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| |
| #include "qvector3d.h" |
| #include "qvector2d.h" |
| #include "qvector4d.h" |
| #include "qmatrix4x4.h" |
| #include <QtCore/qdatastream.h> |
| #include <QtCore/qmath.h> |
| #include <QtCore/qvariant.h> |
| #include <QtCore/qdebug.h> |
| #include <QtCore/qrect.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| #ifndef QT_NO_VECTOR3D |
| |
| Q_STATIC_ASSERT_X(std::is_standard_layout<QVector3D>::value, "QVector3D is supposed to be standard layout"); |
| Q_STATIC_ASSERT_X(sizeof(QVector3D) == sizeof(float) * 3, "QVector3D is not supposed to have padding at the end"); |
| |
| // QVector3D used to be defined as class QVector3D { float x, y, z; };, |
| // now instead it is defined as classs QVector3D { float v[3]; };. |
| // Check that binary compatibility is preserved. |
| // ### Qt 6: remove all of these checks. |
| |
| namespace { |
| |
| struct QVector3DOld |
| { |
| float x, y, z; |
| }; |
| |
| struct QVector3DNew |
| { |
| float v[3]; |
| }; |
| |
| Q_STATIC_ASSERT_X(std::is_standard_layout<QVector3DOld>::value, "Binary compatibility break in QVector3D"); |
| Q_STATIC_ASSERT_X(std::is_standard_layout<QVector3DNew>::value, "Binary compatibility break in QVector3D"); |
| |
| Q_STATIC_ASSERT_X(sizeof(QVector3DOld) == sizeof(QVector3DNew), "Binary compatibility break in QVector3D"); |
| |
| // requires a constexpr offsetof |
| #if !defined(Q_CC_MSVC) || (_MSC_VER >= 1910) |
| Q_STATIC_ASSERT_X(offsetof(QVector3DOld, x) == offsetof(QVector3DNew, v) + sizeof(QVector3DNew::v[0]) * 0, "Binary compatibility break in QVector3D"); |
| Q_STATIC_ASSERT_X(offsetof(QVector3DOld, y) == offsetof(QVector3DNew, v) + sizeof(QVector3DNew::v[0]) * 1, "Binary compatibility break in QVector3D"); |
| Q_STATIC_ASSERT_X(offsetof(QVector3DOld, z) == offsetof(QVector3DNew, v) + sizeof(QVector3DNew::v[0]) * 2, "Binary compatibility break in QVector3D"); |
| #endif |
| |
| |
| } // anonymous namespace |
| |
| /*! |
| \class QVector3D |
| \brief The QVector3D class represents a vector or vertex in 3D space. |
| \since 4.6 |
| \ingroup painting-3D |
| \inmodule QtGui |
| |
| Vectors are one of the main building blocks of 3D representation and |
| drawing. They consist of three coordinates, traditionally called |
| x, y, and z. |
| |
| The QVector3D class can also be used to represent vertices in 3D space. |
| We therefore do not need to provide a separate vertex class. |
| |
| \sa QVector2D, QVector4D, QQuaternion |
| */ |
| |
| /*! |
| \fn QVector3D::QVector3D() |
| |
| Constructs a null vector, i.e. with coordinates (0, 0, 0). |
| */ |
| |
| /*! |
| \fn QVector3D::QVector3D(Qt::Initialization) |
| \since 5.5 |
| \internal |
| |
| Constructs a vector without initializing the contents. |
| */ |
| |
| /*! |
| \fn QVector3D::QVector3D(float xpos, float ypos, float zpos) |
| |
| Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos). |
| */ |
| |
| /*! |
| \fn QVector3D::QVector3D(const QPoint& point) |
| |
| Constructs a vector with x and y coordinates from a 2D \a point, and a |
| z coordinate of 0. |
| */ |
| |
| /*! |
| \fn QVector3D::QVector3D(const QPointF& point) |
| |
| Constructs a vector with x and y coordinates from a 2D \a point, and a |
| z coordinate of 0. |
| */ |
| |
| #ifndef QT_NO_VECTOR2D |
| |
| /*! |
| Constructs a 3D vector from the specified 2D \a vector. The z |
| coordinate is set to zero. |
| |
| \sa toVector2D() |
| */ |
| QVector3D::QVector3D(const QVector2D& vector) |
| { |
| v[0] = vector.v[0]; |
| v[1] = vector.v[1]; |
| v[2] = 0.0f; |
| } |
| |
| /*! |
| Constructs a 3D vector from the specified 2D \a vector. The z |
| coordinate is set to \a zpos. |
| |
| \sa toVector2D() |
| */ |
| QVector3D::QVector3D(const QVector2D& vector, float zpos) |
