1643 lines
39 KiB
C++
1643 lines
39 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// Copyright (C) 2020 Klarälvdalens Datakonsult AB, a KDAB Group company, info@kdab.com, author Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
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#include "qvectornd.h"
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#include <QtCore/qdatastream.h>
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#include <QtCore/qdebug.h>
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#include <QtCore/qvariant.h>
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#include <QtGui/qmatrix4x4.h>
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QT_BEGIN_NAMESPACE
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#ifndef QT_NO_VECTOR2D
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/*!
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\class QVector2D
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\brief The QVector2D class represents a vector or vertex in 2D space.
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\since 4.6
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\ingroup painting
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\ingroup painting-3D
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\inmodule QtGui
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Vectors are one of the main building blocks of 2D representation and
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drawing. They consist of two finite floating-point coordinates,
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traditionally called x and y.
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The QVector2D class can also be used to represent vertices in 2D space.
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We therefore do not need to provide a separate vertex class.
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\sa QVector3D, QVector4D, QQuaternion
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*/
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/*!
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\fn QVector2D::QVector2D()
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Constructs a null vector, i.e. with coordinates (0, 0).
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*/
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/*!
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\fn QVector2D::QVector2D(Qt::Initialization)
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\since 5.5
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\internal
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Constructs a vector without initializing the contents.
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*/
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/*!
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\fn QVector2D::QVector2D(float xpos, float ypos)
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Constructs a vector with coordinates (\a xpos, \a ypos).
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Both coordinates must be finite.
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*/
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/*!
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\fn QVector2D::QVector2D(QPoint point)
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Constructs a vector with x and y coordinates from a 2D \a point.
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*/
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/*!
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\fn QVector2D::QVector2D(QPointF point)
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Constructs a vector with x and y coordinates from a 2D \a point.
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*/
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#ifndef QT_NO_VECTOR3D
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/*!
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\fn QVector2D::QVector2D(QVector3D vector)
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Constructs a vector with x and y coordinates from a 3D \a vector.
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The z coordinate of \a vector is dropped.
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\sa toVector3D()
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*/
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#endif
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#ifndef QT_NO_VECTOR4D
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/*!
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\fn QVector2D::QVector2D(QVector4D vector)
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Constructs a vector with x and y coordinates from a 3D \a vector.
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The z and w coordinates of \a vector are dropped.
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\sa toVector4D()
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*/
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#endif
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/*!
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\fn bool QVector2D::isNull() const
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Returns \c true if the x and y coordinates are set to 0.0,
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otherwise returns \c false.
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*/
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/*!
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\fn float QVector2D::x() const
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Returns the x coordinate of this point.
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\sa setX(), y()
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*/
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/*!
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\fn float QVector2D::y() const
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Returns the y coordinate of this point.
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\sa setY(), x()
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*/
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/*!
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\fn void QVector2D::setX(float x)
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Sets the x coordinate of this point to the given finite \a x coordinate.
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\sa x(), setY()
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*/
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/*!
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\fn void QVector2D::setY(float y)
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Sets the y coordinate of this point to the given finite \a y coordinate.
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\sa y(), setX()
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*/
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/*! \fn float &QVector2D::operator[](int i)
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\since 5.2
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Returns the component of the vector at index position \a i
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as a modifiable reference.
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\a i must be a valid index position in the vector (i.e., 0 <= \a i
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< 2).
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*/
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/*! \fn float QVector2D::operator[](int i) const
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\since 5.2
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Returns the component of the vector at index position \a i.
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\a i must be a valid index position in the vector (i.e., 0 <= \a i
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< 2).
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*/
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/*!
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\fn float QVector2D::length() const
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Returns the length of the vector from the origin.
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\sa lengthSquared(), normalized()
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*/
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/*!
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\fn float QVector2D::lengthSquared() const
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Returns the squared length of the vector from the origin.
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This is equivalent to the dot product of the vector with itself.
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\sa length(), dotProduct()
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*/
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/*!
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\fn QVector2D QVector2D::normalized() const
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Returns the normalized unit vector form of this vector.
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If this vector is null, then a null vector is returned. If the length
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of the vector is very close to 1, then the vector will be returned as-is.
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Otherwise the normalized form of the vector of length 1 will be returned.
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\sa length(), normalize()
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*/
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/*!
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\fn void QVector2D::normalize()
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Normalizes the current vector in place. Nothing happens if this
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vector is a null vector or the length of the vector is very close to 1.
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\sa length(), normalized()
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*/
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/*!
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\fn float QVector2D::distanceToPoint(QVector2D point) const
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\since 5.1
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Returns the distance from this vertex to a point defined by
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the vertex \a point.
