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Breadcrumbs go here --> <li><a href="modules.html">Modules</a></li> <li><a href="qtgui.html">QtGui</a></li> <li>QVector3D</li> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#public-functions">Public Functions</a></li> <li class="level1"><a href="#static-public-members">Static Public Members</a></li> <li class="level1"><a href="#related-non-members">Related Non-Members</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <h1 class="title">QVector3D Class Reference</h1> <!-- $$$QVector3D-brief --> <p>The QVector3D class represents a vector or vertex in 3D space. <a href="#details">More...</a></p> <!-- @@@QVector3D --> <pre class="cpp"> <span class="preprocessor">#include <QVector3D></span></pre><p>This class was introduced in Qt 4.6.</p> <ul> <li><a href="qvector3d-members.html">List of all members, including inherited members</a></li> </ul> <a name="public-functions"></a> <h2>Public Functions</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D">QVector3D</a></b> ()</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-2">QVector3D</a></b> ( qreal <i>xpos</i>, qreal <i>ypos</i>, qreal <i>zpos</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-3">QVector3D</a></b> ( const QPoint & <i>point</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-4">QVector3D</a></b> ( const QPointF & <i>point</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-5">QVector3D</a></b> ( const QVector2D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-6">QVector3D</a></b> ( const QVector2D & <i>vector</i>, qreal <i>zpos</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#QVector3D-7">QVector3D</a></b> ( const QVector4D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#distanceToLine">distanceToLine</a></b> ( const QVector3D & <i>point</i>, const QVector3D & <i>direction</i> ) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#distanceToPlane">distanceToPlane</a></b> ( const QVector3D & <i>plane</i>, const QVector3D & <i>normal</i> ) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#distanceToPlane-2">distanceToPlane</a></b> ( const QVector3D & <i>plane1</i>, const QVector3D & <i>plane2</i>, const QVector3D & <i>plane3</i> ) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#isNull">isNull</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#length">length</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#lengthSquared">lengthSquared</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#normalize">normalize</a></b> ()</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#normalized">normalized</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#setX">setX</a></b> ( qreal <i>x</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#setY">setY</a></b> ( qreal <i>y</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#setZ">setZ</a></b> ( qreal <i>z</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QPoint </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#toPoint">toPoint</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QPointF </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#toPointF">toPointF</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector2D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#toVector2D">toVector2D</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector4D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#toVector4D">toVector4D</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#x">x</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#y">y</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#z">z</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-QVariant">operator QVariant</a></b> () const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2a-eq">operator*=</a></b> ( qreal <i>factor</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2a-eq-2">operator*=</a></b> ( const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2b-eq">operator+=</a></b> ( const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator--eq">operator-=</a></b> ( const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2f-eq">operator/=</a></b> ( qreal <i>divisor</i> )</td></tr> </table> <a name="static-public-members"></a> <h2>Static Public