| { |
| v[0] = vector.v[0]; |
| v[1] = vector.v[1]; |
| v[2] = zpos; |
| } |
| |
| #endif |
| |
| #ifndef QT_NO_VECTOR4D |
| |
| /*! |
| Constructs a 3D vector from the specified 4D \a vector. The w |
| coordinate is dropped. |
| |
| \sa toVector4D() |
| */ |
| QVector3D::QVector3D(const QVector4D& vector) |
| { |
| v[0] = vector.v[0]; |
| v[1] = vector.v[1]; |
| v[2] = vector.v[2]; |
| } |
| |
| #endif |
| |
| /*! |
| \fn bool QVector3D::isNull() const |
| |
| Returns \c true if the x, y, and z coordinates are set to 0.0, |
| otherwise returns \c false. |
| */ |
| |
| /*! |
| \fn float QVector3D::x() const |
| |
| Returns the x coordinate of this point. |
| |
| \sa setX(), y(), z() |
| */ |
| |
| /*! |
| \fn float QVector3D::y() const |
| |
| Returns the y coordinate of this point. |
| |
| \sa setY(), x(), z() |
| */ |
| |
| /*! |
| \fn float QVector3D::z() const |
| |
| Returns the z coordinate of this point. |
| |
| \sa setZ(), x(), y() |
| */ |
| |
| /*! |
| \fn void QVector3D::setX(float x) |
| |
| Sets the x coordinate of this point to the given \a x coordinate. |
| |
| \sa x(), setY(), setZ() |
| */ |
| |
| /*! |
| \fn void QVector3D::setY(float y) |
| |
| Sets the y coordinate of this point to the given \a y coordinate. |
| |
| \sa y(), setX(), setZ() |
| */ |
| |
| /*! |
| \fn void QVector3D::setZ(float z) |
| |
| Sets the z coordinate of this point to the given \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). |
| */ |
| |
| /*! |
| 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() |
| */ |
| QVector3D QVector3D::normalized() const |
| { |
| // Need some extra precision if the length is very small. |
| double len = double(v[0]) * double(v[0]) + |
| double(v[1]) * double(v[1]) + |
| double(v[2]) * double(v[2]); |
| if (qFuzzyIsNull(len - 1.0f)) { |
| return *this; |
| } else if (!qFuzzyIsNull(len)) { |
| double sqrtLen = std::sqrt(len); |
| return QVector3D(float(double(v[0]) / sqrtLen), |
| float(double(v[1]) / sqrtLen), |
| float(double(v[2]) / sqrtLen)); |
| } else { |
| return QVector3D(); |
| } |
| } |
| |
| /*! |
| Normalizes the currect vector in place. Nothing happens if this |
| vector is a null vector or the length of the vector is very close to 1. |
| |
| \sa length(), normalized() |
| */ |
| void QVector3D::normalize() |
| { |
| // Need some extra precision if the length is very small. |
| double len = double(v[0]) * double(v[0]) + |
| double(v[1]) * double(v[1]) + |
| double(v[2]) * double(v[2]); |
| if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len)) |
| return; |
| |
| len = std::sqrt(len); |
| |
| v[0] = float(double(v[0]) / len); |
| v[1] = float(double(v[1]) / len); |
| v[2] = float(double(v[2]) / len); |
| } |
| |
| /*! |
| \fn QVector3D &QVector3D::operator+=(const QVector3D &vector) |
| |
| Adds the given \a vector to this vector and returns a reference to |
| this vector. |
| |
| \sa operator-=() |
| */ |
| |
| /*! |
| \fn QVector3D &QVector3D::operator-=(const 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 \a factor, and |
| returns a reference to this vector. |
| |
| \sa operator/=() |
| */ |
| |
| /*! |
| \fn QVector3D &QVector3D::operator*=(const QVector3D& vector) |
| \overload |
| |
| Multiplies the components of this vector by the corresponding |
| components in \a vector. |
| |
| Note: this is not the same as the crossProduct() of this |
| vector and \a vector. |
| |
| \sa crossProduct() |
| */ |
| |
| /*! |
| \fn QVector3D &QVector3D::operator/=(float divisor) |
| |
| Divides this vector's coordinates by the given \a divisor, and |
| returns a reference to this vector. |
| |
| \sa operator*=() |
| */ |
| |
| /*! |
| \fn QVector3D &QVector3D::operator/=(const QVector3D &vector) |
| \since 5.5 |
| |
