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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).+ −
** All rights reserved.+ −
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**+ −
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**+ −
** $QT_BEGIN_LICENSE:LGPL$+ −
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**+ −
** GNU Lesser General Public License Usage+ −
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+ −
#include "qvector3d.h"+ −
#include "qvector2d.h"+ −
#include "qvector4d.h"+ −
#include <QtCore/qmath.h>+ −
#include <QtCore/qvariant.h>+ −
#include <QtCore/qdebug.h>+ −
+ −
QT_BEGIN_NAMESPACE+ −
+ −
#ifndef QT_NO_VECTOR3D+ −
+ −
/*!+ −
\class QVector3D+ −
\brief The QVector3D class represents a vector or vertex in 3D space.+ −
\since 4.6+ −
\ingroup painting-3D+ −
+ −
Vectors are one of the main building blocks of 3D representation and+ −
drawing. They consist of three coordinates, traditionally called+ −
x, y, and z.+ −
+ −
The QVector3D class can also be used to represent vertices in 3D space.+ −
We therefore do not need to provide a separate vertex class.+ −
+ −
\sa QVector2D, QVector4D, QQuaternion+ −
*/+ −
+ −
/*!+ −
\fn QVector3D::QVector3D()+ −
+ −
Constructs a null vector, i.e. with coordinates (0, 0, 0).+ −
*/+ −
+ −
/*!+ −
\fn QVector3D::QVector3D(qreal xpos, qreal ypos, qreal zpos)+ −
+ −
Constructs a vector with coordinates (\a xpos, \a ypos, \a zpos).+ −
*/+ −
+ −
/*!+ −
\fn QVector3D::QVector3D(const QPoint& point)+ −
+ −
Constructs a vector with x and y coordinates from a 2D \a point, and a+ −
z coordinate of 0.+ −
*/+ −
+ −
/*!+ −
\fn QVector3D::QVector3D(const QPointF& point)+ −
+ −
Constructs a vector with x and y coordinates from a 2D \a point, and a+ −
z coordinate of 0.+ −
*/+ −
+ −
#ifndef QT_NO_VECTOR2D+ −
+ −
/*!+ −
Constructs a 3D vector from the specified 2D \a vector. The z+ −
coordinate is set to zero.+ −
+ −
\sa toVector2D()+ −
*/+ −
QVector3D::QVector3D(const QVector2D& vector)+ −
{+ −
xp = vector.xp;+ −
yp = vector.yp;+ −
zp = 0.0f;+ −
}+ −
+ −
/*!+ −
Constructs a 3D vector from the specified 2D \a vector. The z+ −
coordinate is set to \a zpos.+ −
+ −
\sa toVector2D()+ −
*/+ −
QVector3D::QVector3D(const QVector2D& vector, qreal zpos)+ −
{+ −
xp = vector.xp;+ −
yp = vector.yp;+ −
zp = zpos;+ −
}+ −
+ −
#endif+ −
+ −
#ifndef QT_NO_VECTOR4D+ −
+ −
/*!+ −
Constructs a 3D vector from the specified 4D \a vector. The w+ −
coordinate is dropped.+ −
+ −
\sa toVector4D()+ −
*/+ −
QVector3D::QVector3D(const QVector4D& vector)+ −
{+ −
xp = vector.xp;+ −
yp = vector.yp;+ −
zp = vector.zp;+ −
}+ −
+ −
#endif+ −
+ −
/*!+ −
\fn bool QVector3D::isNull() const+ −
+ −
Returns true if the x, y, and z coordinates are set to 0.0,+ −
otherwise returns false.+ −
*/+ −
+ −
/*!+ −
\fn qreal QVector3D::x() const+ −
+ −
Returns the x coordinate of this point.+ −
+ −
\sa setX(), y(), z()+ −
*/+ −
+ −
/*!+ −
\fn qreal QVector3D::y() const+ −
+ −
Returns the y coordinate of this point.+ −
+ −
\sa setY(), x(), z()+ −
*/+ −
+ −
/*!+ −
\fn qreal QVector3D::z() const+ −
+ −
Returns the z coordinate of this point.+ −
+ −
\sa setZ(), x(), y()+ −
*/+ −
+ −
/*!+ −
\fn void QVector3D::setX(qreal x)+ −
+ −
Sets the x coordinate of this point to the given \a x coordinate.+ −
+ −
\sa x(), setY(), setZ()+ −
*/+ −
+ −
/*!+ −
\fn void QVector3D::setY(qreal y)+ −
+ −
Sets the y coordinate of this point to the given \a y coordinate.+ −