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\sa distanceToLine()
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*/
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/*!
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\fn float QVector2D::distanceToLine(QVector2D point, QVector2D direction) const
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\since 5.1
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Returns the distance that this vertex is from a line defined
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by \a point and the unit vector \a direction.
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If \a direction is a null vector, then it does not define a line.
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In that case, the distance from \a point to this vertex is returned.
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\sa distanceToPoint()
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*/
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/*!
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\fn QVector2D &QVector2D::operator+=(QVector2D vector)
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Adds the given \a vector to this vector and returns a reference to
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this vector.
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\sa operator-=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator-=(QVector2D vector)
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Subtracts the given \a vector from this vector and returns a reference to
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this vector.
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\sa operator+=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator*=(float factor)
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Multiplies this vector's coordinates by the given finite \a factor and
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returns a reference to this vector.
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\sa operator/=(), operator*()
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*/
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/*!
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\fn QVector2D &QVector2D::operator*=(QVector2D vector)
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Multiplies each component of this vector by the corresponding component of
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\a vector and returns a reference to this vector.
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\note This is not a cross product of this vector with \a vector. (Its
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components add up to the dot product of this vector and \a vector.)
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\sa operator/=(), operator*()
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*/
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/*!
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\fn QVector2D &QVector2D::operator/=(float divisor)
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Divides this vector's coordinates by the given \a divisor and returns a
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reference to this vector. The \a divisor must not be either zero or NaN.
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\sa operator*=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator/=(QVector2D vector)
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\since 5.5
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Divides each component of this vector by the corresponding component of \a
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vector and returns a reference to this vector.
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The \a vector must have no component that is either zero or NaN.
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\sa operator*=(), operator/()
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*/
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/*!
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\fn float QVector2D::dotProduct(QVector2D v1, QVector2D v2)
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Returns the dot product of \a v1 and \a v2.
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*/
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/*!
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\fn bool QVector2D::operator==(QVector2D v1, QVector2D v2)
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Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false.
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This operator uses an exact floating-point comparison.
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*/
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/*!
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\fn bool QVector2D::operator!=(QVector2D v1, QVector2D v2)
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Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
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This operator uses an exact floating-point comparison.
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator+(QVector2D v1, QVector2D v2)
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Returns a QVector2D object that is the sum of the given vectors, \a v1
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and \a v2; each component is added separately.
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\sa QVector2D::operator+=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator-(QVector2D v1, QVector2D v2)
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Returns a QVector2D object that is formed by subtracting \a v2 from \a v1;
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each component is subtracted separately.
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\sa QVector2D::operator-=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator*(float factor, QVector2D vector)
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Returns a copy of the given \a vector, multiplied by the given finite \a factor.
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\sa QVector2D::operator*=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator*(QVector2D vector, float factor)
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Returns a copy of the given \a vector, multiplied by the given finite \a factor.
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\sa QVector2D::operator*=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator*(QVector2D v1, QVector2D v2)
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Returns the QVector2D object formed by multiplying each component of \a v1
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by the corresponding component of \a v2.
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\note This is not a cross product of \a v1 and \a v2 in any sense.
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(Its components add up to the dot product of \a v1 and \a v2.)
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\sa QVector2D::operator*=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator-(QVector2D vector)
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\overload
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Returns a QVector2D object that is formed by changing the sign of each
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component of the given \a vector.
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Equivalent to \c {QVector2D(0,0) - vector}.
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator/(QVector2D vector, float divisor)
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Returns the QVector2D object formed by dividing each component of the given
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\a vector by the given \a divisor.
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The \a divisor must not be either zero or NaN.
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\sa QVector2D::operator/=()
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*/
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/*! //! friend
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\fn const QVector2D QVector2D::operator/(QVector2D vector, QVector2D divisor)
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\since 5.5
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Returns the QVector2D object formed by dividing each component of the given
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\a vector by the corresponding component of the given \a divisor.
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The \a divisor must have no component that is either zero or NaN.
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\sa QVector2D::operator/=()
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*/
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/*! //! friend
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\fn bool QVector2D::qFuzzyCompare(QVector2D v1, QVector2D v2)
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Returns \c true if \a v1 and \a v2 are equal, allowing for a small
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fuzziness factor for floating-point comparisons; false otherwise.
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*/
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bool qFuzzyCompare(QVector2D v1, QVector2D v2) noexcept
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{
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return qFuzzyCompare(v1.v[0], v2.v[0]) && qFuzzyCompare(v1.v[1], v2.v[1]);
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}
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#ifndef QT_NO_VECTOR3D
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/*!