| Divides the components of this vector by the corresponding |
| components in \a vector. |
| |
| \sa operator*=() |
| */ |
| |
| /*! |
| Returns the dot product of \a v1 and \a v2. |
| */ |
| float QVector3D::dotProduct(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]; |
| } |
| |
| /*! |
| Returns the cross-product of vectors \a v1 and \a v2, which corresponds |
| to the normal vector of a plane defined by \a v1 and \a v2. |
| |
| \sa normal() |
| */ |
| QVector3D QVector3D::crossProduct(const QVector3D& v1, const QVector3D& v2) |
| { |
| return QVector3D(v1.v[1] * v2.v[2] - v1.v[2] * v2.v[1], |
| v1.v[2] * v2.v[0] - v1.v[0] * v2.v[2], |
| v1.v[0] * v2.v[1] - v1.v[1] * v2.v[0]); |
| } |
| |
| /*! |
| Returns the normal vector of a plane defined by vectors \a v1 and \a v2, |
| normalized to be a unit vector. |
| |
| 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() |
| */ |
| QVector3D QVector3D::normal(const QVector3D& v1, const QVector3D& v2) |
| { |
| return crossProduct(v1, v2).normalized(); |
| } |
| |
| /*! |
| \overload |
| |
| Returns the normal vector of a plane defined by vectors |
| \a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector. |
| |
| 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() |
| */ |
| QVector3D QVector3D::normal |
| (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3) |
| { |
| return crossProduct((v2 - v1), (v3 - v1)).normalized(); |
| } |
| |
| /*! |
| \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(); |
| } |
| |
| /*! |
| \since 5.1 |
| |
| Returns the distance from this vertex to a point defined by |
| the vertex \a point. |
| |
| \sa distanceToPlane(), distanceToLine() |
| */ |
| float QVector3D::distanceToPoint(const QVector3D& point) const |
| { |
| return (*this - point).length(); |
| } |
| |
| /*! |
| 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() |
| */ |
| float QVector3D::distanceToPlane |
| (const QVector3D& plane, const QVector3D& normal) const |
| { |
| return dotProduct(*this - plane, normal); |
| } |
| |
| /*! |
| \overload |
| |
| 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() |
| */ |
| float QVector3D::distanceToPlane |
| (const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const |
| { |
| QVector3D n = normal(plane2 - plane1, plane3 - plane1); |
| return dotProduct(*this - plane1, n); |
| } |
| |
| /*! |
| 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() |
| */ |
| float QVector3D::distanceToLine |
| (const QVector3D& point, const QVector3D& direction) const |
| { |
| if (direction.isNull()) |
| return (*this - point).length(); |
| QVector3D p = point + dotProduct(*this - point, direction) * direction; |
| return (*this - p).length(); |
| } |
| |
| /*! |
| \fn bool operator==(const QVector3D &v1, const QVector3D &v2) |
| \relates QVector3D |
| |
| Returns \c true if \a v1 is equal to \a v2; otherwise returns \c false. |
| This operator uses an exact floating-point comparison. |
| */ |
| |
| /*! |
| \fn bool operator!=(const QVector3D &v1, const QVector3D &v2) |
| \relates QVector3D |
| |
| Returns \c true if \a v1 is not equal to \a v2; otherwise returns \c false. |
| This operator uses an exact floating-point comparison. |
| */ |
| |
| /*! |
| \fn const QVector3D operator+(const QVector3D &v1, const QVector3D &v2) |
| \relates QVector3D |
| |
| 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+=() |
| */ |
| |
| /*! |
| \fn const QVector3D operator-(const QVector3D &v1, const QVector3D &v2) |
| \relates QVector3D |
| |
| Returns a QVector3D object that is formed by subtracting \a v2 from \a v1; |
| each component is subtracted separately. |
| |
| \sa QVector3D::operator-=() |
| */ |
| |
| /*! |
| \fn const QVector3D operator*(float factor, const QVector3D &vector) |
