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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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#include "qvector2d.h"
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#include "qvector3d.h"
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#include "qvector4d.h"
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#include <QtCore/qdebug.h>
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#include <QtCore/qvariant.h>
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#include <QtCore/qmath.h>
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QT_BEGIN_NAMESPACE
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#ifndef QT_NO_VECTOR2D
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/*!
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\class QVector2D
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\brief The QVector2D class represents a vector or vertex in 2D space.
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\since 4.6
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\ingroup painting
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\ingroup painting-3D
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The QVector2D class can also be used to represent vertices in 2D space.
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We therefore do not need to provide a separate vertex class.
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\sa QVector3D, QVector4D, QQuaternion
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*/
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/*!
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\fn QVector2D::QVector2D()
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Constructs a null vector, i.e. with coordinates (0, 0, 0).
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*/
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/*!
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\fn QVector2D::QVector2D(qreal xpos, qreal ypos)
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Constructs a vector with coordinates (\a xpos, \a ypos).
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*/
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/*!
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\fn QVector2D::QVector2D(const QPoint& point)
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Constructs a vector with x and y coordinates from a 2D \a point.
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*/
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/*!
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\fn QVector2D::QVector2D(const QPointF& point)
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Constructs a vector with x and y coordinates from a 2D \a point.
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*/
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#ifndef QT_NO_VECTOR3D
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/*!
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Constructs a vector with x and y coordinates from a 3D \a vector.
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The z coordinate of \a vector is dropped.
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\sa toVector3D()
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*/
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QVector2D::QVector2D(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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}
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#endif
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#ifndef QT_NO_VECTOR4D
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/*!
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Constructs a vector with x and y coordinates from a 3D \a vector.
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The z and w coordinates of \a vector are dropped.
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\sa toVector4D()
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*/
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QVector2D::QVector2D(const QVector4D& vector)
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{
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xp = vector.xp;
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yp = vector.yp;
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}
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#endif
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/*!
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\fn bool QVector2D::isNull() const
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Returns true if the x and y coordinates are set to 0.0,
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otherwise returns false.
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*/
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/*!
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\fn qreal QVector2D::x() const
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Returns the x coordinate of this point.
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\sa setX(), y()
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*/
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/*!
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\fn qreal QVector2D::y() const
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Returns the y coordinate of this point.
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\sa setY(), x()
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*/
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/*!
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\fn void QVector2D::setX(qreal x)
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Sets the x coordinate of this point to the given \a x coordinate.
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\sa x(), setY()
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*/
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/*!
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\fn void QVector2D::setY(qreal y)
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Sets the y coordinate of this point to the given \a y coordinate.
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\sa y(), setX()
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*/
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/*!
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Returns the length of the vector from the origin.
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\sa lengthSquared(), normalized()
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*/
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qreal QVector2D::length() const
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{
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return qSqrt(xp * xp + yp * yp);
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}
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/*!
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Returns the squared length of the vector from the origin.
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This is equivalent to the dot product of the vector with itself.
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\sa length(), dotProduct()
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*/
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qreal QVector2D::lengthSquared() const
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{
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return xp * xp + yp * yp;
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}
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/*!
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Returns the normalized unit vector form of this vector.
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If this vector is null, then a null vector is returned. If the length
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of the vector is very close to 1, then the vector will be returned as-is.
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Otherwise the normalized form of the vector of length 1 will be returned.
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\sa length(), normalize()
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*/
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QVector2D QVector2D::normalized() const
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{
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// Need some extra precision if the length is very small.
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double len = double(xp) * double(xp) +
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double(yp) * double(yp);
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if (qFuzzyIsNull(len - 1.0f))
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return *this;
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else if (!qFuzzyIsNull(len))
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return *this / qSqrt(len);
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else
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return QVector2D();
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}
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/*!
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Normalizes the currect vector in place. Nothing happens if this
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vector is a null vector or the length of the vector is very close to 1.
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\sa length(), normalized()
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*/
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void QVector2D::normalize()
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{
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// Need some extra precision if the length is very small.
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double len = double(xp) * double(xp) +
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double(yp) * double(yp);
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if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
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return;
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len = qSqrt(len);
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xp /= len;
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yp /= len;
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}
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/*!
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\fn QVector2D &QVector2D::operator+=(const QVector2D &vector)
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Adds the given \a vector to this vector and returns a reference to
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this vector.
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\sa operator-=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator-=(const QVector2D &vector)
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Subtracts the given \a vector from this vector and returns a reference to
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this vector.
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\sa operator+=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator*=(qreal factor)
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Multiplies this vector's coordinates by the given \a factor, and
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returns a reference to this vector.
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\sa operator/=()
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*/
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/*!
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\fn QVector2D &QVector2D::operator*=(const QVector2D &vector)
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Multiplies the components of this vector by the corresponding
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components in \a vector.
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*/
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/*!
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\fn QVector2D &QVector2D::operator/=(qreal divisor)
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Divides this vector's coordinates by the given \a divisor, and
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returns a reference to this vector.
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\sa operator*=()
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*/
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/*!
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Returns the dot product of \a v1 and \a v2.
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*/
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qreal QVector2D::dotProduct(const QVector2D& v1, const QVector2D& v2)
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{
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return v1.xp * v2.xp + v1.yp * v2.yp;
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}
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/*!
