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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 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 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