<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qvector3d.cpp --> <title>QVector3D Class | Qt GUI 5.12.6</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.12</td><td ><a href="qtgui-index.html">Qt GUI</a></td><td ><a href="qtgui-module.html">C++ Classes</a></td><td >QVector3D</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qtgui-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <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> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">QVector3D Class</h1> <!-- $$$QVector3D-brief --> <p>The <a href="qvector3d.html">QVector3D</a> class represents a vector or vertex in 3D space. <a href="#details">More...</a></p> <!-- @@@QVector3D --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> <span class="preprocessor">#include <QVector3D></span> </td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += gui</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign"> Qt 4.6</td></tr></table></div><ul> <li><a href="qvector3d-members.html">List of all members, including inherited members</a></li> </ul> <a name="public-functions"></a> <h2 id="public-functions">Public Functions</h2> <div class="table"><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>(float <i>xpos</i>, float <i>ypos</i>, float <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>, float <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"> float </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"> float </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"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#distanceToPlane-1">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"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#distanceToPoint">distanceToPoint</a></b>(const QVector3D &<i>point</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"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#length">length</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </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"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#project">project</a></b>(const QMatrix4x4 &<i>modelView</i>, const QMatrix4x4 &<i>projection</i>, const QRect &<i>viewport</i>) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#setX">setX</a></b>(float <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>(float <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>(float <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"> QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#unproject">unproject</a></b>(const QMatrix4x4 &<i>modelView</i>, const QMatrix4x4 &<i>projection</i>, const QRect &<i>viewport</i>) const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#x">x</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#y">y</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#z">z</a></b>() const</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVariant </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>(float <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-1">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>(float <i>divisor</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> QVector3D &</td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2f-eq-1">operator/=</a></b>(const QVector3D &<i>vector</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float &</td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-5b-5d">operator[]</a></b>(int <i>i</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> float </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-5b-5d-1">operator[]</a></b>(int <i>i</i>) const</td></tr> </table></div> <a name="static-public-members"></a> <h2 id="static-public-members">Static Public Members</h2> <div class="table"><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"> float </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-1">normal</a></b>(const QVector3D &<i>v1</i>, const QVector3D &<i>v2</i>, const QVector3D &<i>v3</i>)</td></tr> </table></div> <a name="related-non-members"></a> <h2 id="related-non-members">Related Non-Members</h2> <div class="table"><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>(float <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-1">operator*</a></b>(const QVector3D &<i>vector</i>, float <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-2">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--1">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>, float <i>divisor</i>)</td></tr> <tr><td class="memItemLeft rightAlign topAlign"> const QVector3D </td><td class="memItemRight bottomAlign"><b><a href="qvector3d.html#operator-2f-1">operator/</a></b>(const QVector3D &<i>vector</i>, const QVector3D &<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">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">operator>></a></b>(QDataStream &<i>stream</i>, QVector3D &<i>vector</i>)</td></tr> </table></div> <a name="details"></a> <!-- $$$QVector3D-description --> <div class="descr"> <h2 id="details">Detailed Description</h2> <p>The <a href="qvector3d.html">QVector3D</a> 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 <a href="qvector3d.html">QVector3D</a> class can also be used to represent vertices in 3D space. We therefore do not need to provide a separate vertex class.</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" id="QVector3D"><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 --> <!