| \relates QVector3D |
| |
| Returns a copy of the given \a vector, multiplied by the given \a factor. |
| |
| \sa QVector3D::operator*=() |
| */ |
| |
| /*! |
| \fn const QVector3D operator*(const QVector3D &vector, float factor) |
| \relates QVector3D |
| |
| Returns a copy of the given \a vector, multiplied by the given \a factor. |
| |
| \sa QVector3D::operator*=() |
| */ |
| |
| /*! |
| \fn const QVector3D operator*(const QVector3D &v1, const QVector3D& v2) |
| \relates QVector3D |
| |
| Multiplies the components of \a v1 by the corresponding components in \a v2. |
| |
| Note: this is not the same as the crossProduct() of \a v1 and \a v2. |
| |
| \sa QVector3D::crossProduct() |
| */ |
| |
| /*! |
| \fn const QVector3D operator-(const QVector3D &vector) |
| \relates QVector3D |
| \overload |
| |
| Returns a QVector3D object that is formed by changing the sign of |
| all three components of the given \a vector. |
| |
| Equivalent to \c {QVector3D(0,0,0) - vector}. |
| */ |
| |
| /*! |
| \fn const QVector3D operator/(const QVector3D &vector, float divisor) |
| \relates QVector3D |
| |
| Returns the QVector3D object formed by dividing all three components of |
| the given \a vector by the given \a divisor. |
| |
| \sa QVector3D::operator/=() |
| */ |
| |
| /*! |
| \fn const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor) |
| \relates QVector3D |
| \since 5.5 |
| |
| Returns the QVector3D object formed by dividing components of the given |
| \a vector by a respective components of the given \a divisor. |
| |
| \sa QVector3D::operator/=() |
| */ |
| |
| /*! |
| \fn bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2) |
| \relates QVector3D |
| |
| Returns \c true if \a v1 and \a v2 are equal, allowing for a small |
| fuzziness factor for floating-point comparisons; false otherwise. |
| */ |
| |
| #ifndef QT_NO_VECTOR2D |
| |
| /*! |
| Returns the 2D vector form of this 3D vector, dropping the z coordinate. |
| |
| \sa toVector4D(), toPoint() |
| */ |
| QVector2D QVector3D::toVector2D() const |
| { |
| return QVector2D(v[0], v[1]); |
| } |
| |
| #endif |
| |
| #ifndef QT_NO_VECTOR4D |
| |
| /*! |
| Returns the 4D form of this 3D vector, with the w coordinate set to zero. |
| |
| \sa toVector2D(), toPoint() |
| */ |
| QVector4D QVector3D::toVector4D() const |
| { |
| return QVector4D(v[0], v[1], v[2], 0.0f); |
| } |
| |
| #endif |
| |
| /*! |
| \fn QPoint QVector3D::toPoint() const |
| |
| Returns the QPoint form of this 3D vector. The z coordinate |
| is dropped. |
| |
| \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(QMetaType::QVector3D, this); |
| } |
| |
| /*! |
| Returns the length of the vector from the origin. |
| |
| \sa lengthSquared(), normalized() |
| */ |
| float QVector3D::length() const |
| { |
| // Need some extra precision if the length is very small. |
| double len = double(v[0]) * double(v[0]) + |
| double(v[1]) * double(v[1]) + |
| double(v[2]) * double(v[2]); |
| return float(std::sqrt(len)); |
| } |
| |
| /*! |
| Returns the squared length of the vector from the origin. |
| This is equivalent to the dot product of the vector with itself. |
| |
| \sa length(), dotProduct() |
| */ |
| float QVector3D::lengthSquared() const |
| { |
| return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; |
| } |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| |
| QDebug operator<<(QDebug dbg, const 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, const 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, const 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; |
| vector.setX(x); |
| vector.setY(y); |
| vector.setZ(z); |
| return stream; |
| } |
| |
| #endif // QT_NO_DATASTREAM |
| |
| #endif // QT_NO_VECTOR3D |
| |
| QT_END_NAMESPACE |