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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** 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 Technology Preview License Agreement accompanying
** this package.
**
** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qvector2d.h"
#include "qvector3d.h"
#include "qvector4d.h"
#include <QtCore/qdebug.h>
#include <QtCore/qvariant.h>
#include <QtCore/qmath.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
\ingroup painting
\ingroup painting-3D
The QVector2D class can also be used to represent vertices in 2D space.
We therefore do not need to provide a separate vertex class.
\sa QVector3D, QVector4D, QQuaternion
*/
/*!
\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()
*/
/*!
Returns the 2D vector as a QVariant.
*/
QVector2D::operator QVariant() const
{
return QVariant(QVariant::Vector2D, this);
}
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const QVector2D &vector)
{
dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
return dbg.space();
}
#endif
#ifndef QT_NO_DATASTREAM
/*!
\fn QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
\relates QVector2D
Writes the given \a vector to the given \a stream and returns a
reference to the stream.
\sa {Format of the QDataStream Operators}
*/
QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
{
stream << double(vector.x()) << double(vector.y());
return stream;
}
/*!
\fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
\relates QVector2D
Reads a 2D vector from the given \a stream into the given \a vector
and returns a reference to the stream.
\sa {Format of the QDataStream Operators}
*/
QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
{
double x, y;
stream >> x;
stream >> y;
vector.setX(qreal(x));
vector.setY(qreal(y));
return stream;
}
#endif // QT_NO_DATASTREAM
#endif // QT_NO_VECTOR2D
QT_END_NAMESPACE
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