mirror of
https://github.com/baldurk/renderdoc.git
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* On windows it's strongly desired to be able to compile straight out of a clean checkout or source download. This means anyone can download the source and investigate something quickly, without having to worry about the hassle of figuring out how the project downloads 3rd party dependencies, fetching them, getting them registered in the right place. * This can't be put in a submodule as git submodules don't get downloaded by default so people new to git will get confusing compilation messages, and someone downloading the source from github directly without cloning via git won't get submodules included. * It does add some extra size to a fresh download/checkout which is unfortunate, but absolutely worth the cost. Shallow checkouts still aren't unfeasibly large, and it's only a one-off cost at clone time.
317 lines
10 KiB
C++
317 lines
10 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QVECTOR3D_H
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#define QVECTOR3D_H
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#include <QtGui/qtguiglobal.h>
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#include <QtCore/qpoint.h>
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#include <QtCore/qmetatype.h>
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QT_BEGIN_NAMESPACE
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class QMatrix4x4;
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class QVector2D;
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class QVector4D;
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class QRect;
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#ifndef QT_NO_VECTOR3D
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class Q_GUI_EXPORT QVector3D
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{
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public:
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Q_DECL_CONSTEXPR QVector3D();
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explicit QVector3D(Qt::Initialization) {}
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Q_DECL_CONSTEXPR QVector3D(float xpos, float ypos, float zpos) : xp(xpos), yp(ypos), zp(zpos) {}
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Q_DECL_CONSTEXPR explicit QVector3D(const QPoint& point);
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Q_DECL_CONSTEXPR explicit QVector3D(const QPointF& point);
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#ifndef QT_NO_VECTOR2D
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QVector3D(const QVector2D& vector);
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QVector3D(const QVector2D& vector, float zpos);
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#endif
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#ifndef QT_NO_VECTOR4D
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explicit QVector3D(const QVector4D& vector);
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#endif
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bool isNull() const;
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Q_DECL_CONSTEXPR float x() const;
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Q_DECL_CONSTEXPR float y() const;
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Q_DECL_CONSTEXPR float z() const;
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void setX(float x);
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void setY(float y);
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void setZ(float z);
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float &operator[](int i);
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float operator[](int i) const;
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float length() const;
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float lengthSquared() const;
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QVector3D normalized() const;
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void normalize();
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QVector3D &operator+=(const QVector3D &vector);
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QVector3D &operator-=(const QVector3D &vector);
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QVector3D &operator*=(float factor);
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QVector3D &operator*=(const QVector3D& vector);
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QVector3D &operator/=(float divisor);
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inline QVector3D &operator/=(const QVector3D &vector);
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static float dotProduct(const QVector3D& v1, const QVector3D& v2); //In Qt 6 convert to inline and constexpr
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static QVector3D crossProduct(const QVector3D& v1, const QVector3D& v2); //in Qt 6 convert to inline and constexpr
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static QVector3D normal(const QVector3D& v1, const QVector3D& v2);
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static QVector3D normal
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(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3);
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QVector3D project(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
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QVector3D unproject(const QMatrix4x4 &modelView, const QMatrix4x4 &projection, const QRect &viewport) const;
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float distanceToPoint(const QVector3D& point) const;
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float distanceToPlane(const QVector3D& plane, const QVector3D& normal) const;
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float distanceToPlane(const QVector3D& plane1, const QVector3D& plane2, const QVector3D& plane3) const;
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float distanceToLine(const QVector3D& point, const QVector3D& direction) const;
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Q_DECL_CONSTEXPR friend inline bool operator==(const QVector3D &v1, const QVector3D &v2);
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Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector3D &v1, const QVector3D &v2);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator*(float factor, const QVector3D &vector);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator*(const QVector3D &vector, float factor);
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Q_DECL_CONSTEXPR friend const QVector3D operator*(const QVector3D &v1, const QVector3D& v2);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator-(const QVector3D &vector);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, float divisor);
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Q_DECL_CONSTEXPR friend inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor);
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Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2);
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#ifndef QT_NO_VECTOR2D
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QVector2D toVector2D() const;
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#endif
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#ifndef QT_NO_VECTOR4D
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QVector4D toVector4D() const;
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#endif
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Q_DECL_CONSTEXPR QPoint toPoint() const;
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Q_DECL_CONSTEXPR QPointF toPointF() const;
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operator QVariant() const;
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private:
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float xp, yp, zp;
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friend class QVector2D;
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friend class QVector4D;
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#ifndef QT_NO_MATRIX4X4
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friend QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix);
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friend QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector);
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#endif
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};
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Q_DECLARE_TYPEINFO(QVector3D, Q_PRIMITIVE_TYPE);
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Q_DECL_CONSTEXPR inline QVector3D::QVector3D() : xp(0.0f), yp(0.0f), zp(0.0f) {}
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Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPoint& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
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Q_DECL_CONSTEXPR inline QVector3D::QVector3D(const QPointF& point) : xp(point.x()), yp(point.y()), zp(0.0f) {}
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inline bool QVector3D::isNull() const
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{
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return qIsNull(xp) && qIsNull(yp) && qIsNull(zp);