+ −
\sa y(), setX(), setZ()+ −
*/+ −
+ −
/*!+ −
\fn void QVector3D::setZ(qreal z)+ −
+ −
Sets the z coordinate of this point to the given \a z coordinate.+ −
+ −
\sa z(), setX(), setY()+ −
*/+ −
+ −
/*!+ −
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()+ −
*/+ −
QVector3D QVector3D::normalized() const+ −
{+ −
// Need some extra precision if the length is very small.+ −
double len = double(xp) * double(xp) ++ −
double(yp) * double(yp) ++ −
double(zp) * double(zp);+ −
if (qFuzzyIsNull(len - 1.0f))+ −
return *this;+ −
else if (!qFuzzyIsNull(len))+ −
return *this / qSqrt(len);+ −
else+ −
return QVector3D();+ −
}+ −
+ −
/*!+ −
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 QVector3D::normalize()+ −
{+ −
// Need some extra precision if the length is very small.+ −
double len = double(xp) * double(xp) ++ −
double(yp) * double(yp) ++ −
double(zp) * double(zp);+ −
if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))+ −
return;+ −
+ −
len = qSqrt(len);+ −
+ −
xp /= len;+ −
yp /= len;+ −
zp /= len;+ −
}+ −
+ −
/*!+ −
\fn QVector3D &QVector3D::operator+=(const QVector3D &vector)+ −
+ −
Adds the given \a vector to this vector and returns a reference to+ −
this vector.+ −
+ −
\sa operator-=()+ −
*/+ −
+ −
/*!+ −
\fn QVector3D &QVector3D::operator-=(const QVector3D &vector)+ −
+ −
Subtracts the given \a vector from this vector and returns a reference to+ −
this vector.+ −
+ −
\sa operator+=()+ −
*/+ −
+ −
/*!+ −
\fn QVector3D &QVector3D::operator*=(qreal factor)+ −
+ −
Multiplies this vector's coordinates by the given \a factor, and+ −
returns a reference to this vector.+ −
+ −
\sa operator/=()+ −
*/+ −
+ −
/*!+ −
\fn QVector3D &QVector3D::operator*=(const QVector3D& vector)+ −
\overload+ −
+ −
Multiplies the components of this vector by the corresponding+ −
components in \a vector.+ −
+ −
Note: this is not the same as the crossProduct() of this+ −
vector and \a vector.+ −
+ −
\sa crossProduct()+ −
*/+ −
+ −
/*!+ −
\fn QVector3D &QVector3D::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 QVector3D::dotProduct(const QVector3D& v1, const QVector3D& v2)+ −
{+ −
return v1.xp * v2.xp + v1.yp * v2.yp + v1.zp * v2.zp;+ −
}+ −
+ −
/*!+ −
Returns the cross-product of vectors \a v1 and \a v2, which corresponds+ −
to the normal vector of a plane defined by \a v1 and \a v2.+ −
+ −
\sa normal()+ −
*/+ −
QVector3D QVector3D::crossProduct(const QVector3D& v1, const QVector3D& v2)+ −
{+ −
return QVector3D(v1.yp * v2.zp - v1.zp * v2.yp,+ −
v1.zp * v2.xp - v1.xp * v2.zp,+ −
v1.xp * v2.yp - v1.yp * v2.xp, 1);+ −
}+ −
+ −
/*!+ −
Returns the normal vector of a plane defined by vectors \a v1 and \a v2,+ −
normalized to be a unit vector.+ −
+ −
Use crossProduct() to compute the cross-product of \a v1 and \a v2 if you+ −
do not need the result to be normalized to a unit vector.+ −
+ −
\sa crossProduct(), distanceToPlane()+ −
*/+ −
QVector3D QVector3D::normal(const QVector3D& v1, const QVector3D& v2)+ −
{+ −
return crossProduct(v1, v2).normalized();+ −
}+ −
+ −
/*!+ −
\overload+ −
+ −
Returns the normal vector of a plane defined by vectors+ −
\a v2 - \a v1 and \a v3 - \a v1, normalized to be a unit vector.+ −
+ −
Use crossProduct() to compute the cross-product of \a v2 - \a v1 and+ −
\a v3 - \a v1 if you do not need the result to be normalized to a+ −
unit vector.+ −
+ −
\sa crossProduct(), distanceToPlane()+ −
*/+ −