Members</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#crossProduct">crossProduct</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> qreal </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#dotProduct">dotProduct</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#normal">normal</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#normal-2">normal</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i>, const QVector3D & <i>v3</i> )</td></tr> </table> <a name="related-non-members"></a> <h2>Related Non-Members</h2> <table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#qFuzzyCompare">qFuzzyCompare</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-not-eq">operator!=</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2a">operator*</a></b> ( qreal <i>factor</i>, const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2a-2">operator*</a></b> ( const QVector3D & <i>vector</i>, qreal <i>factor</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2a-3">operator*</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2b">operator+</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-">operator-</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator--21">operator-</a></b> ( const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2f">operator/</a></b> ( const QVector3D & <i>vector</i>, qreal <i>divisor</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QDataStream & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-lt-lt-11">operator<<</a></b> ( QDataStream & <i>stream</i>, const QVector3D & <i>vector</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-eq-eq">operator==</a></b> ( const QVector3D & <i>v1</i>, const QVector3D & <i>v2</i> )</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QDataStream & </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-gt-gt-6">operator>></a></b> ( QDataStream & <i>stream</i>, QVector3D & <i>vector</i> )</td></tr> </table> <a name="details"></a> <!-- $$$QVector3D-description --> <div class="descr"> <h2>Detailed Description</h2> <p>The QVector3D class represents a vector or vertex in 3D space.</p> <p>Vectors are one of the main building blocks of 3D representation and drawing. They consist of three coordinates, traditionally called x, y, and z.</p> <p>The QVector3D class can also be used to represent vertices in 3D space. We therefore do not need to provide a separate vertex class.</p> <p><b>Note:</b> By design values in the QVector3D instance are stored as <tt>float</tt>. This means that on platforms where the <tt>qreal</tt> arguments to QVector3D functions are represented by <tt>double</tt> values, it is possible to lose precision.</p> </div> <p><b>See also </b><a href="qvector2d.html">QVector2D</a>, <a href="qvector4d.html">QVector4D</a>, and <a href="qquaternion.html">QQuaternion</a>.</p> <!-- @@@QVector3D --> <div class="func"> <h2>Member Function Documentation</h2> <!-- $$$QVector3D[overload1]$$$QVector3D --> <h3 class="fn"><a name="QVector3D"></a>QVector3D::<span class="name">QVector3D</span> ()</h3> <p>Constructs a null vector, i.e. with coordinates (0, 0, 0).</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3Dqrealqrealqreal --> <h3 class="fn"><a name="QVector3D-2"></a>QVector3D::<span class="name">QVector3D</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>xpos</i>, <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>ypos</i>, <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>zpos</i> )</h3> <p>Constructs a vector with coordinates (<i>xpos</i>, <i>ypos</i>, <i>zpos</i>).</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3DconstQPoint& --> <h3 class="fn"><a name="QVector3D-3"></a>QVector3D::<span class="name">QVector3D</span> ( const <span class="type"><a href="qpoint.html">QPoint</a></span> & <i>point</i> )</h3> <p>Constructs a vector with x and y coordinates from a 2D <i>point</i>, and a z coordinate of 0.</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3DconstQPointF& --> <h3 class="fn"><a name="QVector3D-4"></a>QVector3D::<span class="name">QVector3D</span> ( const <span class="type"><a href="qpointf.html">QPointF</a></span> & <i>point</i> )</h3> <p>Constructs a vector with x and y coordinates from a 2D <i>point</i>, and a z coordinate of 0.