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**
** Copyright (C) 2015 The Qt Company Ltd.
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#ifndef QVECTOR4D_H
#define QVECTOR4D_H
#include <QtCore/qpoint.h>
#include <QtCore/qmetatype.h>
QT_BEGIN_NAMESPACE
class QMatrix4x4;
class QVector2D;
class QVector3D;
#ifndef QT_NO_VECTOR4D
class Q_GUI_EXPORT QVector4D
{
public:
Q_DECL_CONSTEXPR QVector4D();
explicit QVector4D(Qt::Initialization) {}
Q_DECL_CONSTEXPR QVector4D(float xpos, float ypos, float zpos, float wpos);
Q_DECL_CONSTEXPR explicit QVector4D(const QPoint& point);
Q_DECL_CONSTEXPR explicit QVector4D(const QPointF& point);
#ifndef QT_NO_VECTOR2D
QVector4D(const QVector2D& vector);
QVector4D(const QVector2D& vector, float zpos, float wpos);
#endif
#ifndef QT_NO_VECTOR3D
QVector4D(const QVector3D& vector);
QVector4D(const QVector3D& vector, float wpos);
#endif
bool isNull() const;
Q_DECL_CONSTEXPR float x() const;
Q_DECL_CONSTEXPR float y() const;
Q_DECL_CONSTEXPR float z() const;
Q_DECL_CONSTEXPR float w() const;
void setX(float x);
void setY(float y);
void setZ(float z);
void setW(float w);
float &operator[](int i);
float operator[](int i) const;
float length() const;
float lengthSquared() const; //In Qt 6 convert to inline and constexpr
QVector4D normalized() const Q_REQUIRED_RESULT;
void normalize();
QVector4D &operator+=(const QVector4D &vector);
QVector4D &operator-=(const QVector4D &vector);
QVector4D &operator*=(float factor);
QVector4D &operator*=(const QVector4D &vector);
QVector4D &operator/=(float divisor);
inline QVector4D &operator/=(const QVector4D &vector);
static float dotProduct(const QVector4D& v1, const QVector4D& v2); //In Qt 6 convert to inline and constexpr
Q_DECL_CONSTEXPR friend inline bool operator==(const QVector4D &v1, const QVector4D &v2);
Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector4D &v1, const QVector4D &v2);
Q_DECL_CONSTEXPR friend inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2);
Q_DECL_CONSTEXPR friend inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2);
Q_DECL_CONSTEXPR friend inline const QVector4D operator*(float factor, const QVector4D &vector);
Q_DECL_CONSTEXPR friend inline const QVector4D operator*(const QVector4D &vector, float factor);
Q_DECL_CONSTEXPR friend inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2);
Q_DECL_CONSTEXPR friend inline const QVector4D operator-(const QVector4D &vector);
Q_DECL_CONSTEXPR friend inline const QVector4D operator/(const QVector4D &vector, float divisor);
Q_DECL_CONSTEXPR friend inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor);
Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2);
#ifndef QT_NO_VECTOR2D
QVector2D toVector2D() const;
QVector2D toVector2DAffine() const;
#endif
#ifndef QT_NO_VECTOR3D
QVector3D toVector3D() const;
QVector3D toVector3DAffine() const;
#endif
Q_DECL_CONSTEXPR QPoint toPoint() const;
Q_DECL_CONSTEXPR QPointF toPointF() const;
operator QVariant() const;
private:
float xp, yp, zp, wp;
friend class QVector2D;
friend class QVector3D;
#ifndef QT_NO_MATRIX4X4
friend QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix);
friend QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector);
#endif
};
Q_DECLARE_TYPEINFO(QVector4D, Q_MOVABLE_TYPE);
Q_DECL_CONSTEXPR inline QVector4D::QVector4D() : xp(0.0f), yp(0.0f), zp(0.0f), wp(0.0f) {}
Q_DECL_CONSTEXPR inline QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos) : xp(xpos), yp(ypos), zp(zpos), wp(wpos) {}
Q_DECL_CONSTEXPR inline QVector4D::QVector4D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f), wp(0.0f) {}
Q_DECL_CONSTEXPR inline QVector4D::QVector4D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f), wp(0.0f) {}
inline bool QVector4D::isNull() const
{
return qIsNull(xp) && qIsNull(yp) && qIsNull(zp) && qIsNull(wp);
}
Q_DECL_CONSTEXPR inline float QVector4D::x() const { return xp; }
Q_DECL_CONSTEXPR inline float QVector4D::y() const { return yp; }