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}
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Q_DECL_CONSTEXPR inline float QVector3D::x() const { return xp; }
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Q_DECL_CONSTEXPR inline float QVector3D::y() const { return yp; }
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Q_DECL_CONSTEXPR inline float QVector3D::z() const { return zp; }
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inline void QVector3D::setX(float aX) { xp = aX; }
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inline void QVector3D::setY(float aY) { yp = aY; }
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inline void QVector3D::setZ(float aZ) { zp = aZ; }
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inline float &QVector3D::operator[](int i)
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{
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Q_ASSERT(uint(i) < 3u);
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return *(&xp + i);
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}
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inline float QVector3D::operator[](int i) const
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{
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Q_ASSERT(uint(i) < 3u);
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return *(&xp + i);
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}
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inline QVector3D &QVector3D::operator+=(const QVector3D &vector)
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{
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xp += vector.xp;
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yp += vector.yp;
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zp += vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator-=(const QVector3D &vector)
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{
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xp -= vector.xp;
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yp -= vector.yp;
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zp -= vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator*=(float factor)
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{
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xp *= factor;
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yp *= factor;
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zp *= factor;
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return *this;
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}
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inline QVector3D &QVector3D::operator*=(const QVector3D& vector)
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{
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xp *= vector.xp;
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yp *= vector.yp;
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zp *= vector.zp;
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return *this;
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}
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inline QVector3D &QVector3D::operator/=(float divisor)
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{
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xp /= divisor;
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yp /= divisor;
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zp /= divisor;
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return *this;
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}
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inline QVector3D &QVector3D::operator/=(const QVector3D &vector)
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{
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xp /= vector.xp;
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yp /= vector.yp;
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zp /= vector.zp;
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return *this;
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}
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QT_WARNING_PUSH
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QT_WARNING_DISABLE_CLANG("-Wfloat-equal")
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QT_WARNING_DISABLE_GCC("-Wfloat-equal")
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Q_DECL_CONSTEXPR inline bool operator==(const QVector3D &v1, const QVector3D &v2)
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{
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return v1.xp == v2.xp && v1.yp == v2.yp && v1.zp == v2.zp;
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}
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Q_DECL_CONSTEXPR inline bool operator!=(const QVector3D &v1, const QVector3D &v2)
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{
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return v1.xp != v2.xp || v1.yp != v2.yp || v1.zp != v2.zp;
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}
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QT_WARNING_POP
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Q_DECL_CONSTEXPR inline const QVector3D operator+(const QVector3D &v1, const QVector3D &v2)
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{
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return QVector3D(v1.xp + v2.xp, v1.yp + v2.yp, v1.zp + v2.zp);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &v1, const QVector3D &v2)
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{
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return QVector3D(v1.xp - v2.xp, v1.yp - v2.yp, v1.zp - v2.zp);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator*(float factor, const QVector3D &vector)
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{
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return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &vector, float factor)
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{
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return QVector3D(vector.xp * factor, vector.yp * factor, vector.zp * factor);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator*(const QVector3D &v1, const QVector3D& v2)
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{
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return QVector3D(v1.xp * v2.xp, v1.yp * v2.yp, v1.zp * v2.zp);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator-(const QVector3D &vector)
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{
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return QVector3D(-vector.xp, -vector.yp, -vector.zp);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, float divisor)
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{
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return QVector3D(vector.xp / divisor, vector.yp / divisor, vector.zp / divisor);
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}
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Q_DECL_CONSTEXPR inline const QVector3D operator/(const QVector3D &vector, const QVector3D &divisor)
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{
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return QVector3D(vector.xp / divisor.xp, vector.yp / divisor.yp, vector.zp / divisor.zp);
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}
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Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector3D& v1, const QVector3D& v2)
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{
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return qFuzzyCompare(v1.xp, v2.xp) &&
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qFuzzyCompare(v1.yp, v2.yp) &&
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qFuzzyCompare(v1.zp, v2.zp);
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}
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Q_DECL_CONSTEXPR inline QPoint QVector3D::toPoint() const
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{
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return QPoint(qRound(xp), qRound(yp));
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}
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Q_DECL_CONSTEXPR inline QPointF QVector3D::toPointF() const
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{
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return QPointF(qreal(xp), qreal(yp));
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}
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#ifndef QT_NO_DEBUG_STREAM
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Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector3D &vector);
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#endif
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#ifndef QT_NO_DATASTREAM
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Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector3D &);
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Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector3D &);
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#endif
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#endif
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QT_END_NAMESPACE
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#endif
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