The QVector3D class represents a vector or vertex in 3D space. More...
Header: | #include <QVector3D> |
qmake: | QT += gui |
Since: | Qt 4.6 |
QVector3D() | |
QVector3D(float xpos, float ypos, float zpos) | |
QVector3D(const QPoint &point) | |
QVector3D(const QPointF &point) | |
QVector3D(const QVector2D &vector) | |
QVector3D(const QVector2D &vector, float zpos) | |
QVector3D(const QVector4D &vector) | |
float | distanceToLine(const QVector3D &point, const QVector3D &direction) const |
float | distanceToPlane(const QVector3D &plane, const QVector3D &normal) const |
float | distanceToPlane(const QVector3D &plane1, const QVector3D &plane2, const QVector3D &plane3) const |
float | distanceToPoint(const QVector3D &point) const |
bool | isNull() const |
float | length() const |
float | lengthSquared() const |
void | normalize() |
QVector3D | normalized() const |
QVector3D | project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const |
void | setX(float x) |
void | setY(float y) |
void | setZ(float z) |
QPoint | toPoint() const |
QPointF | toPointF() const |
QVector2D | toVector2D() const |
QVector4D | toVector4D() const |
QVector3D | unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const |
float | x() const |
float | y() const |
float | z() const |
QVariant | operator QVariant() const |
QVector3D & | operator*=(float factor) |
QVector3D & | operator*=(const QVector3D &vector) |
QVector3D & | operator+=(const QVector3D &vector) |
QVector3D & | operator-=(const QVector3D &vector) |
QVector3D & | operator/=(float divisor) |
QVector3D & | operator/=(const QVector3D &vector) |
float & | operator[](int i) |
float | operator[](int i) const |
QVector3D | crossProduct(const QVector3D &v1, const QVector3D &v2) |
float | dotProduct(const QVector3D &v1, const QVector3D &v2) |
QVector3D | normal(const QVector3D &v1, const QVector3D &v2) |
QVector3D | normal(const QVector3D &v1, const QVector3D &v2, const QVector3D &v3) |
bool | qFuzzyCompare(const QVector3D &v1, const QVector3D &v2) |
bool | operator!=(const QVector3D &v1, const QVector3D &v2) |
const QVector3D | operator*(float factor, const QVector3D &vector) |
const QVector3D | operator*(const QVector3D &vector, float factor) |
const QVector3D | operator*(const QVector3D &v1, const QVector3D &v2) |
const QVector3D | operator+(const QVector3D &v1, const QVector3D &v2) |
const QVector3D | operator-(const QVector3D &v1, const QVector3D &v2) |
const QVector3D | operator-(const QVector3D &vector) |
const QVector3D | operator/(const QVector3D &vector, float divisor) |
const QVector3D | operator/(const QVector3D &vector, const QVector3D &divisor) |
QDataStream & | operator<<(QDataStream &stream, const QVector3D &vector) |
bool | operator==(const QVector3D &v1, const QVector3D &v2) |
QDataStream & | operator>>(QDataStream &stream, QVector3D &vector) |
The QVector3D class represents a vector or vertex in 3D space.
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.
See also QVector2D, QVector4D, and QQuaternion.
Constructs a null vector, i.e. with coordinates (0, 0, 0).
Constructs a vector with coordinates (xpos, ypos, zpos).
Constructs a vector with x and y coordinates from a 2D point, and a z coordinate of 0.
Constructs a vector with x and y coordinates from a 2D point, and a z coordinate of 0.
Constructs a 3D vector from the specified 2D vector. The z coordinate is set to zero.
See also toVector2D().
Constructs a 3D vector from the specified 2D vector. The z coordinate is set to zpos.
See also toVector2D().
Constructs a 3D vector from the specified 4D vector. The w coordinate is dropped.
See also toVector4D().
[static]
QVector3D QVector3D::crossProduct(const QVector3D &v1, const QVector3D &v2)Returns the cross-product of vectors v1 and v2, which corresponds to the normal vector of a plane defined by v1 and v2.
See also normal().
Returns the distance that this vertex is from a line defined by point and the unit vector direction.
If direction is a null vector, then it does not define a line. In that case, the distance from point to this vertex is returned.
See also distanceToPlane().
Returns the distance from this vertex to a plane defined by the vertex plane and a normal unit vector. The 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.
See also normal() and distanceToLine().
This is an overloaded function.
Returns the distance from this vertex a plane defined by the vertices plane1, plane2 and 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 plane2 - plane1 and plane3 - plane1.
See also normal() and distanceToLine().
Returns the distance from this vertex to a point defined by the vertex point.
This function was introduced in Qt 5.1.
See also distanceToPlane() and distanceToLine().
[static]
float QVector3D::dotProduct(const QVector3D &v1, const QVector3D &v2)Returns the dot product of v1 and v2.
Returns true
if the x, y, and z coordinates are set to 0.0, otherwise returns false
.
Returns the length of the vector from the origin.
See also lengthSquared() and normalized().
Returns the squared length of the vector from the origin. This is equivalent to the dot product of the vector with itself.
See also length() and dotProduct().
