()
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| 155 | */
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| 156 |
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| 157 | /*!
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| 158 | \fn qreal QVector3D::y() const
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| 159 |
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| 160 | Returns the y coordinate of this point.
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| 161 |
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| 162 | \sa setY(), x(), z()
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| 163 | */
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| 164 |
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| 165 | /*!
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| 166 | \fn qreal QVector3D::z() const
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| 167 |
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| 168 | Returns the z coordinate of this point.
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| 169 |
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| 170 | \sa setZ(), x(), y()
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| 171 | */
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| 172 |
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| 173 | /*!
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| 174 | \fn void QVector3D::setX(qreal x)
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| 175 |
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| 176 | Sets the x coordinate of this point to the given \a x coordinate.
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| 177 |
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| 178 | \sa x(), setY(), setZ()
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| 179 | */
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| 180 |
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| 181 | /*!
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| 182 | \fn void QVector3D::setY(qreal y)
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| 183 |
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| 184 | Sets the y coordinate of this point to the given \a y coordinate.
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| 185 |
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| 186 | \sa y(), setX(), setZ()
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| 187 | */
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| 188 |
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| 189 | /*!
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| 190 | \fn void QVector3D::setZ(qreal z)
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| 191 |
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| 192 | Sets the z coordinate of this point to the given \a z coordinate.
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| 193 |
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| 194 | \sa z(), setX(), setY()
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| 195 | */
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| 196 |
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| 197 | /*!
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| 198 | Returns the normalized unit vector form of this vector.
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| 199 |
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| 200 | If this vector is null, then a null vector is returned. If the length
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| 201 | of the vector is very close to 1, then the vector will be returned as-is.
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| 202 | Otherwise the normalized form of the vector of length 1 will be returned.
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| 203 |
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| 204 | \sa length(), normalize()
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| 205 | */
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| 206 | QVector3D QVector3D::normalized() const
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| 207 | {
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| 208 | // Need some extra precision if the length is very small.
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| 209 | double len = double(xp) * double(xp) +
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| 210 | double(yp) * double(yp) +
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| 211 | double(zp) * double(zp);
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| 212 | if (qFuzzyIsNull(len - 1.0f))
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| 213 | return *this;
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| 214 | else if (!qFuzzyIsNull(len))
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| 215 | return *this / qSqrt(len);
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| 216 | else
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| 217 | return QVector3D();
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| 218 | }
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| 219 |
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| 220 | /*!
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| 221 | Normalizes the currect vector in place. Nothing happens if this
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| 222 | vector is a null vector or the length of the vector is very close to 1.
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| 223 |
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| 224 | \sa length(), normalized()
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| 225 | */
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| 226 | void QVector3D::normalize()
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| 227 | {
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| 228 | // Need some extra precision if the length is very small.
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| 229 | double len = double(xp) * double(xp) +
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| 230 | double(yp) * double(yp) +
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| 231 | double(zp) * double(zp);
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| 232 | if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
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| 233 | return;
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| 234 |
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| 235 | len = qSqrt(len);
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| 236 |
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| 237 | xp /= len;
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| 238 | yp /= len;
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| 239 | zp /= len;
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| 240 | }
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| 241 |
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| 242 | /*!
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| 243 | \fn QVector3D &QVector3D::operator+=(const QVector3D &vector)
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| 244 |
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| 245 | Adds the given \a vector to this vector and returns a reference to
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| 246 | this vector.
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| 247 |
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| 248 | \sa operator-=()
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| 249 | */
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| 250 |
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| 251 | /*!
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| 252 | \fn QVector3D &QVector3D::operator-=(const QVector3D &vector)
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| 253 |
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| 254 | Subtracts the given \a vector from this vector and returns a reference to
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| 255 | this vector.
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| 256 |
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| 257 | \sa operator+=()
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| 258 | */
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| 259 |
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| 260 | /*!