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\fn QVector3D QVector2D::toVector3D() const
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Returns the 3D form of this 2D vector, with the z coordinate set to zero.
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\sa toVector4D(), toPoint()
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*/
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#endif
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#ifndef QT_NO_VECTOR4D
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/*!
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\fn QVector4D QVector2D::toVector4D() const
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Returns the 4D form of this 2D vector, with the z and w coordinates set to zero.
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\sa toVector3D(), toPoint()
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*/
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#endif
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/*!
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\fn QPoint QVector2D::toPoint() const
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Returns the QPoint form of this 2D vector.
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Each coordinate is rounded to the nearest integer.
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\sa toPointF(), toVector3D()
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*/
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/*!
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\fn QPointF QVector2D::toPointF() const
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Returns the QPointF form of this 2D vector.
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\sa toPoint(), toVector3D()
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*/
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/*!
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Returns the 2D vector as a QVariant.
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*/
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QVector2D::operator QVariant() const
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{
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return QVariant::fromValue(*this);
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}
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#ifndef QT_NO_DEBUG_STREAM
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QDebug operator<<(QDebug dbg, QVector2D vector)
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{
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QDebugStateSaver saver(dbg);
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dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
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return dbg;
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}
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#endif
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#ifndef QT_NO_DATASTREAM
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/*!
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\fn QDataStream &operator<<(QDataStream &stream, QVector2D vector)
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\relates QVector2D
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Writes the given \a vector to the given \a stream and returns a
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reference to the stream.
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\sa {Serializing Qt Data Types}
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*/
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QDataStream &operator<<(QDataStream &stream, QVector2D vector)
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{
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stream << vector.x() << vector.y();
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return stream;
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}
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/*!
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\fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
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\relates QVector2D
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Reads a 2D vector from the given \a stream into the given \a vector
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and returns a reference to the stream.
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\sa {Serializing Qt Data Types}
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*/
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QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
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{
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float x, y;
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stream >> x;
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stream >> y;
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Q_ASSERT(qIsFinite(x) && qIsFinite(y));
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vector.setX(x);
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vector.setY(y);
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return stream;
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}
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#endif // QT_NO_DATASTREAM
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#endif // QT_NO_VECTOR2D
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#ifndef QT_NO_VECTOR3D
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/*!
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\class QVector3D
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\brief The QVector3D class represents a vector or vertex in 3D space.
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\since 4.6
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\ingroup painting-3D
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\inmodule QtGui
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Vectors are one of the main building blocks of 3D representation and
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drawing. They consist of three finite floating-point coordinates,
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traditionally called x, y, and z.
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The QVector3D class can also be used to represent vertices in 3D space.
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We therefore do not need to provide a separate vertex class.
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\sa QVector2D, QVector4D, QQuaternion
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*/
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/*!
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\fn QVector3D::QVector3D()
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Constructs a null vector, i.e. with coordinates (0, 0, 0).
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*/
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/*!
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\fn QVector3D::QVector3D(Qt::Initialization)
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\since 5.5
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\internal
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Constructs a vector without initializing the contents.
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*/
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/*!
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\fn QVector3D::QVector3D(float xpos, float ypos, float zpos)
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Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos).
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All parameters must be finite.
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*/
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/*!
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\fn QVector3D::QVector3D(QPoint point)
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Constructs a vector with x and y coordinates from a 2D \a point, and a
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z coordinate of 0.
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*/
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/*!
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\fn QVector3D::QVector3D(QPointF point)
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Constructs a vector with x and y coordinates from a 2D \a point, and a
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z coordinate of 0.
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*/
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#ifndef QT_NO_VECTOR2D
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/*!
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\fn QVector3D::QVector3D(QVector2D vector)
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Constructs a 3D vector from the specified 2D \a vector. The z
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coordinate is set to zero.
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\sa toVector2D()
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*/
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/*!
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\fn QVector3D::QVector3D(QVector2D vector, float zpos)
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Constructs a 3D vector from the specified 2D \a vector. The z
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coordinate is set to \a zpos, which must be finite.
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\sa toVector2D()
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*/
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#endif
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#ifndef QT_NO_VECTOR4D
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/*!
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\fn QVector3D::QVector3D(QVector4D vector)
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Constructs a 3D vector from the specified 4D \a vector. The w
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coordinate is dropped.
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\sa toVector4D()
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*/
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#endif
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/*!
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\fn bool QVector3D::isNull() const
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Returns \c true if the x, y, and z coordinates are set to 0.0,
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otherwise returns \c false.
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*/
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/*!
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\fn float QVector3D::x() const
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Returns the x coordinate of this point.