[static]
QVector3D QVector3D::normal(const QVector3D &v1, const QVector3D &v2)Returns the normal vector of a plane defined by vectors v1 and v2, normalized to be a unit vector.
Use crossProduct() to compute the cross-product of v1 and v2 if you do not need the result to be normalized to a unit vector.
See also crossProduct() and distanceToPlane().
[static]
QVector3D QVector3D::normal(const
QVector3D &v1, const QVector3D &v2, const QVector3D &v3)This is an overloaded function.
Returns the normal vector of a plane defined by vectors v2 - v1 and v3 - v1, normalized to be a unit vector.
Use crossProduct() to compute the cross-product of v2 - v1 and v3 - v1 if you do not need the result to be normalized to a unit vector.
See also crossProduct() and distanceToPlane().
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.
See also length() and normalized().
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.
See also length() and normalize().
Returns the window coordinates of this vector initially in object/model coordinates using the model view matrix modelView, the projection matrix projection and the viewport dimensions viewport.
When transforming from clip to normalized space, a division by the w component on the vector components takes place. To prevent dividing by 0 if w equals to 0, it is set to 1.
Note: the returned y coordinates are in OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.
This function was introduced in Qt 5.5.
See also unproject().
Sets the x coordinate of this point to the given x coordinate.
See also x(), setY(), and setZ().
Sets the y coordinate of this point to the given y coordinate.
See also y(), setX(), and setZ().
Sets the z coordinate of this point to the given z coordinate.
See also z(), setX(), and setY().
Returns the QPoint form of this 3D vector. The z coordinate is dropped.
See also toPointF() and toVector2D().
Returns the QPointF form of this 3D vector. The z coordinate is dropped.
See also toPoint() and toVector2D().
Returns the 2D vector form of this 3D vector, dropping the z coordinate.
See also toVector4D() and toPoint().
Returns the 4D form of this 3D vector, with the w coordinate set to zero.
See also toVector2D() and toPoint().
Returns the object/model coordinates of this vector initially in window coordinates using the model view matrix modelView, the projection matrix projection and the viewport dimensions viewport.
When transforming from clip to normalized space, a division by the w component of the vector components takes place. To prevent dividing by 0 if w equals to 0, it is set to 1.
Note: y coordinates in viewport should use OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.
This function was introduced in Qt 5.5.
See also project().
Returns the x coordinate of this point.
See also setX(), y(), and z().
Returns the y coordinate of this point.
See also setY(), x(), and z().
Returns the z coordinate of this point.
See also setZ(), x(), and y().
Returns the 3D vector as a QVariant.
Multiplies this vector's coordinates by the given factor, and returns a reference to this vector.
See also operator/=().
This is an overloaded function.
Multiplies the components of this vector by the corresponding components in vector.
Note: this is not the same as the crossProduct() of this vector and vector.
See also crossProduct().
Adds the given vector to this vector and returns a reference to this vector.
See also operator-=().
Subtracts the given vector from this vector and returns a reference to this vector.
See also operator+=().
Divides this vector's coordinates by the given divisor, and returns a reference to this vector.
See also operator*=().
Divides the components of this vector by the corresponding components in vector.
This function was introduced in Qt 5.5.
See also operator*=().
Returns the component of the vector at index position i as a modifiable reference.
i must be a valid index position in the vector (i.e., 0 <= i < 3).
This function was introduced in Qt 5.2.
Returns the component of the vector at index position i.
i must be a valid index position in the vector (i.e., 0 <= i < 3).
This function was introduced in Qt 5.2.
Returns true
if v1 and v2 are equal, allowing for a small fuzziness factor for floating-point comparisons; false otherwise.
Returns true
if v1 is not equal to v2; otherwise returns false
. This operator uses an exact floating-point comparison.
Returns a copy of the given vector, multiplied by the given factor.
See also QVector3D::operator*=().
Returns a copy of the given vector, multiplied by the given factor.
See also QVector3D::operator*=().
Multiplies the components of v1 by the corresponding components in v2.
Note: this is not the same as the crossProduct() of v1 and v2.
See also QVector3D::crossProduct().
Returns a QVector3D object that is the sum of the given vectors, v1 and v2; each component is added separately.
See also QVector3D::operator+=().
Returns a QVector3D object that is formed by subtracting v2 from v1; each component is subtracted separately.
See also QVector3D::operator-=().
This is an overloaded function.
Returns a QVector3D object that is formed by changing the sign of all three components of the given vector.
Equivalent to QVector3D(0,0,0) - vector
.
Returns the QVector3D object formed by dividing all three components of the given vector by the given divisor.
See also QVector3D::operator/=().
Returns the QVector3D object formed by dividing components of the given vector by a respective components of the given divisor.
This function was introduced in Qt 5.5.
See also QVector3D::operator/=().
Writes the given vector to the given stream and returns a reference to the stream.
See also Serializing Qt Data Types.
Returns true
if v1 is equal to v2; otherwise returns false
. This operator uses an exact floating-point comparison.
Reads a 3D vector from the given stream into the given vector and returns a reference to the stream.
See also Serializing Qt Data Types.