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| 261 | \fn QVector3D &QVector3D::operator*=(qreal factor)
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| 262 |
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| 263 | Multiplies this vector's coordinates by the given \a factor, and
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| 264 | returns a reference to this vector.
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| 265 |
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| 266 | \sa operator/=()
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| 267 | */
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| 268 |
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| 269 | /*!
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| 270 | \fn QVector3D &QVector3D::operator*=(const QVector3D& vector)
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| 271 | \overload
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| 272 |
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| 273 | Multiplies the components of this vector by the corresponding
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| 274 | components in \a vector.
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| 275 |
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| 276 | Note: this is not the same as the crossProduct() of this
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| 277 | vector and \a vector.
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| 278 |
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| 279 | \sa crossProduct()
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| 280 | */
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| 281 |
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| 282 | /*!
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| 283 | \fn QVector3D &QVector3D::operator/=(qreal divisor)
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| 284 |
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| 285 | Divides this vector's coordinates by the given \a divisor, and
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| 286 | returns a reference to this vector.
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| 287 |
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| 288 | \sa operator*=()
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| 289 | */
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| 290 |
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| 291 | /*!
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| 292 | Returns the dot product of \a v1 and \a v2.
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| 293 | */
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| 294 | qreal QVector3D::dotProduct(const QVector3D& v1, const QVector3D& v2)
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| 295 | {
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| 296 | return v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp;
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| 297 | }
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| 298 |
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| 299 | /*!
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| 300 | Returns the cross-product of vectors \a v1 and \a v2, which corresponds
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| 301 | to the normal vector of a plane defined by \a v1 and \a v2.
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| 302 |
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| 303 | \sa normal()
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| 304 | */
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| 305 | QVector3D QVector3D::crossProduct(const QVector3D& v1, const QVector3D& v2)
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| 306 | {
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| 307 | return QVector3D(v1.yp * v2.zp - v1.zp * v2.yp,
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| 308 | v1.zp * v2.xp - v1.xp * v2.zp,
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| 309 | v1.xp * v2.yp - v1.yp * v2.xp, 1);
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| 310 | }
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| 311 |
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| 312 | /*!
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| 313 | Returns the normal vector of a plane defined by vectors \a v1 and \a v2,
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| 314 | normalized to be a unit vector.
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| 315 |
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| 316 | Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you
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| 317 | do not need the result to be normalized to a unit vector.
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| 318 |
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| 319 | \sa crossProduct(), distanceToPlane()
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| 320 | */
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| 321 | QVector3D QVector3D::normal(const QVector3D& v1, const QVector3D& v2)
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| 322 | {
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| 323 | return crossProduct(v1, v2).normalized();
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| 324 | }
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| 325 |
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| 326 | /*!
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| 327 | \overload
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| 328 |
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| 329 | Returns the normal vector of a plane defined by vectors
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| 330 | \a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector.
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| 331 |
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| 332 | Use crossProduct() to compute the cross-product of \a v2 - \a v1 and
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| 333 | \a v3 - \a v1 if you do not need the result to be normalized to a
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| 334 | unit vector.
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| 335 |
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| 336 | \sa crossProduct(), distanceToPlane()
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| 337 | */
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| 338 | QVector3D QVector3D::normal
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| 339 | (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3)
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| 340 | {
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| 341 | return crossProduct((v2 - v1), (v3 - v1)).normalized();
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| 342 | }
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| 343 |
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| 344 | /*!
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| 345 | Returns the distance from this vertex to a plane defined by
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| 346 | the vertex \a plane and a \a normal unit vector. The \a normal
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| 347 | parameter is assumed to have been normalized to a unit vector.
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| 348 |
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| 349 | The return value will be negative if the vertex is below the plane,
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| 350 | or zero if it is on the plane.
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| 351 |
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| 352 | \sa normal(), distanceToLine()
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| 353 | */
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| 354 | qreal QVector3D::distanceToPlane
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| 355 | (const QVector3D& plane, const QVector3D& normal) const
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| 356 | {
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| 357 | return dotProduct(*this - plane, normal);
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| 358 | }
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| 359 |
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| 360 | /*!
