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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 "qvector4d.h"
+#include "qvector3d.h"
+#include "qvector2d.h"
+#include "qmath3dutil_p.h"
+
+QT_BEGIN_NAMESPACE
+
+#ifndef QT_NO_VECTOR4D
+
+/*!
+ \class QVector4D
+ \brief The QVector4D class represents a vector or vertex in 4D space.
+ \since 4.6
+
+ The QVector4D class can also be used to represent vertices in 4D 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.
+
+ \sa QQuaternion, QVector2D, QVector3D
+*/
+
+/*!
+ \fn QVector4D::QVector4D()
+
+ Constructs a null vector, i.e. with coordinates (0, 0, 0, 0).
+*/
+
+/*!
+ \fn QVector4D::QVector4D(qreal xpos, qreal ypos, qreal zpos, qreal wpos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos, \a wpos).
+*/
+
+/*!
+ \fn QVector4D::QVector4D(int xpos, int ypos, int zpos, int wpos)
+
+ Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos, \a wpos).
+*/
+
+/*!
+ \fn QVector4D::QVector4D(const 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(const 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
+
+/*!
+ Constructs a 4D vector from the specified 2D \a vector. The z
+ and w coordinates are set to zero.
+
+ \sa toVector2D()
+*/
+QVector4D::QVector4D(const QVector2D& vector)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+ zp = 0.0f;
+ wp = 0.0f;
+}
+
+/*!
+ Constructs a 4D vector from the specified 2D \a vector. The z
+ and w coordinates are set to \a zpos and \a wpos respectively.
+
+ \sa toVector2D()
+*/
+QVector4D::QVector4D(const QVector2D& vector, qreal zpos, qreal wpos)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+ zp = zpos;
+ wp = wpos;
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ Constructs a 4D vector from the specified 3D \a vector. The w
+ coordinate is set to zero.
+
+ \sa toVector3D()
+*/
+QVector4D::QVector4D(const QVector3D& vector)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+ zp = vector.zp;
+ wp = 0.0f;
+}
+
+/*!
+ Constructs a 4D vector from the specified 3D \a vector. The w
+ coordinate is set to \a wpos.
+
+ \sa toVector3D()
+*/
+QVector4D::QVector4D(const QVector3D& vector, qreal wpos)
+{
+ xp = vector.xp;
+ yp = vector.yp;
+ zp = vector.zp;
+ wp = wpos;
+}
+
+#endif
+
+/*!
+ \fn bool QVector4D::isNull() const
+
+ Returns true if the x, y, z, and w coordinates are set to 0.0,
+ otherwise returns false.
+*/
+
+/*!
+ \fn qreal QVector4D::x() const
+
+ Returns the x coordinate of this point.
+
+ \sa setX(), y(), z(), w()
+*/
+
+/*!
+ \fn qreal QVector4D::y() const
+
+ Returns the y coordinate of this point.
+
+ \sa setY(), x(), z(), w()
+*/
+
+/*!
+ \fn qreal QVector4D::z() const
+
+ Returns the z coordinate of this point.
+
+ \sa setZ(), x(), y(), w()
+*/
+
+/*!
+ \fn qreal QVector4D::w() const
+
+ Returns the w coordinate of this point.
+
+ \sa setW(), x(), y(), z()
+*/
+
+/*!
+ \fn void QVector4D::setX(qreal x)
+
+ Sets the x coordinate of this point to the given \a x coordinate.
+
+ \sa x(), setY(), setZ(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setY(qreal y)
+
+ Sets the y coordinate of this point to the given \a y coordinate.
+
+ \sa y(), setX(), setZ(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setZ(qreal z)
+
+ Sets the z coordinate of this point to the given \a z coordinate.
+
+ \sa z(), setX(), setY(), setW()
+*/
+
+/*!
+ \fn void QVector4D::setW(qreal w)
+
+ Sets the w coordinate of this point to the given \a w coordinate.
+
+ \sa w(), setX(), setY(), setZ()
+*/
+
+/*!
+ Returns the length of the vector from the origin.
+
+ \sa lengthSquared(), normalized()
+*/
+qreal QVector4D::length() const
+{
+ return qvtsqrt64(qvtmul64(xp, xp) + qvtmul64(yp, yp) +
+ qvtmul64(zp, zp) + qvtmul64(wp, wp));
+}
+
+/*!
+ 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 QVector4D::lengthSquared() const
+{
+ return qvtdot64(qvtmul64(xp, xp) + qvtmul64(yp, yp) +
+ qvtmul64(zp, zp) + qvtmul64(wp, wp));
+}
+
+/*!
+ 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()
+*/
+QVector4D QVector4D::normalized() const
+{
+ qreal len = length();
+ if (!qIsNull(len))
+ return *this / len;
+ else
+ return QVector4D();
+}
+
+/*!
+ Normalizes the currect vector in place. Nothing happens if this
+ vector is a null vector.
+
+ \sa length(), normalized()
+*/
+void QVector4D::normalize()
+{
+ qreal len = length();
+ if (qIsNull(len))
+ return;
+
+ xp /= len;
+ yp /= len;
+ zp /= len;
+ wp /= len;
+}
+
+
+/*!
