QVector4D Class▲
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Header: QVector4D
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CMake:
find_package(Qt6 REQUIRED COMPONENTS Gui)
target_link_libraries(mytarget PRIVATE Qt6::Gui)
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qmake: QT += gui
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Group: QVector4D is part of Rendering in 3D
Detailed Description▲
Vectors are one of the main building blocks of 4D affine representations of 3D space. They consist of four finite floating-point coordinates, traditionally called x, y, z and w.
The QVector4D class can also be used to represent vertices in 4D space. We therefore do not need to provide a separate vertex class.
See Also▲
See also QQuaternion, QVector2D, QVector3D
Member Function Documentation▲
[constexpr] QVector4D::QVector4D()▲
Constructs a null vector, i.e. with coordinates (0, 0, 0, 0).
[constexpr] QVector4D::QVector4D(float xpos, float ypos, float zpos, float wpos)▲
Constructs a vector with coordinates (xpos, ypos, zpos, wpos). All parameters must be finite.
[explicit constexpr] QVector4D::QVector4D(QPoint point)▲
Constructs a vector with x and y coordinates from a 2D point, and z and w coordinates of 0.
[explicit constexpr] QVector4D::QVector4D(QPointF point)▲
Constructs a vector with x and y coordinates from a 2D point, and z and w coordinates of 0.
[explicit constexpr] QVector4D::QVector4D(QVector2D vector)▲
Constructs a 4D vector from the specified 2D vector. The z and w coordinates are set to zero.
See Also▲
See also toVector2D()
[constexpr] QVector4D::QVector4D(QVector2D vector, float zpos, float wpos)▲
Constructs a 4D vector from the specified 2D vector. The z and w coordinates are set to zpos and wpos respectively, each of which must be finite.
See Also▲
See also toVector2D()
[explicit constexpr] QVector4D::QVector4D(QVector3D vector)▲
Constructs a 4D vector from the specified 3D vector. The w coordinate is set to zero.
See Also▲
See also toVector3D()
[constexpr] QVector4D::QVector4D(QVector3D vector, float wpos)▲
Constructs a 4D vector from the specified 3D vector. The w coordinate is set to wpos, which must be finite.
See Also▲
See also toVector3D()
[static constexpr] float QVector4D::dotProduct(QVector4D v1, QVector4D v2)▲
Returns the dot product of v1 and v2.
[constexpr] bool QVector4D::isNull() const▲
Returns true if the x, y, z, and w coordinates are set to 0.0, otherwise returns false.
float QVector4D::length() const▲
[constexpr] float QVector4D::lengthSquared() const▲
Returns the squared length of the vector from the origin. This is equivalent to the dot product of the vector with itself.
See Also▲
See also length(), dotProduct()
void QVector4D::normalize()▲
Normalizes the current 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▲
See also length(), normalized()
QVector4D QVector4D::normalized() const▲
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▲
[constexpr] void QVector4D::setW(float w)▲
Sets the w coordinate of this point to the given finite w coordinate.
See Also▲
[constexpr] void QVector4D::setX(float x)▲
Sets the x coordinate of this point to the given finite x coordinate.
See Also▲
[constexpr] void QVector4D::setY(float y)▲
Sets the y coordinate of this point to the given finite y coordinate.
See Also▲
[constexpr] void QVector4D::setZ(float z)▲
Sets the z coordinate of this point to the given finite z coordinate.
See Also▲
[constexpr] QPoint QVector4D::toPoint() const▲
Returns the QPoint form of this 4D vector. The z and w coordinates are dropped. The x and y coordinates are rounded to nearest integers.
See Also▲
See also toPointF(), toVector2D()
[constexpr] QPointF QVector4D::toPointF() const▲
Returns the QPointF form of this 4D vector. The z and w coordinates are dropped.
See Also▲
See also toPoint(), toVector2D()
[constexpr] QVector2D QVector4D::toVector2D() const▲
Returns the 2D vector form of this 4D vector, dropping the z and w coordinates.
See Also▲
See also toVector2DAffine(), toVector3D(), toPoint()
[constexpr] QVector2D QVector4D::toVector2DAffine() const▲
Returns the 2D vector form of this 4D vector, dividing the x and y coordinates by the w coordinate and dropping the z coordinate. Returns a null vector if w is zero.
See Also▲
See also toVector2D(), toVector3DAffine(), toPoint()
[constexpr] QVector3D QVector4D::toVector3D() const▲
Returns the 3D vector form of this 4D vector, dropping the w coordinate.
See Also▲
See also toVector3DAffine(), toVector2D(), toPoint()
[constexpr] QVector3D QVector4D::toVector3DAffine() const▲
Returns the 3D vector form of this 4D vector, dividing the x, y, and z coordinates by the w coordinate. Returns a null vector if w is zero.