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| 361 | \overload
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| 362 |
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| 363 | Returns the distance from this vertex a plane defined by
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| 364 | the vertices \a plane1, \a plane2 and \a plane3.
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| 365 |
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| 366 | The return value will be negative if the vertex is below the plane,
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| 367 | or zero if it is on the plane.
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| 368 |
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| 369 | The two vectors that define the plane are \a plane2 - \a plane1
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| 370 | and \a plane3 - \a plane1.
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| 371 |
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| 372 | \sa normal(), distanceToLine()
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| 373 | */
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| 374 | qreal QVector3D::distanceToPlane
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| 375 | (const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const
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| 376 | {
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| 377 | QVector3D n = normal(plane2 - plane1, plane3 - plane1);
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| 378 | return dotProduct(*this - plane1, n);
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| 379 | }
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| 380 |
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| 381 | /*!
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| 382 | Returns the distance that this vertex is from a line defined
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| 383 | by \a point and the unit vector \a direction.
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| 384 |
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| 385 | If \a direction is a null vector, then it does not define a line.
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| 386 | In that case, the distance from \a point to this vertex is returned.
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| 387 |
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| 388 | \sa distanceToPlane()
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| 389 | */
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| 390 | qreal QVector3D::distanceToLine
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| 391 | (const QVector3D& point, const QVector3D& direction) const
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| 392 | {
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| 393 | if (direction.isNull())
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| 394 | return (*this - point).length();
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| 395 | QVector3D p = point + dotProduct(*this - point, direction) * direction;
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| 396 | return (*this - p).length();
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| 397 | }
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| 398 |
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| 399 | /*!
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| 400 | \fn bool operator==(const QVector3D &v1, const QVector3D &v2)
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| 401 | \relates QVector3D
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| 402 |
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| 403 | Returns true if \a v1 is equal to \a v2; otherwise returns false.
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| 404 | This operator uses an exact floating-point comparison.
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| 405 | */
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| 406 |
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| 407 | /*!
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| 408 | \fn bool operator!=(const QVector3D &v1, const QVector3D &v2)
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| 409 | \relates QVector3D
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| 410 |
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| 411 | Returns true if \a v1 is not equal to \a v2; otherwise returns false.
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| 412 | This operator uses an exact floating-point comparison.
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| 413 | */
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| 414 |
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| 415 | /*!
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| 416 | \fn const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
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| 417 | \relates QVector3D
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| 418 |
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| 419 | Returns a QVector3D object that is the sum of the given vectors, \a v1
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| 420 | and \a v2; each component is added separately.
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| 421 |
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| 422 | \sa QVector3D::operator+=()
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| 423 | */
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| 424 |
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| 425 | /*!
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| 426 | \fn const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
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| 427 | \relates QVector3D
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| 428 |
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| 429 | Returns a QVector3D object that is formed by subtracting \a v2 from \a v1;
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| 430 | each component is subtracted separately.
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| 431 |
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| 432 | \sa QVector3D::operator-=()
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| 433 | */
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| 434 |
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| 435 | /*!
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| 436 | \fn const QVector3D operator*(qreal factor, const QVector3D &vector)
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| 437 | \relates QVector3D
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| 438 |
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| 439 | Returns a copy of the given \a vector, multiplied by the given \a factor.
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| 440 |
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| 441 | \sa QVector3D::operator*=()
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| 442 | */
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| 443 |
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| 444 | /*!
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| 445 | \fn const QVector3D operator*(const QVector3D &vector, qreal factor)
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| 446 | \relates QVector3D
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| 447 |
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| 448 | Returns a copy of the given \a vector, multiplied by the given \a factor.
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| 449 |
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| 450 | \sa QVector3D::operator*=()
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| 451 | */
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| 452 |
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| 453 | /*!
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| 454 | \fn const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
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| 455 | \relates QVector3D
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| 456 |
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| 457 | Multiplies the components of \a v1 by the corresponding components in \a v2.
