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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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qvector4d.h"
#include "qvector3d.h"
#include "qvector2d.h"
#include <QtCore/qdebug.h>
#include <QtCore/qmath.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(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 qSqrt(xp * xp + yp * yp + zp * zp + 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 xp * xp + yp * yp + zp * zp + wp * wp;
}
/*!
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()
*/
QVector4D QVector4D::normalized() const
{
qreal len = lengthSquared();
if (qFuzzyIsNull(len - 1.0f))
return *this;
else if (!qFuzzyIsNull(len))
return *this / qSqrt(len);
else
return QVector4D();
}
/*!
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 QVector4D::normalize()
{
qreal len = lengthSquared();
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
len = qSqrt(len);
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 v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp + 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
|