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| |
| #ifndef QVECTOR3D_H |
| #define QVECTOR3D_H |
| |
| #include <QtGui/qtguiglobal.h> |
| #include <QtCore/qpoint.h> |
| #include <QtCore/qmetatype.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| |
| class QMatrix4x4; |
| class QVector2D; |
| class QVector4D; |
| class QRect; |
| |
| #ifndef QT_NO_VECTOR3D |
| |
| class Q_GUI_EXPORT QVector3D |
| { |
| public: |
| Q_DECL_CONSTEXPR QVector3D(); |
| explicit QVector3D(Qt::Initialization) {} |
| Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : v{xpos, ypos, zpos} {} |
| |
| Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point); |
| Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point); |
| #ifndef QT_NO_VECTOR2D |
| QVector3D(const QVector2D& vector); |
| QVector3D(const QVector2D& vector, float zpos); |
| #endif |
| #ifndef QT_NO_VECTOR4D |
| explicit QVector3D(const QVector4D& vector); |
| #endif |
| |
| bool isNull() const; |
| |
| Q_DECL_CONSTEXPR float x() const; |
| Q_DECL_CONSTEXPR float y() const; |
| Q_DECL_CONSTEXPR float z() const; |
| |
| void setX(float x); |
| void setY(float y); |
| void setZ(float z); |
| |
| float &operator[](int i); |
| float operator[](int i) const; |
| |
| float length() const; |
| float lengthSquared() const; |
| |
| QVector3D normalized() const; |
| void normalize(); |
| |
| QVector3D &operator+=(const QVector3D &vector); |
| QVector3D &operator-=(const QVector3D &vector); |
| QVector3D &operator*=(float factor); |
| QVector3D &operator*=(const QVector3D& vector); |
| QVector3D &operator/=(float divisor); |
| inline QVector3D &operator/=(const QVector3D &vector); |
| |
| static float dotProduct(const QVector3D& v1, const QVector3D& v2); //In Qt 6 convert to inline and constexpr |
| static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); //in Qt 6 convert to inline and constexpr |
| |
| static QVector3D normal(const QVector3D& v1, const QVector3D& v2); |
| static QVector3D normal |
| (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3); |
| |
| QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; |
| QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const; |
| |
| float distanceToPoint(const QVector3D& point) const; |
| float distanceToPlane(const QVector3D& plane, const QVector3D& normal) const; |
| float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const; |
| float distanceToLine(const QVector3D& point, const QVector3D& direction) const; |
| |
| Q_DECL_CONSTEXPR friend inline bool operator==(const QVector3D &v1, const QVector3D &v2); |
| Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator*(float factor, const QVector3D &vector); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator*(const QVector3D &vector, float factor); |
| Q_DECL_CONSTEXPR friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &vector); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, float divisor); |
| Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor); |
| |
| Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2); |
| |
| #ifndef QT_NO_VECTOR2D |
| QVector2D toVector2D() const; |
| #endif |
| #ifndef QT_NO_VECTOR4D |
| QVector4D toVector4D() const; |
| #endif |
| |
| Q_DECL_CONSTEXPR QPoint toPoint() const; |
| Q_DECL_CONSTEXPR QPointF toPointF() const; |
| |
| operator QVariant() const; |
| |
| private: |
| float v[3]; |
| |
| friend class QVector2D; |
| friend class QVector4D; |
| #ifndef QT_NO_MATRIX4X4 |
| friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); |
| friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); |
| #endif |
| }; |
| |
| Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE); |
| |
| Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : v{0.0f, 0.0f, 0.0f} {} |
| |
| Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : v{float(point.x()), float(point.y()), float(0.0f)} {} |
| |
| Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : v{float(point.x()), float(point.y()), 0.0f} {} |
| |
| inline bool QVector3D::isNull() const |
| { |