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| 458 |
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| 459 | Note: this is not the same as the crossProduct() of \a v1 and \a v2.
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| 460 |
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| 461 | \sa QVector3D::crossProduct()
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| 462 | */
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| 463 |
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| 464 | /*!
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| 465 | \fn const QVector3D operator-(const QVector3D &vector)
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| 466 | \relates QVector3D
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| 467 | \overload
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| 468 |
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| 469 | Returns a QVector3D object that is formed by changing the sign of
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| 470 | all three components of the given \a vector.
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| 471 |
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| 472 | Equivalent to \c {QVector3D(0,0,0) - vector}.
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| 473 | */
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| 474 |
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| 475 | /*!
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|---|
| 476 | \fn const QVector3D operator/(const QVector3D &vector, qreal divisor)
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| 477 | \relates QVector3D
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| 478 |
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| 479 | Returns the QVector3D object formed by dividing all three components of
|
|---|
| 480 | the given \a vector by the given \a divisor.
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| 481 |
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| 482 | \sa QVector3D::operator/=()
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| 483 | */
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|---|
| 484 |
|
|---|
| 485 | /*!
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|---|
| 486 | \fn bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
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| 487 | \relates QVector3D
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|---|
| 488 |
|
|---|
| 489 | Returns true if \a v1 and \a v2 are equal, allowing for a small
|
|---|
| 490 | fuzziness factor for floating-point comparisons; false otherwise.
|
|---|
| 491 | */
|
|---|
| 492 |
|
|---|
| 493 | #ifndef QT_NO_VECTOR2D
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| 494 |
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|---|
| 495 | /*!
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|---|
| 496 | Returns the 2D vector form of this 3D vector, dropping the z coordinate.
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|---|
| 497 |
|
|---|
| 498 | \sa toVector4D(), toPoint()
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|---|
| 499 | */
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|---|
| 500 | QVector2D QVector3D::toVector2D() const
|
|---|
| 501 | {
|
|---|
| 502 | return QVector2D(xp, yp, 1);
|
|---|
| 503 | }
|
|---|
| 504 |
|
|---|
| 505 | #endif
|
|---|
| 506 |
|
|---|
| 507 | #ifndef QT_NO_VECTOR4D
|
|---|
| 508 |
|
|---|
| 509 | /*!
|
|---|
| 510 | Returns the 4D form of this 3D vector, with the w coordinate set to zero.
|
|---|
| 511 |
|
|---|
| 512 | \sa toVector2D(), toPoint()
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|---|
| 513 | */
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|---|
| 514 | QVector4D QVector3D::toVector4D() const
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|---|
| 515 | {
|
|---|
| 516 | return QVector4D(xp, yp, zp, 0.0f, 1);
|
|---|
| 517 | }
|
|---|
| 518 |
|
|---|
| 519 | #endif
|
|---|
| 520 |
|
|---|
| 521 | /*!
|
|---|
| 522 | \fn QPoint QVector3D::toPoint() const
|
|---|
| 523 |
|
|---|
| 524 | Returns the QPoint form of this 3D vector. The z coordinate
|
|---|
| 525 | is dropped.
|
|---|
| 526 |
|
|---|
| 527 | \sa toPointF(), toVector2D()
|
|---|
| 528 | */
|
|---|
| 529 |
|
|---|
| 530 | /*!
|
|---|
| 531 | \fn QPointF QVector3D::toPointF() const
|
|---|
| 532 |
|
|---|
| 533 | Returns the QPointF form of this 3D vector. The z coordinate
|
|---|
| 534 | is dropped.
|
|---|
| 535 |
|
|---|
| 536 | \sa toPoint(), toVector2D()
|
|---|
| 537 | */
|
|---|
| 538 |
|
|---|
| 539 | /*!
|
|---|
| 540 | Returns the 3D vector as a QVariant.
