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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QVECTOR3D_H
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#define QVECTOR3D_H
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#include <QtCore/qpoint.h>
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#include <QtCore/qmetatype.h>
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QT_BEGIN_HEADER
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QT_BEGIN_NAMESPACE
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QT_MODULE(Gui)
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class QMatrix4x4;
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class QVector2D;
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class QVector4D;
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#ifndef QT_NO_VECTOR3D
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class Q_GUI_EXPORT QVector3D
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{
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public:
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QVector3D();
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QVector3D(qreal xpos, qreal ypos, qreal zpos);
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explicit QVector3D(const QPoint& point);
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explicit QVector3D(const QPointF& point);
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#ifndef QT_NO_VECTOR2D
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QVector3D(const QVector2D& vector);
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QVector3D(const QVector2D& vector, qreal zpos);
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#endif
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#ifndef QT_NO_VECTOR4D
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explicit QVector3D(const QVector4D& vector);
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#endif
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bool isNull() const;
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qreal x() const;
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qreal y() const;
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qreal z() const;
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void setX(qreal x);
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void setY(qreal y);
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void setZ(qreal z);
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qreal length() const;
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qreal lengthSquared() const;
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QVector3D normalized() const;
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void normalize();
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QVector3D &operator+=(const QVector3D &vector);
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QVector3D &operator-=(const QVector3D &vector);
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QVector3D &operator*=(qreal factor);
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QVector3D &operator*=(const QVector3D& vector);
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QVector3D &operator/=(qreal divisor);
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static qreal dotProduct(const QVector3D& v1, const QVector3D& v2);
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static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2);
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static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
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static QVector3D normal
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(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
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qreal distanceToPlane(const QVector3D& plane, const QVector3D& normal) const;
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qreal distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
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qreal distanceToLine(const QVector3D& point, const QVector3D& direction) const;
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friend inline bool operator==(const QVector3D &v1, const QVector3D &v2);
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friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2);
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friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
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friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
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friend inline const QVector3D operator*(qreal factor, const QVector3D &vector);
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friend inline const QVector3D operator*(const QVector3D &vector, qreal factor);
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friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
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friend inline const QVector3D operator-(const QVector3D &vector);
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friend inline const QVector3D operator/(const QVector3D &vector, qreal divisor);
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friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
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#ifndef QT_NO_VECTOR2D
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QVector2D toVector2D() const;
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#endif
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#ifndef QT_NO_VECTOR4D
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QVector4D toVector4D() const;
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#endif
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QPoint toPoint() const;
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QPointF toPointF() const;
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operator QVariant() const;
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private:
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float xp, yp, zp;
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QVector3D(float xpos, float ypos, float zpos, int dummy);
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friend class QVector2D;
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friend class QVector4D;
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#ifndef QT_NO_MATRIX4X4
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friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
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friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
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#endif
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};
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inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
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inline QVector3D::QVector3D(qreal xpos, qreal ypos, qreal zpos) : xp(xpos), yp(ypos), zp(zpos) {}
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inline QVector3D::QVector3D(float xpos, float ypos, float zpos, int) : xp(xpos), yp(ypos), zp(zpos) {}
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inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
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inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
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inline bool QVector3D::isNull() const
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{
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return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
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}
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inline qreal QVector3D::x() const { return qreal(xp); }
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inline qreal QVector3D::y() const { return qreal(yp); }
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inline qreal QVector3D::z() const { return qreal(zp); }
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inline void QVector3D::setX(qreal aX) { xp = aX; }
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inline void QVector3D::setY(qreal aY) { yp = aY; }
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inline void QVector3D::setZ(qreal aZ) { zp = aZ; }
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inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
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{
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xp += vector.xp;
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yp += vector.yp;
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zp += vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
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{
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xp -= vector.xp;
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yp -= vector.yp;
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zp -= vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator*=(qreal factor)
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{
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xp *= factor;
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yp *= factor;
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zp *= factor;
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return *this;
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}
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inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
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{
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xp *= vector.xp;
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yp *= vector.yp;
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zp *= vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator/=(qreal divisor)
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{
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xp /= divisor;
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yp /= divisor;
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zp /= divisor;
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return *this;
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}
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inline bool operator==(const QVector3D &v1, const QVector3D &v2)
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{
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return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp;
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}
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inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
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{
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return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp;
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}
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inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
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{
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return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp, 1);
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}
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inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
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{
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return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp, 1);
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}
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inline const QVector3D operator*(qreal factor, const QVector3D &vector)
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{
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return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor, 1);
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}
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inline const QVector3D operator*(const QVector3D &vector, qreal factor)
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{
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return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor, 1);
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}
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inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
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{
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return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp, 1);
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}
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inline const QVector3D operator-(const QVector3D &vector)
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{
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return QVector3D(-vector.xp, -vector.yp, -vector.zp, 1);
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}
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inline const QVector3D operator/(const QVector3D &vector, qreal divisor)
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{
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return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor, 1);
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}
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inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
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{
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return qFuzzyCompare(v1.xp, v2.xp) &&
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qFuzzyCompare(v1.yp, v2.yp) &&
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qFuzzyCompare(v1.zp, v2.zp);
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}
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inline QPoint QVector3D::toPoint() const
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{
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return QPoint(qRound(xp), qRound(yp));
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}
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inline QPointF QVector3D::toPointF() const
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{
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return QPointF(qreal(xp), qreal(yp));
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}
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#ifndef QT_NO_DEBUG_STREAM
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Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector);
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#endif
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#ifndef QT_NO_DATASTREAM
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Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &);
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Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &);
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#endif
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#endif
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QT_END_NAMESPACE
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QT_END_HEADER
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#endif
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