</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3DconstQVector2D& --> <h3 class="fn"><a name="QVector3D-5"></a>QVector3D::<span class="name">QVector3D</span> ( const <span class="type"><a href="qvector2d.html">QVector2D</a></span> & <i>vector</i> )</h3> <p>Constructs a 3D vector from the specified 2D <i>vector</i>. The z coordinate is set to zero.</p> <p><b>See also </b><a href="qvector3d.html#toVector2D">toVector2D</a>().</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3DconstQVector2D&qreal --> <h3 class="fn"><a name="QVector3D-6"></a>QVector3D::<span class="name">QVector3D</span> ( const <span class="type"><a href="qvector2d.html">QVector2D</a></span> & <i>vector</i>, <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>zpos</i> )</h3> <p>Constructs a 3D vector from the specified 2D <i>vector</i>. The z coordinate is set to <i>zpos</i>.</p> <p><b>See also </b><a href="qvector3d.html#toVector2D">toVector2D</a>().</p> <!-- @@@QVector3D --> <!-- $$$QVector3D$$$QVector3DconstQVector4D& --> <h3 class="fn"><a name="QVector3D-7"></a>QVector3D::<span class="name">QVector3D</span> ( const <span class="type"><a href="qvector4d.html">QVector4D</a></span> & <i>vector</i> )</h3> <p>Constructs a 3D vector from the specified 4D <i>vector</i>. The w coordinate is dropped.</p> <p><b>See also </b><a href="qvector3d.html#toVector4D">toVector4D</a>().</p> <!-- @@@QVector3D --> <!-- $$$crossProduct[overload1]$$$crossProductconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="crossProduct"></a><span class="type">QVector3D</span> QVector3D::<span class="name">crossProduct</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )<tt> [static]</tt></h3> <p>Returns the cross-product of vectors <i>v1</i> and <i>v2</i>, which corresponds to the normal vector of a plane defined by <i>v1</i> and <i>v2</i>.</p> <p><b>See also </b><a href="qvector3d.html#normal">normal</a>().</p> <!-- @@@crossProduct --> <!-- $$$distanceToLine[overload1]$$$distanceToLineconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="distanceToLine"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">distanceToLine</span> ( const <span class="type">QVector3D</span> & <i>point</i>, const <span class="type">QVector3D</span> & <i>direction</i> ) const</h3> <p>Returns the distance that this vertex is from a line defined by <i>point</i> and the unit vector <i>direction</i>.</p> <p>If <i>direction</i> is a null vector, then it does not define a line. In that case, the distance from <i>point</i> to this vertex is returned.</p> <p><b>See also </b><a href="qvector3d.html#distanceToPlane">distanceToPlane</a>().</p> <!-- @@@distanceToLine --> <!-- $$$distanceToPlane[overload1]$$$distanceToPlaneconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="distanceToPlane"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">distanceToPlane</span> ( const <span class="type">QVector3D</span> & <i>plane</i>, const <span class="type">QVector3D</span> & <i>normal</i> ) const</h3> <p>Returns the distance from this vertex to a plane defined by the vertex <i>plane</i> and a <i>normal</i> unit vector. The <i>normal</i> parameter is assumed to have been normalized to a unit vector.</p> <p>The return value will be negative if the vertex is below the plane, or zero if it is on the plane.</p> <p><b>See also </b><a href="qvector3d.html#normal">normal</a>() and <a href="qvector3d.html#distanceToLine">distanceToLine</a>().</p> <!-- @@@distanceToPlane --> <!-- $$$distanceToPlane$$$distanceToPlaneconstQVector3D&constQVector3D&constQVector3D& --> <h3 class="fn"><a name="distanceToPlane-2"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">distanceToPlane</span> ( const <span class="type">QVector3D</span> & <i>plane1</i>, const <span class="type">QVector3D</span> & <i>plane2</i>, const <span class="type">QVector3D</span> & <i>plane3</i> ) const</h3> <p>This is an overloaded function.</p> <p>Returns the distance from this vertex a plane defined by the vertices <i>plane1</i>, <i>plane2</i> and <i>plane3</i>.</p> <p>The return value will be negative if the vertex is below the plane, or zero if it is on the plane.</p> <p>The two vectors that define the plane are <i>plane2</i> - <i>plane1</i> and <i>plane3</i> - <i>plane1</i>.</p> <p><b>See also </b><a href="qvector3d.html#normal">normal</a>() and <a href="qvector3d.html#distanceToLine">distanceToLine</a>().