-- $$$QVector3D$$$QVector3Dfloatfloatfloat --> <h3 class="fn" id="QVector3D-2"><a name="QVector3D-2"></a>QVector3D::<span class="name">QVector3D</span>(<span class="type">float</span> <i>xpos</i>, <span class="type">float</span> <i>ypos</i>, <span class="type">float</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" id="QVector3D-3"><a name="QVector3D-3"></a>QVector3D::<span class="name">QVector3D</span>(const <span class="type"><a href="../qtcore/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" id="QVector3D-4"><a name="QVector3D-4"></a>QVector3D::<span class="name">QVector3D</span>(const <span class="type"><a href="../qtcore/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" id="QVector3D-5"><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&float --> <h3 class="fn" id="QVector3D-6"><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">float</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" id="QVector3D-7"><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" id="crossProduct"><a name="crossProduct"></a><code>[static] </code><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> QVector3D::<span class="name">crossProduct</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</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" id="distanceToLine"><a name="distanceToLine"></a><span class="type">float</span> QVector3D::<span class="name">distanceToLine</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>point</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="distanceToPlane"><a name="distanceToPlane"></a><span class="type">float</span> QVector3D::<span class="name">distanceToPlane</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>plane</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="distanceToPlane-1"><a name="distanceToPlane-1"></a><span class="type">float</span> QVector3D::<span class="name">distanceToPlane</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>plane1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>plane2</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>plane3</i>) const</h3> <p>This is an overloaded function.</p> <p>Returns the distance from this vertex to 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 --> <!-- $$$distanceToPoint[overload1]$$$distanceToPointconstQVector3D& --> <h3 class="fn" id="distanceToPoint"><a name="distanceToPoint"></a><span class="type">float</span> QVector3D::<span class="name">distanceToPoint</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>point</i>) const</h3> <p>Returns the distance from this vertex to a point defined by the vertex <i>point</i>.</p> <p>This function was introduced in Qt 5.1.</p> <p><b>See also </b><a href="qvector3d.html#distanceToPlane">distanceToPlane</a>() and <a href="qvector3d.html#distanceToLine">distanceToLine</a>().</p> <!-- @@@distanceToPoint --> <!-- $$$dotProduct[overload1]$$$dotProductconstQVector3D&constQVector3D& --> <h3 class="fn" id="dotProduct"><a name="dotProduct"></a><code>[static] </code><span class="type">float</span> QVector3D::<span class="name">dotProduct</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</h3> <p>Returns the dot product of <i>v1</i> and <i>v2</i>.</p> <!-- @@@dotProduct --> <!-- $$$isNull[overload1]$$$isNull --> <h3 class="fn" id="isNull"><a name="isNull"></a><span class="type">bool</span> QVector3D::<span class="name">isNull</span>() const</h3> <p>Returns <code>true</code> if the x, y, and z coordinates are set to 0.0, otherwise returns <code>false</code>.</p> <!-- @@@isNull --> <!-- $$$length[overload1]$$$length --> <h3 class="fn" id="length"><a name="length"></a><span class="type">float</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" id="lengthSquared"><a name="lengthSquared"></a><span class="type">float</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" id="normal"><a name="normal"></a><code>[static] </code><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> QVector3D::<span class="name">normal</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</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" id="normal-1"><a name="normal-1"></a><code>[static] </code><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> QVector3D::<span class="name">normal</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v3</i>)</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" id="normalize"><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" id="normalized"><a name="normalized"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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 --> <!-- $$$project[overload1]$$$projectconstQMatrix4x4&constQMatrix4x4&constQRect& --> <h3 class="fn" id="project"><a name="project"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> QVector3D::<span class="name">project</span>(const <span class="type"><a href="qmatrix4x4.html">QMatrix4x4</a></span> &<i>modelView</i>, const <span class="type"><a href="qmatrix4x4.html">QMatrix4x4</a></span> &<i>projection</i>, const <span class="type"><a href="../qtcore/qrect.html">QRect</a></span> &<i>viewport</i>) const</h3> <p>Returns the window coordinates of this vector initially in object/model coordinates using the model view matrix <i>modelView</i>, the projection matrix <i>projection</i> and the viewport dimensions <i>viewport</i>.</p> <p>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.</p> <p><b>Note: </b>the returned y coordinates are in OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.</p><p>This function was introduced in Qt 5.5.</p> <p><b>See also </b><a href="qvector3d.html#unproject">unproject</a>().</p> <!-- @@@project --> <!-- $$$setX[overload1]$$$setXfloat --> <h3 class="fn" id="setX"><a name="setX"></a><span class="type">void</span> QVector3D::<span class="name">setX</span>(<span class="type">float</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 --> <!