See Also▲
See also toVector3D(), toVector2DAffine(), toPoint()
[constexpr] float QVector4D::w() const▲
[constexpr] float QVector4D::x() const▲
[constexpr] float QVector4D::y() const▲
[constexpr] float QVector4D::z() const▲
QVariant QVector4D::operator QVariant() const▲
Returns the 4D vector as a QVariant.
[constexpr] QVector4D &QVector4D::operator*=(float factor)▲
Multiplies this vector's coordinates by the given finite factor, and returns a reference to this vector.
See Also▲
See also operator/=(), operator*()
[constexpr] QVector4D &QVector4D::operator*=(QVector4D vector)▲
Multiplies each component of this vector by the corresponding component of vector and returns a reference to this vector.
See Also▲
See also operator/=(), operator*()
[constexpr] QVector4D &QVector4D::operator+=(QVector4D vector)▲
Adds the given vector to this vector and returns a reference to this vector.
See Also▲
See also operator-=()
[constexpr] QVector4D &QVector4D::operator-=(QVector4D vector)▲
Subtracts the given vector from this vector and returns a reference to this vector.
See Also▲
See also operator+=()
[constexpr] QVector4D &QVector4D::operator/=(float divisor)▲
Divides this vector's coordinates by the given divisor, and returns a reference to this vector. The divisor must not be either zero or NaN.
See Also▲
See also operator*=()
[constexpr, since 5.5] QVector4D &QVector4D::operator/=(QVector4D vector)▲
Divides each component of this vector by the corresponding component of vector and returns a reference to this vector.
The vector must have no component that is either zero or NaN.
This function was introduced in Qt 5.5.
See Also▲
See also operator*=(), operator/()
[constexpr, since 5.2] float &QVector4D::operator[](int i)▲
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 < 4).
This function was introduced in Qt 5.2.
[constexpr, since 5.2] float QVector4D::operator[](int i) const▲
Returns the component of the vector at index position i.
i must be a valid index position in the vector (i.e., 0 <= i < 4).
This function was introduced in Qt 5.2.
Related Non-Members▲
bool qFuzzyCompare(QVector4D v1, QVector4D v2)▲
Returns true if v1 and v2 are equal, allowing for a small fuzziness factor for floating-point comparisons; false otherwise.
[constexpr] bool operator!=(QVector4D v1, QVector4D v2)▲
Returns true if v1 is not equal to v2; otherwise returns false. This operator uses an exact floating-point comparison.
[constexpr] QVector4D operator*(float factor, QVector4D vector)▲
Returns a copy of the given vector, multiplied by the given factor.
See Also▲
See also QVector4D::operator*=()
[constexpr] QVector4D operator*(QVector4D vector, float factor)▲
Returns a copy of the given vector, multiplied by the given factor.
See Also▲
See also QVector4D::operator*=()
[constexpr] QVector4D operator*(QVector4D v1, QVector4D v2)▲
Returns the QVector4D object formed by multiplying each component of v1 by the corresponding component of v2.
This is not a cross product of v1 and v2 in any sense. (Its components add up to the dot product of v1 and v2.)
See Also▲
See also QVector4D::operator*=()
[constexpr] QVector4D operator+(QVector4D v1, QVector4D v2)▲
Returns a QVector4D object that is the sum of the given vectors, v1 and v2; each component is added separately.
See Also▲
See also QVector4D::operator+=()
[constexpr] QVector4D operator-(QVector4D v1, QVector4D v2)▲
Returns a QVector4D object that is formed by subtracting v2 from v1; each component is subtracted separately.
See Also▲
See also QVector4D::operator-=()
[constexpr] QVector4D operator-(QVector4D vector)▲
This is an overloaded function.
Returns a QVector4D object that is formed by changing the sign of all three components of the given vector.
Equivalent to QVector4D(0,0,0,0) - vector.
[constexpr] QVector4D operator/(QVector4D vector, float divisor)▲
Returns the QVector4D object formed by dividing each component of the given vector by the given divisor.
The divisor must not be either zero or NaN.
See Also▲
See also QVector4D::operator/=()
[constexpr, since 5.5] QVector4D operator/(QVector4D vector, QVector4D divisor)▲
Returns the QVector4D object formed by dividing each component of the given vector by the corresponding component of the given divisor.
The divisor must have no component that is either zero or NaN.
This function was introduced in Qt 5.5.
See Also▲
See also QVector4D::operator/=()
QDataStream &operator<<(QDataStream &stream, QVector4D vector)▲
Writes the given vector to the given stream and returns a reference to the stream.
See Also▲
See also Serializing Qt Data Types
[constexpr] bool operator==(QVector4D v1, QVector4D v2)▲
Returns true if v1 is equal to v2; otherwise returns false. This operator uses an exact floating-point comparison.
QDataStream &operator>>(QDataStream &stream, QVector4D &vector)▲
Reads a 4D vector from the given stream into the given vector and returns a reference to the stream.
See Also▲
See also Serializing Qt Data Types