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\sa setX(), y(), z()
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*/
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/*!
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\fn float QVector3D::y() const
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Returns the y coordinate of this point.
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\sa setY(), x(), z()
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*/
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/*!
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\fn float QVector3D::z() const
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Returns the z coordinate of this point.
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|
|
\sa setZ(), x(), y()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector3D::setX(float x)
|
|
|
|
Sets the x coordinate of this point to the given finite \a x coordinate.
|
|
|
|
\sa x(), setY(), setZ()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector3D::setY(float y)
|
|
|
|
Sets the y coordinate of this point to the given finite \a y coordinate.
|
|
|
|
\sa y(), setX(), setZ()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector3D::setZ(float z)
|
|
|
|
Sets the z coordinate of this point to the given finite \a z coordinate.
|
|
|
|
\sa z(), setX(), setY()
|
|
*/
|
|
|
|
/*! \fn float &QVector3D::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
|
|
< 3).
|
|
*/
|
|
|
|
/*! \fn float QVector3D::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
|
|
< 3).
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D QVector3D::normalized() const
|
|
|
|
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()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector3D::normalize()
|
|
|
|
Normalizes the current 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()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator+=(QVector3D vector)
|
|
|
|
Adds the given \a vector to this vector and returns a reference to
|
|
this vector.
|
|
|
|
\sa operator-=()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator-=(QVector3D vector)
|
|
|
|
Subtracts the given \a vector from this vector and returns a reference to
|
|
this vector.
|
|
|
|
\sa operator+=()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator*=(float factor)
|
|
|
|
Multiplies this vector's coordinates by the given finite \a factor and
|
|
returns a reference to this vector.
|
|
|
|
\sa operator/=(), operator*()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator*=(QVector3D vector)
|
|
\overload
|
|
|
|
Multiplies each component of this vector by the corresponding component in
|
|
\a vector and returns a reference to this vector.
|
|
|
|
Note: this is not the same as the crossProduct() of this vector and
|
|
\a vector. (Its components add up to the dot product of this vector and
|
|
\a vector.)
|
|
|
|
\sa crossProduct(), operator/=(), operator*()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator/=(float divisor)
|
|
|
|
Divides this vector's coordinates by the given \a divisor, and returns a
|
|
reference to this vector. The \a divisor must not be either zero or NaN.
|
|
|
|
\sa operator*=(), operator/()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D &QVector3D::operator/=(QVector3D vector)
|
|
\since 5.5
|
|
|
|
Divides each component of this vector by the corresponding component in \a
|
|
vector and returns a reference to this vector.
|
|
|
|
The \a vector must have no component that is either zero or NaN.
|
|
|
|
\sa operator*=(), operator/()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector3D::dotProduct(QVector3D v1, QVector3D v2)
|
|
|
|
Returns the dot product of \a v1 and \a v2.
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D QVector3D::crossProduct(QVector3D v1, QVector3D v2)
|
|
|
|
Returns the cross-product of vectors \a v1 and \a v2, which is normal to the
|
|
plane spanned by \a v1 and \a v2. It will be zero if the two vectors are
|
|
parallel.
|
|
|
|
\sa normal()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2)
|
|
|
|
Returns the unit normal vector of a plane spanned by vectors \a v1 and \a
|
|
v2, which must not be parallel to one another.
|
|
|
|
Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you
|
|
do not need the result to be normalized to a unit vector.
|
|
|
|
\sa crossProduct(), distanceToPlane()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D QVector3D::normal(QVector3D v1, QVector3D v2, QVector3D v3)
|
|
|
|
Returns the unit normal vector of a plane spanned by vectors \a v2 - \a v1
|
|
and \a v3 - \a v1, which must not be parallel to one another.
|
|
|
|
Use crossProduct() to compute the cross-product of \a v2 - \a v1 and
|
|
\a v3 - \a v1 if you do not need the result to be normalized to a
|
|
unit vector.
|
|
|
|
\sa crossProduct(), distanceToPlane()
|
|
*/
|
|
|
|
/*!
|
|
\since 5.5
|
|
|
|
Returns the window coordinates of this vector initially in object/model
|
|
coordinates using the model view matrix \a modelView, the projection matrix
|
|
\a projection and the viewport dimensions \a viewport.
|
|
|
|
When transforming from clip to normalized space, a division by the w
|
|
component on the vector components takes place. To prevent dividing by 0 if
|
|
w equals to 0, it is set to 1.
|
|
|
|
\note the returned y coordinates are in OpenGL orientation. OpenGL expects
|
|
the bottom to be 0 whereas for Qt top is 0.