QVector3D QVector3D::normal+ −
(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3)+ −
{+ −
return crossProduct((v2 - v1), (v3 - v1)).normalized();+ −
}+ −
+ −
/*!+ −
Returns the distance from this vertex to a plane defined by+ −
the vertex \a plane and a \a normal unit vector. The \a normal+ −
parameter is assumed to have been normalized to a unit vector.+ −
+ −
The return value will be negative if the vertex is below the plane,+ −
or zero if it is on the plane.+ −
+ −
\sa normal(), distanceToLine()+ −
*/+ −
qreal QVector3D::distanceToPlane+ −
(const QVector3D& plane, const QVector3D& normal) const+ −
{+ −
return dotProduct(*this - plane, normal);+ −
}+ −
+ −
/*!+ −
\overload+ −
+ −
Returns the distance from this vertex a plane defined by+ −
the vertices \a plane1, \a plane2 and \a plane3.+ −
+ −
The return value will be negative if the vertex is below the plane,+ −
or zero if it is on the plane.+ −
+ −
The two vectors that define the plane are \a plane2 - \a plane1+ −
and \a plane3 - \a plane1.+ −
+ −
\sa normal(), distanceToLine()+ −
*/+ −
qreal QVector3D::distanceToPlane+ −
(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const+ −
{+ −
QVector3D n = normal(plane2 - plane1, plane3 - plane1);+ −
return dotProduct(*this - plane1, n);+ −
}+ −
+ −
/*!+ −
Returns the distance that this vertex is from a line defined+ −
by \a point and the unit vector \a direction.+ −
+ −
If \a direction is a null vector, then it does not define a line.+ −
In that case, the distance from \a point to this vertex is returned.+ −
+ −
\sa distanceToPlane()+ −
*/+ −
qreal QVector3D::distanceToLine+ −
(const QVector3D& point, const QVector3D& direction) const+ −
{+ −
if (direction.isNull())+ −
return (*this - point).length();+ −
QVector3D p = point + dotProduct(*this - point, direction) * direction;+ −
return (*this - p).length();+ −
}+ −
+ −
/*!+ −
\fn bool operator==(const QVector3D &v1, const QVector3D &v2)+ −
\relates QVector3D+ −
+ −
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 QVector3D &v1, const QVector3D &v2)+ −
\relates QVector3D+ −
+ −
Returns true if \a v1 is not equal to \a v2; otherwise returns false.+ −
This operator uses an exact floating-point comparison.+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)+ −
\relates QVector3D+ −
+ −
Returns a QVector3D object that is the sum of the given vectors, \a v1+ −
and \a v2; each component is added separately.+ −
+ −
\sa QVector3D::operator+=()+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)+ −
\relates QVector3D+ −
+ −
Returns a QVector3D object that is formed by subtracting \a v2 from \a v1;+ −
each component is subtracted separately.+ −
+ −
\sa QVector3D::operator-=()+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator*(qreal factor, const QVector3D &vector)+ −
\relates QVector3D+ −
+ −
Returns a copy of the given \a vector, multiplied by the given \a factor.+ −
+ −
\sa QVector3D::operator*=()+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator*(const QVector3D &vector, qreal factor)+ −
\relates QVector3D+ −
+ −
Returns a copy of the given \a vector, multiplied by the given \a factor.+ −
+ −
\sa QVector3D::operator*=()+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)+ −
\relates QVector3D+ −
+ −
Multiplies the components of \a v1 by the corresponding components in \a v2.+ −
+ −
Note: this is not the same as the crossProduct() of \a v1 and \a v2.+ −