</p> <!-- @@@distanceToPlane --> <!-- $$$dotProduct[overload1]$$$dotProductconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="dotProduct"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">dotProduct</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )<tt> [static]</tt></h3> <p>Returns the dot product of <i>v1</i> and <i>v2</i>.</p> <!-- @@@dotProduct --> <!-- $$$isNull[overload1]$$$isNull --> <h3 class="fn"><a name="isNull"></a><span class="type">bool</span> QVector3D::<span class="name">isNull</span> () const</h3> <p>Returns true if the x, y, and z coordinates are set to 0.0, otherwise returns false.</p> <!-- @@@isNull --> <!-- $$$length[overload1]$$$length --> <h3 class="fn"><a name="length"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">length</span> () const</h3> <p>Returns the length of the vector from the origin.</p> <p><b>See also </b><a href="qvector3d.html#lengthSquared">lengthSquared</a>() and <a href="qvector3d.html#normalized">normalized</a>().</p> <!-- @@@length --> <!-- $$$lengthSquared[overload1]$$$lengthSquared --> <h3 class="fn"><a name="lengthSquared"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">lengthSquared</span> () const</h3> <p>Returns the squared length of the vector from the origin. This is equivalent to the dot product of the vector with itself.</p> <p><b>See also </b><a href="qvector3d.html#length">length</a>() and <a href="qvector3d.html#dotProduct">dotProduct</a>().</p> <!-- @@@lengthSquared --> <!-- $$$normal[overload1]$$$normalconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="normal"></a><span class="type">QVector3D</span> QVector3D::<span class="name">normal</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )<tt> [static]</tt></h3> <p>Returns the normal vector of a plane defined by vectors <i>v1</i> and <i>v2</i>, normalized to be a unit vector.</p> <p>Use <a href="qvector3d.html#crossProduct">crossProduct</a>() to compute the cross-product of <i>v1</i> and <i>v2</i> if you do not need the result to be normalized to a unit vector.</p> <p><b>See also </b><a href="qvector3d.html#crossProduct">crossProduct</a>() and <a href="qvector3d.html#distanceToPlane">distanceToPlane</a>().</p> <!-- @@@normal --> <!-- $$$normal$$$normalconstQVector3D&constQVector3D&constQVector3D& --> <h3 class="fn"><a name="normal-2"></a><span class="type">QVector3D</span> QVector3D::<span class="name">normal</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i>, const <span class="type">QVector3D</span> & <i>v3</i> )<tt> [static]</tt></h3> <p>This is an overloaded function.</p> <p>Returns the normal vector of a plane defined by vectors <i>v2</i> - <i>v1</i> and <i>v3</i> - <i>v1</i>, normalized to be a unit vector.</p> <p>Use <a href="qvector3d.html#crossProduct">crossProduct</a>() to compute the cross-product of <i>v2</i> - <i>v1</i> and <i>v3</i> - <i>v1</i> if you do not need the result to be normalized to a unit vector.</p> <p><b>See also </b><a href="qvector3d.html#crossProduct">crossProduct</a>() and <a href="qvector3d.html#distanceToPlane">distanceToPlane</a>().</p> <!-- @@@normal --> <!-- $$$normalize[overload1]$$$normalize --> <h3 class="fn"><a name="normalize"></a><span class="type">void</span> QVector3D::<span class="name">normalize</span> ()</h3> <p>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.</p> <p><b>See also </b><a href="qvector3d.html#length">length</a>() and <a href="qvector3d.html#normalized">normalized</a>().</p> <!-- @@@normalize --> <!-- $$$normalized[overload1]$$$normalized --> <h3 class="fn"><a name="normalized"></a><span class="type">QVector3D</span> QVector3D::<span class="name">normalized</span> () const</h3> <p>Returns the normalized unit vector form of this vector.</p> <p>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.</p> <p><b>See also </b><a href="qvector3d.html#length">length</a>() and <a href="qvector3d.html#normalize">normalize</a>().</p> <!-- @@@normalized --> <!-- $$$setX[overload1]$$$setXqreal --> <h3 class="fn"><a name="setX"></a><span class="type">void</span> QVector3D::<span class="name">setX</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>x</i> )</h3> <p>Sets the x coordinate of this point to the given <i>x</i> coordinate.