| return qIsNull(v[0]) && qIsNull(v[1]) && qIsNull(v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline float QVector3D::x() const { return v[0]; } |
| Q_DECL_CONSTEXPR inline float QVector3D::y() const { return v[1]; } |
| Q_DECL_CONSTEXPR inline float QVector3D::z() const { return v[2]; } |
| |
| inline void QVector3D::setX(float aX) { v[0] = aX; } |
| inline void QVector3D::setY(float aY) { v[1] = aY; } |
| inline void QVector3D::setZ(float aZ) { v[2] = aZ; } |
| |
| inline float &QVector3D::operator[](int i) |
| { |
| Q_ASSERT(uint(i) < 3u); |
| return v[i]; |
| } |
| |
| inline float QVector3D::operator[](int i) const |
| { |
| Q_ASSERT(uint(i) < 3u); |
| return v[i]; |
| } |
| |
| inline QVector3D &QVector3D::operator+=(const QVector3D &vector) |
| { |
| v[0] += vector.v[0]; |
| v[1] += vector.v[1]; |
| v[2] += vector.v[2]; |
| return *this; |
| } |
| |
| inline QVector3D &QVector3D::operator-=(const QVector3D &vector) |
| { |
| v[0] -= vector.v[0]; |
| v[1] -= vector.v[1]; |
| v[2] -= vector.v[2]; |
| return *this; |
| } |
| |
| inline QVector3D &QVector3D::operator*=(float factor) |
| { |
| v[0] *= factor; |
| v[1] *= factor; |
| v[2] *= factor; |
| return *this; |
| } |
| |
| inline QVector3D &QVector3D::operator*=(const QVector3D& vector) |
| { |
| v[0] *= vector.v[0]; |
| v[1] *= vector.v[1]; |
| v[2] *= vector.v[2]; |
| return *this; |
| } |
| |
| inline QVector3D &QVector3D::operator/=(float divisor) |
| { |
| v[0] /= divisor; |
| v[1] /= divisor; |
| v[2] /= divisor; |
| return *this; |
| } |
| |
| inline QVector3D &QVector3D::operator/=(const QVector3D &vector) |
| { |
| v[0] /= vector.v[0]; |
| v[1] /= vector.v[1]; |
| v[2] /= vector.v[2]; |
| return *this; |
| } |
| |
| QT_WARNING_PUSH |
| QT_WARNING_DISABLE_CLANG("-Wfloat-equal") |
| QT_WARNING_DISABLE_GCC("-Wfloat-equal") |
| QT_WARNING_DISABLE_INTEL(1572) |
| Q_DECL_CONSTEXPR inline bool operator==(const QVector3D &v1, const QVector3D &v2) |
| { |
| return v1.v[0] == v2.v[0] && v1.v[1] == v2.v[1] && v1.v[2] == v2.v[2]; |
| } |
| |
| Q_DECL_CONSTEXPR inline bool operator!=(const QVector3D &v1, const QVector3D &v2) |
| { |
| return v1.v[0] != v2.v[0] || v1.v[1] != v2.v[1] || v1.v[2] != v2.v[2]; |
| } |
| QT_WARNING_POP |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2) |
| { |
| return QVector3D(v1.v[0] + v2.v[0], v1.v[1] + v2.v[1], v1.v[2] + v2.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2) |
| { |
| return QVector3D(v1.v[0] - v2.v[0], v1.v[1] - v2.v[1], v1.v[2] - v2.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector) |
| { |
| return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor) |
| { |
| return QVector3D(vector.v[0] * factor, vector.v[1] * factor, vector.v[2] * factor); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2) |
| { |
| return QVector3D(v1.v[0] * v2.v[0], v1.v[1] * v2.v[1], v1.v[2] * v2.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector) |
| { |
| return QVector3D(-vector.v[0], -vector.v[1], -vector.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor) |
| { |
| return QVector3D(vector.v[0] / divisor, vector.v[1] / divisor, vector.v[2] / divisor); |
| } |
| |
| Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor) |
| { |
| return QVector3D(vector.v[0] / divisor.v[0], vector.v[1] / divisor.v[1], vector.v[2] / divisor.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2) |
| { |
| return qFuzzyCompare(v1.v[0], v2.v[0]) && |
| qFuzzyCompare(v1.v[1], v2.v[1]) && |
| qFuzzyCompare(v1.v[2], v2.v[2]); |
| } |
| |
| Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const |
| { |
| return QPoint(qRound(v[0]), qRound(v[1])); |
| } |
| |
| Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const |
| { |
| return QPointF(qreal(v[0]), qreal(v[1])); |
| } |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector); |
| #endif |
| |
| #ifndef QT_NO_DATASTREAM |
| Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &); |
| Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &); |
| #endif |
| |
| #endif |
| |
| QT_END_NAMESPACE |
| |
| #endif |