+ −
\sa QVector3D::crossProduct()+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator-(const QVector3D &vector)+ −
\relates QVector3D+ −
\overload+ −
+ −
Returns a QVector3D object that is formed by changing the sign of+ −
all three components of the given \a vector.+ −
+ −
Equivalent to \c {QVector3D(0,0,0) - vector}.+ −
*/+ −
+ −
/*!+ −
\fn const QVector3D operator/(const QVector3D &vector, qreal divisor)+ −
\relates QVector3D+ −
+ −
Returns the QVector3D object formed by dividing all three components of+ −
the given \a vector by the given \a divisor.+ −
+ −
\sa QVector3D::operator/=()+ −
*/+ −
+ −
/*!+ −
\fn bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)+ −
\relates QVector3D+ −
+ −
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 3D vector, dropping the z coordinate.+ −
+ −
\sa toVector4D(), toPoint()+ −
*/+ −
QVector2D QVector3D::toVector2D() const+ −
{+ −
return QVector2D(xp, yp, 1);+ −
}+ −
+ −
#endif+ −
+ −
#ifndef QT_NO_VECTOR4D+ −
+ −
/*!+ −
Returns the 4D form of this 3D vector, with the w coordinate set to zero.+ −
+ −
\sa toVector2D(), toPoint()+ −
*/+ −
QVector4D QVector3D::toVector4D() const+ −
{+ −
return QVector4D(xp, yp, zp, 0.0f, 1);+ −
}+ −
+ −
#endif+ −
+ −
/*!+ −
\fn QPoint QVector3D::toPoint() const+ −
+ −
Returns the QPoint form of this 3D vector. The z coordinate+ −
is dropped.+ −
+ −
\sa toPointF(), toVector2D()+ −
*/+ −
+ −
/*!+ −
\fn QPointF QVector3D::toPointF() const+ −
+ −
Returns the QPointF form of this 3D vector. The z coordinate+ −
is dropped.+ −
+ −
\sa toPoint(), toVector2D()+ −
*/+ −
+ −
/*!+ −
Returns the 3D vector as a QVariant.+ −
*/+ −
QVector3D::operator QVariant() const+ −
{+ −
return QVariant(QVariant::Vector3D, this);+ −
}+ −
+ −
/*!+ −
Returns the length of the vector from the origin.+ −
+ −
\sa lengthSquared(), normalized()+ −
*/+ −
qreal QVector3D::length() const+ −
{+ −
return qSqrt(xp * xp + yp * yp + zp * zp);+ −
}+ −
+ −
/*!+ −
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 QVector3D::lengthSquared() const+ −
{+ −
return xp * xp + yp * yp + zp * zp;+ −
}+ −
+ −
#ifndef QT_NO_DEBUG_STREAM+ −
+ −
QDebug operator<<(QDebug dbg, const QVector3D &vector)+ −
{+ −
dbg.nospace() << "QVector3D("+ −
<< vector.x() << ", " << vector.y() << ", " << vector.z() << ')';+ −
return dbg.space();+ −
}+ −
+ −
#endif+ −
+ −
#ifndef QT_NO_DATASTREAM+ −
+ −
/*!+ −
\fn QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)+ −
\relates QVector3D+ −
+ −
Writes the given \a vector to the given \a stream and returns a+ −
reference to the stream.+ −
+ −
\sa {Format of the QDataStream Operators}+ −
*/+ −
+ −
QDataStream &operator<<(QDataStream &stream, const QVector3D &vector)+ −
{+ −
stream << double(vector.x()) << double(vector.y())+ −
<< double(vector.z());+ −
return stream;+ −
}+ −
+ −
/*!+ −
\fn QDataStream &operator>>(QDataStream &stream, QVector3D &vector)+ −
\relates QVector3D+ −
+ −
Reads a 3D vector from the given \a stream into the given \a vector+ −
and returns a reference to the stream.+ −
+ −
\sa {Format of the QDataStream Operators}+ −
*/+ −
+ −
QDataStream &operator>>(QDataStream &stream, QVector3D &vector)+ −
{+ −
double x, y, z;+ −
stream >> x;+ −
stream >> y;+ −
stream >> z;+ −
vector.setX(qreal(x));+ −
vector.setY(qreal(y));+ −
vector.setZ(qreal(z));+ −
return stream;+ −
}+ −
+ −
#endif // QT_NO_DATASTREAM+ −
+ −
#endif // QT_NO_VECTOR3D+ −
+ −
QT_END_NAMESPACE+ −