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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the $MODULE$ of the Qt Toolkit.
+**
+** $TROLLTECH_DUAL_LICENSE$
+**
+****************************************************************************/
+
+#include "qvector2d.h"
+#include "qvector3d.h"
+#include "qvector4d.h"
+#include "qmath3dutil_p.h"
+
+QT_BEGIN_NAMESPACE
+
+#ifndef QT_NO_VECTOR2D
+
+/*!
+ \class QVector2D
+ \brief The QVector2D class represents a vector or vertex in 2D space.
+ \since 4.6
+
+ The QVector2D class can also be used to represent vertices in 2D space.
+ We therefore do not need to provide a separate vertex class.
+
+ The coordinates are stored internally using the most efficient
+ representation for the GL rendering engine, which will be either
+ floating-point or fixed-point.
+*/
+
+/*!
+ \fn QVector2D::QVector2D()
+
+ Constructs a null vector, i.e. with coordinates (0, 0, 0).
+*/
+
+/*!
+ \fn QVector2D::QVector2D(qreal xpos, qreal ypos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos).
+*/
+
+/*!
+ \fn QVector2D::QVector2D(int xpos, int ypos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos).
+*/
+
+/*!
+ \fn QVector2D::QVector2D(const QPoint& point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point.
+*/
+
+/*!
+ \fn QVector2D::QVector2D(const QPointF& point)
+
+ Constructs a vector with x and y coordinates from a 2D \a point.
+*/
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ Constructs a vector with x and y coordinates from a 3D \a vector.
+ The z coordinate of \a vector is dropped.
+
+ \sa toVector3D()
+*/
+QVector2D::QVector2D(const QVector3D& vector)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ Constructs a vector with x and y coordinates from a 3D \a vector.
+ The z and w coordinates of \a vector are dropped.
+
+ \sa toVector4D()
+*/
+QVector2D::QVector2D(const QVector4D& vector)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+}
+
+#endif
+
+/*!
+ \fn bool QVector2D::isNull() const
+
+ Returns true if the x and y coordinates are set to 0.0,
+ otherwise returns false.
+*/
+
+/*!
+ \fn qreal QVector2D::x() const
+
+ Returns the x coordinate of this point.
+
+ \sa setX(), y()
+*/
+
+/*!
+ \fn qreal QVector2D::y() const
+
+ Returns the y coordinate of this point.
+
+ \sa setY(), x()
+*/
+
+/*!
+ \fn void QVector2D::setX(qreal x)
+
+ Sets the x coordinate of this point to the given \a x coordinate.
+
+ \sa x(), setY()
+*/
+
+/*!
+ \fn void QVector2D::setY(qreal y)
+
+ Sets the y coordinate of this point to the given \a y coordinate.
+
+ \sa y(), setX()
+*/
+
+/*!
+ Returns the length of the vector from the origin.
+
+ \sa lengthSquared(), normalized()
+*/
+qreal QVector2D::length() const
+{
+ return qvtsqrt64(qvtmul64(xp, xp) + qvtmul64(yp, yp));
+}
+
+/*!
+ 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()
+*/
+qreal QVector2D::lengthSquared() const
+{
+ return qvtdot64(qvtmul64(xp, xp) + qvtmul64(yp, yp));
+}
+
+/*!
+ Returns the normalized unit vector form of this vector. If this vector
+ is not null, the returned vector is guaranteed to be 1.0 in length.
+ If this vector is null, then a null vector is returned.
+
+ \sa length(), normalize()
+*/
+QVector2D QVector2D::normalized() const
+{
+ qreal len = length();
+ if (!qIsNull(len))
+ return *this / len;
+ else
+ return QVector2D();
+}
+
+/*!
+ Normalizes the currect vector in place. Nothing happens if this
+ vector is a null vector.
+
+ \sa length(), normalized()
+*/
+void QVector2D::normalize()
+{
+ qreal len = length();
+ if (qIsNull(len))
+ return;
+
+ xp /= len;
+ yp /= len;
+}
+
+/*!
+ \fn QVector2D &QVector2D::operator+=(const QVector2D &vector)
+
+ Adds the given \a vector to this vector and returns a reference to
+ this vector.
+
+ \sa operator-=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator-=(const QVector2D &vector)
+
+ Subtracts the given \a vector from this vector and returns a reference to
+ this vector.
