/**************************************************************************** ** ** 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. ** ** $TROLLTECH_DUAL_LICENSE$ ** ****************************************************************************/ #ifndef QVECTOR3D_H #define QVECTOR3D_H #include #include #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Gui) class QMatrix4x4; class QVector2D; class QVector4D; class QQuaternion; #ifndef QT_NO_VECTOR3D class Q_GUI_EXPORT QVector3D { public: QVector3D(); QVector3D(qreal xpos, qreal ypos, qreal zpos); QVector3D(int xpos, int ypos, int zpos); explicit QVector3D(const QPoint& point); explicit QVector3D(const QPointF& point); #ifndef QT_NO_VECTOR2D QVector3D(const QVector2D& vector); QVector3D(const QVector2D& vector, qreal zpos); #endif #ifndef QT_NO_VECTOR4D explicit QVector3D(const QVector4D& vector); #endif bool isNull() const; qreal x() const; qreal y() const; qreal z() const; void setX(qreal x); void setY(qreal y); void setZ(qreal z); qreal length() const; qreal lengthSquared() const; QVector3D normalized() const; void normalize(); QVector3D &operator+=(const QVector3D &vector); QVector3D &operator-=(const QVector3D &vector); QVector3D &operator*=(qreal factor); QVector3D &operator*=(const QVector3D& vector); QVector3D &operator/=(qreal divisor); static qreal dotProduct(const QVector3D& v1, const QVector3D& v2); static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); static QVector3D normal(const QVector3D& v1, const QVector3D& v2); static QVector3D normal (const QVector3D& v1, const QVector3D& v2, const QVector3D& v3); qreal distanceToPlane(const QVector3D& plane, const QVector3D& normal) const; qreal distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const; qreal distanceToLine(const QVector3D& point, const QVector3D& direction) const; friend inline bool operator==(const QVector3D &v1, const QVector3D &v2); friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2); friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2); friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2); friend inline const QVector3D operator*(qreal factor, const QVector3D &vector); friend inline const QVector3D operator*(const QVector3D &vector, qreal factor); friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2); friend inline const QVector3D operator-(const QVector3D &vector); friend inline const QVector3D operator/(const QVector3D &vector, qreal divisor); 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 QPoint toPoint() const; QPointF toPointF() const; private: qrealinner xp, yp, zp; QVector3D(qrealinner xpos, qrealinner ypos, qrealinner zpos, int dummy); friend class QVector2D; friend class QVector4D; friend class QQuaternion; friend class QMatrix4x4; friend class QVertexArray; friend class QGLPainter; #ifndef QT_NO_MATRIX4X4 friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix); friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector); #endif }; inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {} inline QVector3D::QVector3D(qreal xpos, qreal ypos, qreal zpos) : xp(xpos), yp(ypos), zp(zpos) {} inline QVector3D::QVector3D(qrealinner xpos, qrealinner ypos, qrealinner zpos, int) : xp(xpos), yp(ypos), zp(zpos) {} inline QVector3D::QVector3D(int xpos, int ypos, int zpos) : xp(xpos), yp(ypos), zp(zpos) {} inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {} inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {} inline bool QVector3D::isNull() const { return qIsNull(xp) && qIsNull(yp) && qIsNull(zp); } inline qreal QVector3D::x() const { return qt_math3d_convert(xp); } inline qreal QVector3D::y() const { return qt_math3d_convert(yp); } inline qreal QVector3D::z() const { return qt_math3d_convert(zp); } inline void QVector3D::setX(qreal x) { xp = x; } inline void QVector3D::setY(qreal y) { yp = y; } inline void QVector3D::setZ(qreal z) { zp = z; } inline QVector3D &QVector3D::operator+=(const QVector3D &vector) { xp += vector.xp; yp += vector.yp; zp += vector.zp; return *this; } inline QVector3D &QVector3D::operator-=(const QVector3D &vector) { xp -= vector.xp; yp -= vector.yp; zp -= vector.zp; return *this; } inline QVector3D &QVector3D::operator*=(qreal factor) { qrealinner f(factor); xp *= f; yp *= f; zp *= f; return *this; } inline QVector3D &QVector3D::operator*=(const QVector3D& vector) { xp *= vector.xp; yp *= vector.yp; zp *= vector.zp; return *this; } inline QVector3D &QVector3D::operator/=(qreal divisor) { qrealinner d(divisor); xp /= d; yp /= d; zp /= d; return *this; } inline bool operator==(const QVector3D &v1, const QVector3D &v2) { return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp; } inline bool operator!=(const QVector3D &v1, const QVector3D &v2) { return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp; } inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2) { return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp, 1); } inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2) { return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp, 1); } inline const QVector3D operator*(qreal factor, const QVector3D &vector) { qrealinner f(factor); return QVector3D(vector.xp * f, vector.yp * f, vector.zp * f, 1); } inline const QVector3D operator*(const QVector3D &vector, qreal factor) { qrealinner f(factor); return QVector3D(vector.xp * f, vector.yp * f, vector.zp * f, 1); } inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2) { return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp, 1); } inline const QVector3D operator-(const QVector3D &vector) { return QVector3D(-vector.xp, -vector.yp, -vector.zp, 1); } inline const QVector3D operator/(const QVector3D &vector, qreal divisor) { qrealinner d(divisor); return QVector3D(vector.xp / d, vector.yp / d, vector.zp / d, 1); } inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2) { return qFuzzyCompare(v1.xp, v2.xp) && qFuzzyCompare(v1.yp, v2.yp) && qFuzzyCompare(v1.zp, v2.zp); } inline QPoint QVector3D::toPoint() const { return QPoint(qRound(xp), qRound(yp)); } inline QPointF QVector3D::toPointF() const { return QPointF(qt_math3d_convert(xp), qt_math3d_convert(yp)); } #ifndef QT_NO_DEBUG_STREAM Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector); #endif #endif QT_END_NAMESPACE #ifndef QT_NO_VECTOR3D Q_DECLARE_METATYPE(QVector3D) #endif QT_END_HEADER #endif