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\fn bool operator==(const QVector2D &v1, const QVector2D &v2)
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\relates QVector2D
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Returns true if \a v1 is equal to \a v2; otherwise returns false.
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This operator uses an exact floating-point comparison.
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*/
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/*!
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\fn bool operator!=(const QVector2D &v1, const QVector2D &v2)
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\relates QVector2D
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Returns true if \a v1 is not equal to \a v2; otherwise returns false.
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This operator uses an exact floating-point comparison.
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*/
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/*!
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\fn const QVector2D operator+(const QVector2D &v1, const QVector2D &v2)
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\relates QVector2D
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Returns a QVector2D object that is the sum of the given vectors, \a v1
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and \a v2; each component is added separately.
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\sa QVector2D::operator+=()
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*/
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/*!
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\fn const QVector2D operator-(const QVector2D &v1, const QVector2D &v2)
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\relates QVector2D
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Returns a QVector2D object that is formed by subtracting \a v2 from \a v1;
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each component is subtracted separately.
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\sa QVector2D::operator-=()
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*/
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/*!
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\fn const QVector2D operator*(qreal factor, const QVector2D &vector)
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\relates QVector2D
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Returns a copy of the given \a vector, multiplied by the given \a factor.
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\sa QVector2D::operator*=()
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*/
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/*!
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\fn const QVector2D operator*(const QVector2D &vector, qreal factor)
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\relates QVector2D
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Returns a copy of the given \a vector, multiplied by the given \a factor.
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\sa QVector2D::operator*=()
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*/
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/*!
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\fn const QVector2D operator*(const QVector2D &v1, const QVector2D &v2)
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\relates QVector2D
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Multiplies the components of \a v1 by the corresponding
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components in \a v2.
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*/
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/*!
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\fn const QVector2D operator-(const QVector2D &vector)
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\relates QVector2D
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\overload
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Returns a QVector2D object that is formed by changing the sign of
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the components of the given \a vector.
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Equivalent to \c {QVector2D(0,0) - vector}.
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*/
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/*!
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\fn const QVector2D operator/(const QVector2D &vector, qreal divisor)
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\relates QVector2D
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Returns the QVector2D object formed by dividing all three components of
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the given \a vector by the given \a divisor.
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\sa QVector2D::operator/=()
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*/
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/*!
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\fn bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2)
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\relates QVector2D
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Returns true if \a v1 and \a v2 are equal, allowing for a small
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fuzziness factor for floating-point comparisons; false otherwise.
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*/
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#ifndef QT_NO_VECTOR3D
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/*!
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Returns the 3D form of this 2D vector, with the z coordinate set to zero.
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\sa toVector4D(), toPoint()
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*/
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QVector3D QVector2D::toVector3D() const
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{
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return QVector3D(xp, yp, 0.0f, 1);
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}
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#endif
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#ifndef QT_NO_VECTOR4D
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/*!
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Returns the 4D form of this 2D vector, with the z and w coordinates set to zero.
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\sa toVector3D(), toPoint()
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*/
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QVector4D QVector2D::toVector4D() const
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{
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return QVector4D(xp, yp, 0.0f, 0.0f, 1);
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}
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#endif
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/*!
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\fn QPoint QVector2D::toPoint() const
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Returns the QPoint form of this 2D vector.
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\sa toPointF(), toVector3D()
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*/
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/*!
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\fn QPointF QVector2D::toPointF() const
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Returns the QPointF form of this 2D vector.
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\sa toPoint(), toVector3D()
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*/
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/*!
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Returns the 2D vector as a QVariant.
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*/
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QVector2D::operator QVariant() const
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{
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return QVariant(QVariant::Vector2D, this);
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}
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#ifndef QT_NO_DEBUG_STREAM
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QDebug operator<<(QDebug dbg, const QVector2D &vector)
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{
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dbg.nospace() << "QVector2D(" << vector.x() << ", " << vector.y() << ')';
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return dbg.space();
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}
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#endif
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#ifndef QT_NO_DATASTREAM
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/*!
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\fn QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
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\relates QVector2D
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Writes the given \a vector to the given \a stream and returns a
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reference to the stream.
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\sa {Format of the QDataStream Operators}
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*/
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QDataStream &operator<<(QDataStream &stream, const QVector2D &vector)
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{
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stream << double(vector.x()) << double(vector.y());
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return stream;
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}
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|
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/*!
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\fn QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
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\relates QVector2D
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Reads a 2D vector from the given \a stream into the given \a vector
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and returns a reference to the stream.
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452 |
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453 |
\sa {Format of the QDataStream Operators}
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*/
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QDataStream &operator>>(QDataStream &stream, QVector2D &vector)
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{
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double x, y;
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stream >> x;
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460 |
stream >> y;
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|
461 |
vector.setX(qreal(x));
|
|
462 |
vector.setY(qreal(y));
|
|
463 |
return stream;
|
|
464 |
}
|
|
465 |
|
|
466 |
#endif // QT_NO_DATASTREAM
|
|
467 |
|
|
468 |
#endif // QT_NO_VECTOR2D
|
|
469 |
|
|
470 |
QT_END_NAMESPACE
|