|
|
|
|
\sa unproject()
|
|
*/
|
|
QVector3D QVector3D::project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
|
|
{
|
|
QVector4D tmp(*this, 1.0f);
|
|
tmp = projection * modelView * tmp;
|
|
if (qFuzzyIsNull(tmp.w()))
|
|
tmp.setW(1.0f);
|
|
tmp /= tmp.w();
|
|
|
|
tmp = tmp * 0.5f + QVector4D(0.5f, 0.5f, 0.5f, 0.5f);
|
|
tmp.setX(tmp.x() * viewport.width() + viewport.x());
|
|
tmp.setY(tmp.y() * viewport.height() + viewport.y());
|
|
|
|
return tmp.toVector3D();
|
|
}
|
|
|
|
/*!
|
|
\since 5.5
|
|
|
|
Returns the object/model coordinates of this vector initially in window
|
|
coordinates using the model view matrix \a modelView, the projection matrix
|
|
\a projection and the viewport dimensions \a viewport.
|
|
|
|
When transforming from clip to normalized space, a division by the w
|
|
component of the vector components takes place. To prevent dividing by 0 if
|
|
w equals to 0, it is set to 1.
|
|
|
|
\note y coordinates in \a viewport should use OpenGL orientation. OpenGL
|
|
expects the bottom to be 0 whereas for Qt top is 0.
|
|
|
|
\sa project()
|
|
*/
|
|
QVector3D QVector3D::unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const
|
|
{
|
|
QMatrix4x4 inverse = QMatrix4x4( projection * modelView ).inverted();
|
|
|
|
QVector4D tmp(*this, 1.0f);
|
|
tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width()));
|
|
tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height()));
|
|
tmp = tmp * 2.0f - QVector4D(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
QVector4D obj = inverse * tmp;
|
|
if (qFuzzyIsNull(obj.w()))
|
|
obj.setW(1.0f);
|
|
obj /= obj.w();
|
|
return obj.toVector3D();
|
|
}
|
|
|
|
/*!
|
|
\fn float QVector3D::distanceToPoint(QVector3D point) const
|
|
|
|
\since 5.1
|
|
|
|
Returns the distance from this vertex to a point defined by
|
|
the vertex \a point.
|
|
|
|
\sa distanceToPlane(), distanceToLine()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector3D::distanceToPlane(QVector3D plane, QVector3D normal) const
|
|
|
|
Returns the distance from this vertex to a plane defined by
|
|
the vertex \a plane and a \a normal unit vector. The \a normal
|
|
parameter is assumed to have been normalized to a unit vector.
|
|
|
|
The return value will be negative if the vertex is below the plane,
|
|
or zero if it is on the plane.
|
|
|
|
\sa normal(), distanceToLine()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector3D::distanceToPlane(QVector3D plane1, QVector3D plane2, QVector3D plane3) const
|
|
|
|
Returns the distance from this vertex to a plane defined by
|
|
the vertices \a plane1, \a plane2 and \a plane3.
|
|
|
|
The return value will be negative if the vertex is below the plane,
|
|
or zero if it is on the plane.
|
|
|
|
The two vectors that define the plane are \a plane2 - \a plane1
|
|
and \a plane3 - \a plane1.
|
|
|
|
\sa normal(), distanceToLine()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector3D::distanceToLine(QVector3D point, QVector3D direction) const
|
|
|
|
Returns the distance that this vertex is from a line defined
|
|
by \a point and the unit vector \a direction.
|
|
|
|
If \a direction is a null vector, then it does not define a line.
|
|
In that case, the distance from \a point to this vertex is returned.
|
|
|
|
\sa distanceToPlane()
|
|
*/
|
|
|
|
/*!
|
|
\fn bool QVector3D::operator==(QVector3D v1, QVector3D v2)
|
|
|
|
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 QVector3D::operator!=(QVector3D v1, QVector3D v2)
|
|
|
|
Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
|
|
This operator uses an exact floating-point comparison.