</p> <p><b>See also </b><a href="qvector3d.html#x">x</a>(), <a href="qvector3d.html#setY">setY</a>(), and <a href="qvector3d.html#setZ">setZ</a>().</p> <!-- @@@setX --> <!-- $$$setY[overload1]$$$setYqreal --> <h3 class="fn"><a name="setY"></a><span class="type">void</span> QVector3D::<span class="name">setY</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>y</i> )</h3> <p>Sets the y coordinate of this point to the given <i>y</i> coordinate.</p> <p><b>See also </b><a href="qvector3d.html#y">y</a>(), <a href="qvector3d.html#setX">setX</a>(), and <a href="qvector3d.html#setZ">setZ</a>().</p> <!-- @@@setY --> <!-- $$$setZ[overload1]$$$setZqreal --> <h3 class="fn"><a name="setZ"></a><span class="type">void</span> QVector3D::<span class="name">setZ</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>z</i> )</h3> <p>Sets the z coordinate of this point to the given <i>z</i> coordinate.</p> <p><b>See also </b><a href="qvector3d.html#z">z</a>(), <a href="qvector3d.html#setX">setX</a>(), and <a href="qvector3d.html#setY">setY</a>().</p> <!-- @@@setZ --> <!-- $$$toPoint[overload1]$$$toPoint --> <h3 class="fn"><a name="toPoint"></a><span class="type"><a href="qpoint.html">QPoint</a></span> QVector3D::<span class="name">toPoint</span> () const</h3> <p>Returns the <a href="qpoint.html">QPoint</a> form of this 3D vector. The z coordinate is dropped.</p> <p><b>See also </b><a href="qvector3d.html#toPointF">toPointF</a>() and <a href="qvector3d.html#toVector2D">toVector2D</a>().</p> <!-- @@@toPoint --> <!-- $$$toPointF[overload1]$$$toPointF --> <h3 class="fn"><a name="toPointF"></a><span class="type"><a href="qpointf.html">QPointF</a></span> QVector3D::<span class="name">toPointF</span> () const</h3> <p>Returns the <a href="qpointf.html">QPointF</a> form of this 3D vector. The z coordinate is dropped.</p> <p><b>See also </b><a href="qvector3d.html#toPoint">toPoint</a>() and <a href="qvector3d.html#toVector2D">toVector2D</a>().</p> <!-- @@@toPointF --> <!-- $$$toVector2D[overload1]$$$toVector2D --> <h3 class="fn"><a name="toVector2D"></a><span class="type"><a href="qvector2d.html">QVector2D</a></span> QVector3D::<span class="name">toVector2D</span> () const</h3> <p>Returns the 2D vector form of this 3D vector, dropping the z coordinate.</p> <p><b>See also </b><a href="qvector3d.html#toVector4D">toVector4D</a>() and <a href="qvector3d.html#toPoint">toPoint</a>().</p> <!-- @@@toVector2D --> <!-- $$$toVector4D[overload1]$$$toVector4D --> <h3 class="fn"><a name="toVector4D"></a><span class="type"><a href="qvector4d.html">QVector4D</a></span> QVector3D::<span class="name">toVector4D</span> () const</h3> <p>Returns the 4D form of this 3D vector, with the w coordinate set to zero.</p> <p><b>See also </b><a href="qvector3d.html#toVector2D">toVector2D</a>() and <a href="qvector3d.html#toPoint">toPoint</a>().</p> <!-- @@@toVector4D --> <!-- $$$x[overload1]$$$x --> <h3 class="fn"><a name="x"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">x</span> () const</h3> <p>Returns the x coordinate of this point.</p> <p><b>See also </b><a href="qvector3d.html#setX">setX</a>(), <a href="qvector3d.html#y">y</a>(), and <a href="qvector3d.html#z">z</a>().</p> <!-- @@@x --> <!-- $$$y[overload1]$$$y --> <h3 class="fn"><a name="y"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">y</span> () const</h3> <p>Returns the y coordinate of this point.</p> <p><b>See also </b><a href="qvector3d.html#setY">setY</a>(), <a href="qvector3d.html#x">x</a>(), and <a href="qvector3d.html#z">z</a>().</p> <!-- @@@y --> <!-- $$$z[overload1]$$$z --> <h3 class="fn"><a name="z"></a><span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> QVector3D::<span class="name">z</span> () const</h3> <p>Returns the z coordinate of this point.</p> <p><b>See also </b><a href="qvector3d.html#setZ">setZ</a>(), <a href="qvector3d.html#x">x</a>(), and <a href="qvector3d.html#y">y</a>().</p> <!-- @@@z --> <!-- $$$operator QVariant[overload1]$$$operator QVariant --> <h3 class="fn"><a name="operator-QVariant"></a>QVector3D::<span class="name">operator QVariant</span> () const</h3> <p>Returns the 3D vector as a <a href="qvariant.html">QVariant</a>.</p> <!-- @@@operator QVariant --> <!