+ \fn QVector4D &QVector4D::operator+=(const QVector4D &vector)
+
+ Adds the given \a vector to this vector and returns a reference to
+ this vector.
+
+ \sa operator-=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator-=(const QVector4D &vector)
+
+ Subtracts the given \a vector from this vector and returns a reference to
+ this vector.
+
+ \sa operator+=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator*=(qreal factor)
+
+ Multiplies this vector's coordinates by the given \a factor, and
+ returns a reference to this vector.
+
+ \sa operator/=()
+*/
+
+/*!
+ \fn QVector4D &QVector4D::operator*=(const QVector4D &vector)
+
+ Multiplies the components of this vector by the corresponding
+ components in \a vector.
+*/
+
+/*!
+ \fn QVector4D &QVector4D::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 QVector4D::dotProduct(const QVector4D& v1, const QVector4D& v2)
+{
+ return qvtdot64(qvtmul64(v1.xp, v2.xp) + qvtmul64(v1.yp, v2.yp) +
+ qvtmul64(v1.zp, v2.zp) + qvtmul64(v1.wp, v2.wp));
+}
+
+/*!
+ \fn bool operator==(const QVector4D &v1, const QVector4D &v2)
+ \relates QVector4D
+
+ 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 QVector4D &v1, const QVector4D &v2)
+ \relates QVector4D
+
+ Returns true if \a v1 is not equal to \a v2; otherwise returns false.
+ This operator uses an exact floating-point comparison.
+*/
+
+/*!
+ \fn const QVector4D operator+(const QVector4D &v1, const QVector4D &v2)
+ \relates QVector4D
+
+ 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+=()
+*/
+
+/*!
+ \fn const QVector4D operator-(const QVector4D &v1, const QVector4D &v2)
+ \relates QVector4D
+
+ Returns a QVector4D object that is formed by subtracting \a v2 from \a v1;
+ each component is subtracted separately.
+
+ \sa QVector4D::operator-=()
+*/
+
+/*!
+ \fn const QVector4D operator*(qreal factor, const QVector4D &vector)
+ \relates QVector4D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator*(const QVector4D &vector, qreal factor)
+ \relates QVector4D
+
+ Returns a copy of the given \a vector, multiplied by the given \a factor.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator*(const QVector4D &v1, const QVector4D& v2)
+ \relates QVector4D
+
+ Returns the vector consisting of the multiplication of the
+ components from \a v1 and \a v2.
+
+ \sa QVector4D::operator*=()
+*/
+
+/*!
+ \fn const QVector4D operator-(const QVector4D &vector)
+ \relates QVector4D
+ \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}.
+*/
+
+/*!
+ \fn const QVector4D operator/(const QVector4D &vector, qreal divisor)
+ \relates QVector4D
+
+ Returns the QVector4D object formed by dividing all four components of
+ the given \a vector by the given \a divisor.
+
+ \sa QVector4D::operator/=()
+*/
+
+/*!
+ \fn bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2)
+ \relates QVector4D
+
+ 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_VECTOR2D
+
+/*!
+ Returns the 2D vector form of this 4D vector, dropping the z and w coordinates.
+
+ \sa toVector2DAffine(), toVector3D(), toPoint()
+*/
+QVector2D QVector4D::toVector2D() const
+{
+ return QVector2D(xp, yp, 1);
+}
+
+/*!
+ 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()
+*/
+QVector2D QVector4D::toVector2DAffine() const
+{
+ if (qIsNull(wp))
+ return QVector2D();
+ return QVector2D(xp / wp, yp / wp, 1);
+}
+
+#endif
+
+#ifndef QT_NO_VECTOR3D
+
+/*!
+ Returns the 3D vector form of this 4D vector, dropping the w coordinate.
+
+ \sa toVector3DAffine(), toVector2D(), toPoint()
+*/
+QVector3D QVector4D::toVector3D() const
+{
+ return QVector3D(xp, yp, zp, 1);
+}
+
+/*!
+ 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()
+*/
+QVector3D QVector4D::toVector3DAffine() const
+{
+ if (qIsNull(wp))
+ return QVector3D();
+ return QVector3D(xp / wp, yp / wp, zp / wp, 1);
+}
+
+#endif
+
+/*!
+ \fn QPoint QVector4D::toPoint() const
+
+ Returns the QPoint form of this 4D vector.
+
+ \sa toPointF(), toVector2D()
+*/
+
+/*!
+ \fn QPointF QVector4D::toPointF() const
+
+ Returns the QPointF form of this 4D vector.
+
+ \sa toPoint(), toVector2D()
+*/
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, const QVector4D &vector)
+{
+ dbg.nospace() << "QVector4D("
+ << vector.x() << ", " << vector.y() << ", "
+ << vector.z() << ", " << vector.w() << ')';
+ return dbg.space();
+}
+
+#endif
+
+#endif
+
+QT_END_NAMESPACE