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator+(QVector3D v1, QVector3D v2)
|
|
|
|
Returns a QVector3D object that is the sum of the given vectors, \a v1
|
|
and \a v2; each component is added separately.
|
|
|
|
\sa QVector3D::operator+=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator-(QVector3D v1, QVector3D v2)
|
|
|
|
Returns a QVector3D object that is formed by subtracting \a v2 from \a v1;
|
|
each component is subtracted separately.
|
|
|
|
\sa QVector3D::operator-=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator*(float factor, QVector3D vector)
|
|
|
|
Returns a copy of the given \a vector, multiplied by the given finite \a factor.
|
|
|
|
\sa QVector3D::operator*=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator*(QVector3D vector, float factor)
|
|
|
|
Returns a copy of the given \a vector, multiplied by the given finite \a factor.
|
|
|
|
\sa QVector3D::operator*=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator*(QVector3D v1, QVector3D v2)
|
|
|
|
Returns the QVector3D object formed by multiplying each component of \a v1
|
|
by the corresponding component of \a v2.
|
|
|
|
\note This is not the same as the crossProduct() of \a v1 and \a v2.
|
|
(Its components add up to the dot product of \a v1 and \a v2.)
|
|
|
|
\sa QVector3D::crossProduct()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator-(QVector3D vector)
|
|
\overload
|
|
|
|
Returns a QVector3D object that is formed by changing the sign of each
|
|
component of the given \a vector.
|
|
|
|
Equivalent to \c {QVector3D(0,0,0) - vector}.
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator/(QVector3D vector, float divisor)
|
|
|
|
Returns the QVector3D object formed by dividing each component of the given
|
|
\a vector by the given \a divisor.
|
|
|
|
The \a divisor must not be either zero or NaN.
|
|
|
|
\sa QVector3D::operator/=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector3D QVector3D::operator/(QVector3D vector, QVector3D divisor)
|
|
\since 5.5
|
|
|
|
Returns the QVector3D object formed by dividing each component of the given
|
|
\a vector by the corresponding component of the given \a divisor.
|
|
|
|
The \a divisor must have no component that is either zero or NaN.
|
|
|
|
\sa QVector3D::operator/=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn bool QVector3D::qFuzzyCompare(QVector3D v1, QVector3D v2)
|
|
|
|
Returns \c true if \a v1 and \a v2 are equal, allowing for a small
|
|
fuzziness factor for floating-point comparisons; false otherwise.
|
|
*/
|
|
bool qFuzzyCompare(QVector3D v1, QVector3D v2) noexcept
|
|
{
|
|
return qFuzzyCompare(v1.v[0], v2.v[0]) &&
|
|
qFuzzyCompare(v1.v[1], v2.v[1]) &&
|
|
qFuzzyCompare(v1.v[2], v2.v[2]);
|
|
}
|
|
|
|
#ifndef QT_NO_VECTOR2D
|
|
|
|
/*!
|
|
\fn QVector2D QVector3D::toVector2D() const
|
|
|
|
Returns the 2D vector form of this 3D vector, dropping the z coordinate.
|
|
|
|
\sa toVector4D(), toPoint()
|
|
*/
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_VECTOR4D
|
|
|
|
/*!
|
|
\fn QVector4D QVector3D::toVector4D() const
|
|
|
|
Returns the 4D form of this 3D vector, with the w coordinate set to zero.
|
|
|
|
\sa toVector2D(), toPoint()
|
|
*/
|
|
|
|
#endif
|
|
|
|
/*!
|
|
\fn QPoint QVector3D::toPoint() const
|
|
|
|
Returns the QPoint form of this 3D vector. The z coordinate is dropped. The
|
|
x and y coordinates are rounded to nearest integers.
|
|
|
|
\sa toPointF(), toVector2D()
|
|
*/
|
|
|
|
/*!
|
|
\fn QPointF QVector3D::toPointF() const
|
|
|
|
Returns the QPointF form of this 3D vector. The z coordinate
|
|
is dropped.
|
|
|
|
\sa toPoint(), toVector2D()
|
|
*/
|
|
|
|
/*!
|
|
Returns the 3D vector as a QVariant.
|
|
*/
|
|
QVector3D::operator QVariant() const
|
|
{
|
|
return QVariant::fromValue(*this);
|
|
}
|
|
|
|
/*!
|
|
\fn float QVector3D::length() const
|
|
|
|
Returns the length of the vector from the origin.
|
|
|
|
\sa lengthSquared(), normalized()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector3D::lengthSquared() const
|
|
|
|
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()
|
|
*/
|
|
|
|
#ifndef QT_NO_DEBUG_STREAM
|
|
|
|
QDebug operator<<(QDebug dbg, QVector3D vector)
|
|
{
|
|
QDebugStateSaver saver(dbg);
|
|
dbg.nospace() << "QVector3D("
|
|
<< vector.x() << ", " << vector.y() << ", " << vector.z() << ')';
|
|
return dbg;
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_DATASTREAM
|
|
|
|
/*!
|
|
\fn QDataStream &operator<<(QDataStream &stream, QVector3D vector)
|
|
\relates QVector3D
|
|
|
|
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, QVector3D vector)
|
|
{
|
|
stream << vector.x() << vector.y() << vector.z();
|
|
return stream;
|
|
}
|
|
|
|
/*!