-- $$$operator*=[overload1]$$$operator*=qreal --> <h3 class="fn"><a name="operator-2a-eq"></a><span class="type">QVector3D</span> & QVector3D::<span class="name">operator*=</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>factor</i> )</h3> <p>Multiplies this vector's coordinates by the given <i>factor</i>, and returns a reference to this vector.</p> <p><b>See also </b><a href="qvector3d.html#operator-2f-eq">operator/=</a>().</p> <!-- @@@operator*= --> <!-- $$$operator*=$$$operator*=constQVector3D& --> <h3 class="fn"><a name="operator-2a-eq-2"></a><span class="type">QVector3D</span> & QVector3D::<span class="name">operator*=</span> ( const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>This is an overloaded function.</p> <p>Multiplies the components of this vector by the corresponding components in <i>vector</i>.</p> <p>Note: this is not the same as the <a href="qvector3d.html#crossProduct">crossProduct</a>() of this vector and <i>vector</i>.</p> <p><b>See also </b><a href="qvector3d.html#crossProduct">crossProduct</a>().</p> <!-- @@@operator*= --> <!-- $$$operator+=[overload1]$$$operator+=constQVector3D& --> <h3 class="fn"><a name="operator-2b-eq"></a><span class="type">QVector3D</span> & QVector3D::<span class="name">operator+=</span> ( const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>Adds the given <i>vector</i> to this vector and returns a reference to this vector.</p> <p><b>See also </b><a href="qvector3d.html#operator--eq">operator-=</a>().</p> <!-- @@@operator+= --> <!-- $$$operator-=[overload1]$$$operator-=constQVector3D& --> <h3 class="fn"><a name="operator--eq"></a><span class="type">QVector3D</span> & QVector3D::<span class="name">operator-=</span> ( const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>Subtracts the given <i>vector</i> from this vector and returns a reference to this vector.</p> <p><b>See also </b><a href="qvector3d.html#operator-2b-eq">operator+=</a>().</p> <!-- @@@operator-= --> <!-- $$$operator/=[overload1]$$$operator/=qreal --> <h3 class="fn"><a name="operator-2f-eq"></a><span class="type">QVector3D</span> & QVector3D::<span class="name">operator/=</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>divisor</i> )</h3> <p>Divides this vector's coordinates by the given <i>divisor</i>, and returns a reference to this vector.</p> <p><b>See also </b><a href="qvector3d.html#operator-2a-eq">operator*=</a>().</p> <!-- @@@operator/= --> </div> <div class="relnonmem"> <h2>Related Non-Members</h2> <!-- $$$qFuzzyCompare[overload1]$$$qFuzzyCompareconstQVector3D&constQVector3D& --> <h3 class="fn"><a name="qFuzzyCompare"></a><span class="type">bool</span> <span class="name">qFuzzyCompare</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Returns true if <i>v1</i> and <i>v2</i> are equal, allowing for a small fuzziness factor for floating-point comparisons; false otherwise.</p> <!-- @@@qFuzzyCompare --> <!-- $$$operator!=[overload1]$$$operator!=constQVector3D&constQVector3D& --> <h3 class="fn"><a name="operator-not-eq"></a><span class="type">bool</span> <span class="name">operator!=</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Returns true if <i>v1</i> is not equal to <i>v2</i>; otherwise returns false. This operator uses an exact floating-point comparison.</p> <!-- @@@operator!= --> <!-- $$$operator*[overload1]$$$operator*qrealconstQVector3D& --> <h3 class="fn"><a name="operator-2a"></a>const <span class="type">QVector3D</span> <span class="name">operator*</span> ( <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>factor</i>, const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>Returns a copy of the given <i>vector</i>, multiplied by the given <i>factor</i>.</p> <p><b>See also </b><a href="qvector3d.html#operator-2a-eq">QVector3D::operator*=</a>().</p> <!-- @@@operator* --> <!-- $$$operator*$$$operator*constQVector3D&qreal --> <h3 class="fn"><a name="operator-2a-2"></a>const <span class="type">QVector3D</span> <span class="name">operator*</span> ( const <span class="type">QVector3D</span> & <i>vector</i>, <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>factor</i> )</h3> <p>Returns a copy of the given <i>vector</i>, multiplied by the given <i>factor</i>.</p> <p><b>See also </b><a href="qvector3d.html#operator-2a-eq">QVector3D::operator*=</a>().</p> <!-- @@@operator* --> <!