|
|---|
| 541 | */
|
|---|
| 542 | QVector3D::operator QVariant() const
|
|---|
| 543 | {
|
|---|
| 544 | return QVariant(QVariant::Vector3D, this);
|
|---|
| 545 | }
|
|---|
| 546 |
|
|---|
| 547 | /*!
|
|---|
| 548 | Returns the length of the vector from the origin.
|
|---|
| 549 |
|
|---|
| 550 | \sa lengthSquared(), normalized()
|
|---|
| 551 | */
|
|---|
| 552 | qreal QVector3D::length() const
|
|---|
| 553 | {
|
|---|
| 554 | return qSqrt(xp * xp + yp * yp + zp * zp);
|
|---|
| 555 | }
|
|---|
| 556 |
|
|---|
| 557 | /*!
|
|---|
| 558 | Returns the squared length of the vector from the origin.
|
|---|
| 559 | This is equivalent to the dot product of the vector with itself.
|
|---|
| 560 |
|
|---|
| 561 | \sa length(), dotProduct()
|
|---|
| 562 | */
|
|---|
| 563 | qreal QVector3D::lengthSquared() const
|
|---|
| 564 | {
|
|---|
| 565 | return xp * xp + yp * yp + zp * zp;
|
|---|
| 566 | }
|
|---|
| 567 |
|
|---|
| 568 | #ifndef QT_NO_DEBUG_STREAM
|
|---|
| 569 |
|
|---|
| 570 | QDebug operator<<(QDebug dbg, const QVector3D &vector)
|
|---|
| 571 | {
|
|---|
| 572 | dbg.nospace() << "QVector3D("
|
|---|
| 573 | << vector.x() << ", " << vector.y() << ", " << vector.z() << ')';
|
|---|
| 574 | return dbg.space();
|
|---|
| 575 | }
|
|---|
| 576 |
|
|---|
| 577 | #endif
|
|---|
| 578 |
|
|---|
| 579 | #ifndef QT_NO_DATASTREAM
|
|---|
| 580 |
|
|---|
| 581 | /*!
|
|---|
| 582 | \fn QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)
|
|---|
| 583 | \relates QVector3D
|
|---|
| 584 |
|
|---|
| 585 | Writes the given \a vector to the given \a stream and returns a
|
|---|
| 586 | reference to the stream.
|
|---|
| 587 |
|
|---|
| 588 | \sa {Format of the QDataStream Operators}
|
|---|
| 589 | */
|
|---|
| 590 |
|
|---|
| 591 | QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)
|
|---|
| 592 | {
|
|---|
| 593 | stream << double(vector.x()) << double(vector.y())
|
|---|
| 594 | << double(vector.z());
|
|---|
| 595 | return stream;
|
|---|
| 596 | }
|
|---|
| 597 |
|
|---|
| 598 | /*!
|
|---|
| 599 | \fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
|
|---|
| 600 | \relates QVector3D
|
|---|
| 601 |
|
|---|
| 602 | Reads a 3D vector from the given \a stream into the given \a vector
|
|---|
| 603 | and returns a reference to the stream.
|
|---|
| 604 |
|
|---|
| 605 | \sa {Format of the QDataStream Operators}
|
|---|
| 606 | */
|
|---|
| 607 |
|
|---|
| 608 | QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
|
|---|
| 609 | {
|
|---|
| 610 | double x, y, z;
|
|---|
| 611 | stream >> x;
|
|---|
| 612 | stream >> y;
|
|---|
| 613 | stream >> z;
|
|---|
| 614 | vector.setX(qreal(x));
|
|---|
| 615 | vector.setY(qreal(y));
|
|---|
| 616 | vector.setZ(qreal(z));
|
|---|
| 617 | return stream;
|
|---|
| 618 | }
|
|---|
| 619 |
|
|---|
| 620 | #endif // QT_NO_DATASTREAM
|
|---|
| 621 |
|
|---|
| 622 | #endif // QT_NO_VECTOR3D
|
|---|
| 623 |
|
|---|
| 624 | QT_END_NAMESPACE
|
|---|