+
+ \sa operator+=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator*=(qreal factor)
+
+ Multiplies this vector's coordinates by the given \a factor, and
+ returns a reference to this vector.
+
+ \sa operator/=()
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator*=(const QVector2D &vector)
+
+ Multiplies the components of this vector by the corresponding
+ components in \a vector.
+*/
+
+/*!
+ \fn QVector2D &QVector2D::operator/=(qreal divisor)
+
+ Divides this vector's coordinates by the given \a divisor, and
+ returns a reference to this vector.
+
+ \sa operator*=()
+*/
+
+/*!
+ Returns the dot product of \a v1 and \a v2.
+*/
+qreal QVector2D::dotProduct(const QVector2D& v1, const QVector2D& v2)
+{
+ return qvtdot64(qvtmul64(v1.xp, v2.xp) + qvtmul64(v1.yp, v2.yp));
+}
+
+/*!
+ \fn bool operator==(const QVector2D &v1, const QVector2D &v2)
+ \relates QVector2D
+
+ Returns true if \a v1 is equal to \a v2; otherwise returns false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn bool operator!=(const QVector2D &v1, const QVector2D &v2)
+ \relates QVector2D
+
+ Returns true if \a v1 is not equal to \a v2; otherwise returns false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn const QVector2D operator+(const QVector2D &v1, const QVector2D &v2)
+ \relates QVector2D
+
+ Returns a QVector2D object that is the sum of the given vectors, \a v1
+ and \a v2; each component is added separately.
+
+ \sa QVector2D::operator+=()
+*/
+
+/*!
+ \fn const QVector2D operator-(const QVector2D &v1, const QVector2D &v2)
+ \relates QVector2D
+
+ Returns a QVector2D object that is formed by subtracting \a v2 from \a v1;
+ each component is subtracted separately.
+
+ \sa QVector2D::operator-=()
+*/
+
+/*!
+ \fn const QVector2D operator*(qreal factor, const QVector2D &vector)
+ \relates QVector2D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector2D::operator*=()
+*/
+
+/*!
+ \fn const QVector2D operator*(const QVector2D &vector, qreal factor)
+ \relates QVector2D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector2D::operator*=()
+*/
+
+/*!
+ \fn const QVector2D operator*(const QVector2D &v1, const QVector2D &v2)
+ \relates QVector2D
+
+ Multiplies the components of \a v1 by the corresponding
+ components in \a v2.
+*/
+
+/*!
+ \fn const QVector2D operator-(const QVector2D &vector)
+ \relates QVector2D
+ \overload
+
+ Returns a QVector2D object that is formed by changing the sign of
+ the components of the given \a vector.
+
+ Equivalent to \c {QVector2D(0,0) - vector}.
+*/
+
+/*!
+ \fn const QVector2D operator/(const QVector2D &vector, qreal divisor)
+ \relates QVector2D
+
+ Returns the QVector2D object formed by dividing all three components of
+ the given \a vector by the given \a divisor.
+
+ \sa QVector2D::operator/=()
+*/
+
+/*!
+ \fn bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2)
+ \relates QVector2D
+
+ Returns true if \a v1 and \a v2 are equal, allowing for a small
+ fuzziness factor for floating-point comparisons; false otherwise.
+*/
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ Returns the 3D form of this 2D vector, with the z coordinate set to zero.
+
+ \sa toVector4D(), toPoint()
+*/
+QVector3D QVector2D::toVector3D() const
+{
+ return QVector3D(xp, yp, 0.0f, 1);
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ Returns the 4D form of this 2D vector, with the z and w coordinates set to zero.
+
+ \sa toVector3D(), toPoint()
+*/
+QVector4D QVector2D::toVector4D() const
+{
+ return QVector4D(xp, yp, 0.0f, 0.0f, 1);
+}
+
+#endif
+
+/*!
+ \fn QPoint QVector2D::toPoint() const
+
+ Returns the QPoint form of this 2D vector.
+
+ \sa toPointF(), toVector3D()
+*/
+
+/*!
+ \fn QPointF QVector2D::toPointF() const
+
+ Returns the QPointF form of this 2D vector.
+
+ \sa toPoint(), toVector3D()
+*/
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, const QVector2D &vector)
+{
+ dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
+ return dbg.space();
+}
+
+#endif
+
+#endif
+
+QT_END_NAMESPACE