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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.
**
** $TROLLTECH_DUAL_LICENSE$
**
****************************************************************************/
#ifndef QVECTOR3D_H
#define QVECTOR3D_H
#include <QtGui/qmath3dglobal.h>
#include <QtCore/qpoint.h>
#include <QtCore/qmetatype.h>
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<qreal, qrealinner>(xp); }
inline qreal QVector3D::y() const { return qt_math3d_convert<qreal, qrealinner>(yp); }
inline qreal QVector3D::z() const { return qt_math3d_convert<qreal, qrealinner>(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<qreal, qrealinner>(xp),
qt_math3d_convert<qreal, qrealinner>(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
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