-- $$$operator*$$$operator*constQVector3D&constQVector3D& --> <h3 class="fn"><a name="operator-2a-3"></a>const <span class="type">QVector3D</span> <span class="name">operator*</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Multiplies the components of <i>v1</i> by the corresponding components in <i>v2</i>.</p> <p>Note: this is not the same as the crossProduct() of <i>v1</i> and <i>v2</i>.</p> <p><b>See also </b><a href="qvector3d.html#crossProduct">QVector3D::crossProduct</a>().</p> <!-- @@@operator* --> <!-- $$$operator+[overload1]$$$operator+constQVector3D&constQVector3D& --> <h3 class="fn"><a name="operator-2b"></a>const <span class="type">QVector3D</span> <span class="name">operator+</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Returns a <a href="qvector3d.html">QVector3D</a> object that is the sum of the given vectors, <i>v1</i> and <i>v2</i>; each component is added separately.</p> <p><b>See also </b><a href="qvector3d.html#operator-2b-eq">QVector3D::operator+=</a>().</p> <!-- @@@operator+ --> <!-- $$$operator-[overload1]$$$operator-constQVector3D&constQVector3D& --> <h3 class="fn"><a name="operator-"></a>const <span class="type">QVector3D</span> <span class="name">operator-</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Returns a <a href="qvector3d.html">QVector3D</a> object that is formed by subtracting <i>v2</i> from <i>v1</i>; each component is subtracted separately.</p> <p><b>See also </b><a href="qvector3d.html#operator--eq">QVector3D::operator-=</a>().</p> <!-- @@@operator- --> <!-- $$$operator-$$$operator-constQVector3D& --> <h3 class="fn"><a name="operator--21"></a>const <span class="type">QVector3D</span> <span class="name">operator-</span> ( const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>This is an overloaded function.</p> <p>Returns a <a href="qvector3d.html">QVector3D</a> object that is formed by changing the sign of all three components of the given <i>vector</i>.</p> <p>Equivalent to <tt>QVector3D(0,0,0) - vector</tt>.</p> <!-- @@@operator- --> <!-- $$$operator/[overload1]$$$operator/constQVector3D&qreal --> <h3 class="fn"><a name="operator-2f"></a>const <span class="type">QVector3D</span> <span class="name">operator/</span> ( const <span class="type">QVector3D</span> & <i>vector</i>, <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <i>divisor</i> )</h3> <p>Returns the <a href="qvector3d.html">QVector3D</a> object formed by dividing all three components of the given <i>vector</i> by the given <i>divisor</i>.</p> <p><b>See also </b><a href="qvector3d.html#operator-2f-eq">QVector3D::operator/=</a>().</p> <!-- @@@operator/ --> <!-- $$$operator<<$$$operator<<QDataStream&constQVector3D& --> <h3 class="fn"><a name="operator-lt-lt-11"></a><span class="type"><a href="qdatastream.html">QDataStream</a></span> & <span class="name">operator<<</span> ( <span class="type"><a href="qdatastream.html">QDataStream</a></span> & <i>stream</i>, const <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>Writes the given <i>vector</i> to the given <i>stream</i> and returns a reference to the stream.</p> <p><b>See also </b><a href="datastreamformat.html">Serializing Qt Data Types</a>.</p> <!-- @@@operator<< --> <!-- $$$operator==[overload1]$$$operator==constQVector3D&constQVector3D& --> <h3 class="fn"><a name="operator-eq-eq"></a><span class="type">bool</span> <span class="name">operator==</span> ( const <span class="type">QVector3D</span> & <i>v1</i>, const <span class="type">QVector3D</span> & <i>v2</i> )</h3> <p>Returns true if <i>v1</i> is equal to <i>v2</i>; otherwise returns false. This operator uses an exact floating-point comparison.</p> <!-- @@@operator== --> <!-- $$$operator>>$$$operator>>QDataStream&QVector3D& --> <h3 class="fn"><a name="operator-gt-gt-6"></a><span class="type"><a href="qdatastream.html">QDataStream</a></span> & <span class="name">operator>></span> ( <span class="type"><a href="qdatastream.html">QDataStream</a></span> & <i>stream</i>, <span class="type">QVector3D</span> & <i>vector</i> )</h3> <p>Reads a 3D vector from the given <i>stream</i> into the given <i>vector</i> and returns a reference to the stream.</p> <p><b>See also </b><a href="datastreamformat.html">Serializing Qt Data Types</a>.</p> <!-- @@@operator>> --> </div> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2015 The Qt Company Ltd. 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