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**
** Copyright (C) 2015 The Qt Company Ltd.
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** $QT_BEGIN_LICENSE:LGPL21$
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#ifndef QVECTOR3D_H
#define QVECTOR3D_H
#include <QtCore/qpoint.h>
#include <QtCore/qmetatype.h>
QT_BEGIN_NAMESPACE
class QMatrix4x4;
class QVector2D;
class QVector4D;
class QRect;
#ifndef QT_NO_VECTOR3D
class Q_GUI_EXPORT QVector3D
{
public:
Q_DECL_CONSTEXPR QVector3D();
explicit QVector3D(Qt::Initialization) {}
Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point);
Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point);
#ifndef QT_NO_VECTOR2D
QVector3D(const QVector2D& vector);
QVector3D(const QVector2D& vector, float zpos);
#endif
#ifndef QT_NO_VECTOR4D
explicit QVector3D(const QVector4D& vector);
#endif
bool isNull() const;
Q_DECL_CONSTEXPR float x() const;
Q_DECL_CONSTEXPR float y() const;
Q_DECL_CONSTEXPR float z() const;
void setX(float x);
void setY(float y);
void setZ(float z);
float &operator[](int i);
float operator[](int i) const;
float length() const;
float lengthSquared() const;
QVector3D normalized() const;
void normalize();
QVector3D &operator+=(const QVector3D &vector);
QVector3D &operator-=(const QVector3D &vector);
QVector3D &operator*=(float factor);
QVector3D &operator*=(const QVector3D& vector);
QVector3D &operator/=(float divisor);
inline QVector3D &operator/=(const QVector3D &vector);
static float dotProduct(const QVector3D& v1, const QVector3D& v2); //In Qt 6 convert to inline and constexpr
static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); //in Qt 6 convert to inline and constexpr
static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
static QVector3D normal
(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
float distanceToPoint(const QVector3D& point) const;
float distanceToPlane(const QVector3D& plane, const QVector3D& normal) const;
float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
float distanceToLine(const QVector3D& point, const QVector3D& direction) const;
Q_DECL_CONSTEXPR friend inline bool operator==(const QVector3D &v1, const QVector3D &v2);
Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2);
Q_DECL_CONSTEXPR friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
Q_DECL_CONSTEXPR friend inline const QVector3D operator*(float factor, const QVector3D &vector);
Q_DECL_CONSTEXPR friend inline const QVector3D operator*(const QVector3D &vector, float factor);
Q_DECL_CONSTEXPR friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &vector);
Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor);
Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
#ifndef QT_NO_VECTOR2D
QVector2D toVector2D() const;
#endif
#ifndef QT_NO_VECTOR4D
QVector4D toVector4D() const;
#endif
Q_DECL_CONSTEXPR QPoint toPoint() const;
Q_DECL_CONSTEXPR QPointF toPointF() const;
operator QVariant() const;
private:
float xp, yp, zp;
friend class QVector2D;
friend class QVector4D;
#ifndef QT_NO_MATRIX4X4
friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
#endif
};
Q_DECLARE_TYPEINFO(QVector3D, Q_MOVABLE_TYPE);
Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
inline bool QVector3D::isNull() const
{
return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
}
Q_DECL_CONSTEXPR inline float QVector3D::x() const { return xp; }
Q_DECL_CONSTEXPR inline float QVector3D::y() const { return yp; }
Q_DECL_CONSTEXPR inline float QVector3D::z() const { return zp; }
inline void QVector3D::setX(float aX) { xp = aX; }
inline void QVector3D::setY(float aY) { yp = aY; }
inline void QVector3D::setZ(float aZ) { zp = aZ; }
inline float &QVector3D::operator[](int i)
{
Q_ASSERT(uint(i) < 3u);
return *(&xp + i);
}
inline float QVector3D::operator[](int i) const
{
Q_ASSERT(uint(i) < 3u);
return *(&xp + i);
}
inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
{
xp += vector.xp;
yp += vector.yp;
zp += vector.zp;
return *this;
}
inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
{
xp -= vector.xp;
yp -= vector.yp;
zp -= vector.zp;
return *this;
}
inline QVector3D &QVector3D::operator*=(float factor)
{
xp *= factor;
yp *= factor;
zp *= factor;
return *this;
}
inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
{
xp *= vector.xp;
yp *= vector.yp;
zp *= vector.zp;
return *this;
}
inline QVector3D &QVector3D::operator/=(float divisor)
{
xp /= divisor;
yp /= divisor;
zp /= divisor;
return *this;
}
inline QVector3D &QVector3D::operator/=(const QVector3D &vector)
{
xp /= vector.xp;
yp /= vector.yp;
zp /= vector.zp;
return *this;
}
Q_DECL_CONSTEXPR inline bool operator==(const QVector3D &v1, const QVector3D &v2)
{
return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp;
}
Q_DECL_CONSTEXPR inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
{
return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp;
}
Q_DECL_CONSTEXPR inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
{
return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp);
}
Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
{
return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp);
}
Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector)
{
return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor)
{
return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
}
Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
{
return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp);
}
Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector)
{
return QVector3D(-vector.xp, -vector.yp, -vector.zp);
}
Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor)
{
return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor);
}
Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor)
{
return QVector3D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp);
}
Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
{
return qFuzzyCompare(v1.xp, v2.xp) &&
qFuzzyCompare(v1.yp, v2.yp) &&
qFuzzyCompare(v1.zp, v2.zp);
}
Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const
{
return QPoint(qRound(xp), qRound(yp));
}
Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const
{
return QPointF(qreal(xp), qreal(yp));
}
#ifndef QT_NO_DEBUG_STREAM
Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector);
#endif
#ifndef QT_NO_DATASTREAM
Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &);
Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &);
#endif
#endif
QT_END_NAMESPACE
#endif