|
|
\fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector)
|
|
\relates QVector3D
|
|
|
|
Reads a 3D 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, QVector3D &vector)
|
|
{
|
|
float x, y, z;
|
|
stream >> x;
|
|
stream >> y;
|
|
stream >> z;
|
|
Q_ASSERT(qIsFinite(x) && qIsFinite(y) && qIsFinite(z));
|
|
vector.setX(x);
|
|
vector.setY(y);
|
|
vector.setZ(z);
|
|
return stream;
|
|
}
|
|
|
|
#endif // QT_NO_DATASTREAM
|
|
|
|
#endif // QT_NO_VECTOR3D
|
|
|
|
|
|
|
|
#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
|
|
|
|
Vectors are one of the main building blocks of 4D affine representations of
|
|
3D space. They consist of four finite floating-point coordinates,
|
|
traditionally called x, y, z and w.
|
|
|
|
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).
|
|
All parameters must be finite.
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D::QVector4D(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(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
|
|
|
|
/*!
|
|
\fn QVector4D::QVector4D(QVector2D vector)
|
|
|
|
Constructs a 4D vector from the specified 2D \a vector. The z
|
|
and w coordinates are set to zero.
|
|
|
|
\sa toVector2D()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D::QVector4D(QVector2D vector, float zpos, float wpos)
|
|
|
|
Constructs a 4D vector from the specified 2D \a vector. The z
|
|
and w coordinates are set to \a zpos and \a wpos respectively,
|
|
each of which must be finite.
|
|
|
|
\sa toVector2D()
|
|
*/
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_VECTOR3D
|
|
|
|
/*!
|
|
\fn QVector4D::QVector4D(QVector3D vector)
|
|
|
|
Constructs a 4D vector from the specified 3D \a vector. The w
|
|
coordinate is set to zero.
|
|
|
|
\sa toVector3D()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D::QVector4D(QVector3D vector, float wpos)
|
|
|
|
Constructs a 4D vector from the specified 3D \a vector. The w
|
|
coordinate is set to \a wpos, which must be finite.
|
|
|
|
\sa toVector3D()
|
|
*/
|
|
|
|
#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 finite \a x coordinate.
|
|
|
|
\sa x(), setY(), setZ(), setW()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector4D::setY(float y)
|
|
|
|
Sets the y coordinate of this point to the given finite \a y coordinate.
|
|
|
|
\sa y(), setX(), setZ(), setW()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector4D::setZ(float z)
|
|
|
|
Sets the z coordinate of this point to the given finite \a z coordinate.
|
|
|
|
\sa z(), setX(), setY(), setW()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector4D::setW(float w)
|
|
|
|
Sets the w coordinate of this point to the given finite \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).
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector4D::length() const
|
|
|
|
Returns the length of the vector from the origin.
|
|
|
|
\sa lengthSquared(), normalized()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector4D::lengthSquared() const
|
|
|
|
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()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D QVector4D::normalized() const
|
|
|
|
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()
|
|
*/
|
|
|
|
/*!
|
|
\fn void QVector4D::normalize()
|
|
|
|
Normalizes the current 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()
|
|
*/
|
|
|
|
|
|
/*!
|
|
\fn QVector4D &QVector4D::operator+=(QVector4D vector)
|
|
|
|
Adds the given \a vector to this vector and returns a reference to
|
|
this vector.
|
|
|
|
\sa operator-=()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D &QVector4D::operator-=(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 finite \a factor, and
|
|
returns a reference to this vector.
|
|
|
|
\sa operator/=(), operator*()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D &QVector4D::operator*=(QVector4D vector)
|
|
|
|
Multiplies each component of this vector by the corresponding component of
|
|
\a vector and returns a reference to this vector.
|
|
|
|
\sa operator/=(), operator*()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D &QVector4D::operator/=(float divisor)
|
|
|
|
Divides this vector's coordinates by the given \a divisor, and returns a
|
|
reference to this vector. The \a divisor must not be either zero or NaN.
|
|
|
|
\sa operator*=()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector4D &QVector4D::operator/=(QVector4D vector)
|
|
\since 5.5
|
|
|
|
Divides each component of this vector by the corresponding component of \a
|
|
vector and returns a reference to this vector.
|
|
|
|
The \a vector must have no component that is either zero or NaN.
|
|
|
|
\sa operator*=(), operator/()
|
|
*/
|
|
|
|
/*!
|
|
\fn float QVector4D::dotProduct(QVector4D v1, QVector4D v2)
|
|
|
|
Returns the dot product of \a v1 and \a v2.
|
|
*/
|
|
|
|
/*!
|
|
\fn bool QVector4D::operator==(QVector4D v1, QVector4D v2)
|
|
|
|
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 QVector4D::operator!=(QVector4D v1, QVector4D v2)
|
|
|
|
Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false.
|
|
This operator uses an exact floating-point comparison.