Q_DECL_CONSTEXPR inline float QVector4D::z() const { return zp; }
Q_DECL_CONSTEXPR inline float QVector4D::w() const { return wp; }
inline void QVector4D::setX(float aX) { xp = aX; }
inline void QVector4D::setY(float aY) { yp = aY; }
inline void QVector4D::setZ(float aZ) { zp = aZ; }
inline void QVector4D::setW(float aW) { wp = aW; }
inline float &QVector4D::operator[](int i)
{
Q_ASSERT(uint(i) < 4u);
return *(&xp + i);
}
inline float QVector4D::operator[](int i) const
{
Q_ASSERT(uint(i) < 4u);
return *(&xp + i);
}
inline QVector4D &QVector4D::operator+=(const QVector4D &vector)
{
xp += vector.xp;
yp += vector.yp;
zp += vector.zp;
wp += vector.wp;
return *this;
}
inline QVector4D &QVector4D::operator-=(const QVector4D &vector)
{
xp -= vector.xp;
yp -= vector.yp;
zp -= vector.zp;
wp -= vector.wp;
return *this;
}
inline QVector4D &QVector4D::operator*=(float factor)
{
xp *= factor;
yp *= factor;
zp *= factor;
wp *= factor;
return *this;
}
inline QVector4D &QVector4D::operator*=(const QVector4D &vector)
{
xp *= vector.xp;
yp *= vector.yp;
zp *= vector.zp;
wp *= vector.wp;
return *this;
}
inline QVector4D &QVector4D::operator/=(float divisor)
{
xp /= divisor;
yp /= divisor;
zp /= divisor;
wp /= divisor;
return *this;
}
inline QVector4D &QVector4D::operator/=(const QVector4D &vector)
{
xp /= vector.xp;
yp /= vector.yp;
zp /= vector.zp;
wp /= vector.wp;
return *this;
}
Q_DECL_CONSTEXPR inline bool operator==(const QVector4D &v1, const QVector4D &v2)
{
return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp && v1.wp == v2.wp;
}
Q_DECL_CONSTEXPR inline bool operator!=(const QVector4D &v1, const QVector4D &v2)
{
return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp || v1.wp != v2.wp;
}
Q_DECL_CONSTEXPR inline const QVector4D operator+(const QVector4D &v1, const QVector4D &v2)
{
return QVector4D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp, v1.wp + v2.wp);
}
Q_DECL_CONSTEXPR inline const QVector4D operator-(const QVector4D &v1, const QVector4D &v2)
{
return QVector4D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp, v1.wp - v2.wp);
}
Q_DECL_CONSTEXPR inline const QVector4D operator*(float factor, const QVector4D &vector)
{
return QVector4D(vector.xp * factor, vector.yp * factor, vector.zp * factor, vector.wp * factor);
}
Q_DECL_CONSTEXPR inline const QVector4D operator*(const QVector4D &vector, float factor)
{
return QVector4D(vector.xp * factor, vector.yp * factor, vector.zp * factor, vector.wp * factor);
}
Q_DECL_CONSTEXPR inline const QVector4D operator*(const QVector4D &v1, const QVector4D& v2)
{
return QVector4D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp, v1.wp * v2.wp);
}
Q_DECL_CONSTEXPR inline const QVector4D operator-(const QVector4D &vector)
{
return QVector4D(-vector.xp, -vector.yp, -vector.zp, -vector.wp);
}
Q_DECL_CONSTEXPR inline const QVector4D operator/(const QVector4D &vector, float divisor)
{
return QVector4D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor, vector.wp / divisor);
}
Q_DECL_CONSTEXPR inline const QVector4D operator/(const QVector4D &vector, const QVector4D &divisor)
{
return QVector4D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp, vector.wp / divisor.wp);
}
Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector4D& v1, const QVector4D& v2)
{
return qFuzzyCompare(v1.xp, v2.xp) &&
qFuzzyCompare(v1.yp, v2.yp) &&
qFuzzyCompare(v1.zp, v2.zp) &&
qFuzzyCompare(v1.wp, v2.wp);
}
Q_DECL_CONSTEXPR inline QPoint QVector4D::toPoint() const
{
return QPoint(qRound(xp), qRound(yp));
}
Q_DECL_CONSTEXPR inline QPointF QVector4D::toPointF() const
{
return QPointF(qreal(xp), qreal(yp));
}
#ifndef QT_NO_DEBUG_STREAM
Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector4D &vector);
#endif
#ifndef QT_NO_DATASTREAM
Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector4D &);
Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector4D &);
#endif
#endif
QT_END_NAMESPACE
#endif