/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain ** additional rights. These rights are described in the Nokia Qt LGPL ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this ** package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at http://www.qtsoftware.com/contact. ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qvector2d.h" #include "qvector3d.h" #include "qvector4d.h" #include #include 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(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 qSqrt(xp * xp + 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 xp * xp + yp * yp; } /*! 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() */ QVector2D QVector2D::normalized() const { qreal len = lengthSquared(); if (qFuzzyIsNull(len - 1.0f)) return *this; else if (!qFuzzyIsNull(len)) return *this / qSqrt(len); else return QVector2D(); } /*! 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 QVector2D::normalize() { qreal len = lengthSquared(); if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len)) return; len = qSqrt(len); 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 v1.xp * v2.xp + 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