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator+(QVector4D v1, QVector4D v2)
|
|
|
|
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+=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator-(QVector4D v1, QVector4D v2)
|
|
|
|
Returns a QVector4D object that is formed by subtracting \a v2 from \a v1;
|
|
each component is subtracted separately.
|
|
|
|
\sa QVector4D::operator-=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator*(float factor, QVector4D vector)
|
|
|
|
Returns a copy of the given \a vector, multiplied by the given \a factor.
|
|
|
|
\sa QVector4D::operator*=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator*(QVector4D vector, float factor)
|
|
|
|
Returns a copy of the given \a vector, multiplied by the given \a factor.
|
|
|
|
\sa QVector4D::operator*=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator*(QVector4D v1, QVector4D v2)
|
|
|
|
Returns the QVector4D object formed by multiplying each component of \a v1
|
|
by the corresponding component of \a v2.
|
|
|
|
\note This is not a cross product of \a v1 and \a v2 in any sense.
|
|
(Its components add up to the dot product of \a v1 and \a v2.)
|
|
|
|
\sa QVector4D::operator*=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator-(QVector4D vector)
|
|
\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}.
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator/(QVector4D vector, float divisor)
|
|
|
|
Returns the QVector4D object formed by dividing each component of the given
|
|
\a vector by the given \a divisor.
|
|
|
|
The \a divisor must not be either zero or NaN.
|
|
|
|
\sa QVector4D::operator/=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn const QVector4D QVector4D::operator/(QVector4D vector, QVector4D divisor)
|
|
\since 5.5
|
|
|
|
Returns the QVector4D object formed by dividing each component of the given
|
|
\a vector by the corresponding component of the given \a divisor.
|
|
|
|
The \a divisor must have no component that is either zero or NaN.
|
|
|
|
\sa QVector4D::operator/=()
|
|
*/
|
|
|
|
/*! //! friend
|
|
\fn bool QVector4D::qFuzzyCompare(QVector4D v1, QVector4D v2)
|
|
|
|
Returns \c true if \a v1 and \a v2 are equal, allowing for a small
|
|
fuzziness factor for floating-point comparisons; false otherwise.
|
|
*/
|
|
bool qFuzzyCompare(QVector4D v1, QVector4D v2) noexcept
|
|
{
|
|
return qFuzzyCompare(v1.v[0], v2.v[0]) &&
|
|
qFuzzyCompare(v1.v[1], v2.v[1]) &&
|
|
qFuzzyCompare(v1.v[2], v2.v[2]) &&
|
|
qFuzzyCompare(v1.v[3], v2.v[3]);
|
|
}
|
|
|
|
#ifndef QT_NO_VECTOR2D
|
|
|
|
/*!
|
|
\fn QVector2D QVector4D::toVector2D() const
|
|
|
|
Returns the 2D vector form of this 4D vector, dropping the z and w coordinates.
|
|
|
|
\sa toVector2DAffine(), toVector3D(), toPoint()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector2D QVector4D::toVector2DAffine() const
|
|
|
|
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()
|
|
*/
|
|
|
|
#endif
|
|
|
|
#ifndef QT_NO_VECTOR3D
|
|
|
|
/*!
|
|
\fn QVector3D QVector4D::toVector3D() const
|
|
|
|
Returns the 3D vector form of this 4D vector, dropping the w coordinate.
|
|
|
|
\sa toVector3DAffine(), toVector2D(), toPoint()
|
|
*/
|
|
|
|
/*!
|
|
\fn QVector3D QVector4D::toVector3DAffine() const
|
|
|
|
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()
|
|
*/
|
|
|
|
#endif
|
|
|
|
/*!
|
|
\fn QPoint QVector4D::toPoint() const
|
|
|
|
Returns the QPoint form of this 4D vector. The z and w coordinates are
|
|
dropped. The x and y coordinates are rounded to nearest integers.
|
|
|
|
\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::fromValue(*this);
|
|
}
|
|
|
|
#ifndef QT_NO_DEBUG_STREAM
|
|
|
|
QDebug operator<<(QDebug dbg, 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, 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, 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;
|
|
Q_ASSERT(qIsFinite(x) && qIsFinite(y) && qIsFinite(z) && qIsFinite(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
|