-- $$$setY[overload1]$$$setYfloat --> <h3 class="fn" id="setY"><a name="setY"></a><span class="type">void</span> QVector3D::<span class="name">setY</span>(<span class="type">float</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 --> <!-- $$$setZ[overload1]$$$setZfloat --> <h3 class="fn" id="setZ"><a name="setZ"></a><span class="type">void</span> QVector3D::<span class="name">setZ</span>(<span class="type">float</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" id="toPoint"><a name="toPoint"></a><span class="type"><a href="../qtcore/qpoint.html">QPoint</a></span> QVector3D::<span class="name">toPoint</span>() const</h3> <p>Returns the <a href="../qtcore/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" id="toPointF"><a name="toPointF"></a><span class="type"><a href="../qtcore/qpointf.html">QPointF</a></span> QVector3D::<span class="name">toPointF</span>() const</h3> <p>Returns the <a href="../qtcore/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" id="toVector2D"><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" id="toVector4D"><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 --> <!-- $$$unproject[overload1]$$$unprojectconstQMatrix4x4&constQMatrix4x4&constQRect& --> <h3 class="fn" id="unproject"><a name="unproject"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> QVector3D::<span class="name">unproject</span>(const <span class="type"><a href="qmatrix4x4.html">QMatrix4x4</a></span> &<i>modelView</i>, const <span class="type"><a href="qmatrix4x4.html">QMatrix4x4</a></span> &<i>projection</i>, const <span class="type"><a href="../qtcore/qrect.html">QRect</a></span> &<i>viewport</i>) const</h3> <p>Returns the object/model coordinates of this vector initially in window coordinates using the model view matrix <i>modelView</i>, the projection matrix <i>projection</i> and the viewport dimensions <i>viewport</i>.</p> <p>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.</p> <p><b>Note: </b>y coordinates in <i>viewport</i> should use OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.</p><p>This function was introduced in Qt 5.5.</p> <p><b>See also </b><a href="qvector3d.html#project">project</a>().</p> <!-- @@@unproject --> <!-- $$$x[overload1]$$$x --> <h3 class="fn" id="x"><a name="x"></a><span class="type">float</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" id="y"><a name="y"></a><span class="type">float</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" id="z"><a name="z"></a><span class="type">float</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" id="operator-QVariant"><a name="operator-QVariant"></a><span class="type"><a href="../qtcore/qvariant.html">QVariant</a></span> QVector3D::<span class="name">operator QVariant</span>() const</h3> <p>Returns the 3D vector as a <a href="../qtcore/qvariant.html">QVariant</a>.</p> <!-- @@@operator QVariant --> <!-- $$$operator*=[overload1]$$$operator*=float --> <h3 class="fn" id="operator-2a-eq"><a name="operator-2a-eq"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator*=</span>(<span class="type">float</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" id="operator-2a-eq-1"><a name="operator-2a-eq-1"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator*=</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="operator-2b-eq"><a name="operator-2b-eq"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator+=</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="operator--eq"><a name="operator--eq"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator-=</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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/=float --> <h3 class="fn" id="operator-2f-eq"><a name="operator-2f-eq"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator/=</span>(<span class="type">float</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/= --> <!-- $$$operator/=$$$operator/=constQVector3D& --> <h3 class="fn" id="operator-2f-eq-1"><a name="operator-2f-eq-1"></a><span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &QVector3D::<span class="name">operator/=</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>vector</i>)</h3> <p>Divides the components of this vector by the corresponding components in <i>vector</i>.</p> <p>This function was introduced in Qt 5.5.</p> <p><b>See also </b><a href="qvector3d.html#operator-2a-eq">operator*=</a>().</p> <!-- @@@operator/= --> <!-- $$$operator[][overload1]$$$operator[]int --> <h3 class="fn" id="operator-5b-5d"><a name="operator-5b-5d"></a><span class="type">float</span> &QVector3D::<span class="name">operator[]</span>(<span class="type">int</span> <i>i</i>)</h3> <p>Returns the component of the vector at index position <i>i</i> as a modifiable reference.</p> <p><i>i</i> must be a valid index position in the vector (i.e., 0 <= <i>i</i> < 3).</p> <p>This function was introduced in Qt 5.2.</p> <!-- @@@operator[] --> <!-- $$$operator[]$$$operator[]int --> <h3 class="fn" id="operator-5b-5d-1"><a name="operator-5b-5d-1"></a><span class="type">float</span> QVector3D::<span class="name">operator[]</span>(<span class="type">int</span> <i>i</i>) const</h3> <p>Returns the component of the vector at index position <i>i</i>.</p> <p><i>i</i> must be a valid index position in the vector (i.e., 0 <= <i>i</i> < 3).</p> <p>This function was introduced in Qt 5.2.</p> <!-- @@@operator[] --> </div> <div class="relnonmem"> <h2>Related Non-Members</h2> <!-- $$$qFuzzyCompare[overload1]$$$qFuzzyCompareconstQVector3D&constQVector3D& --> <h3 class="fn" id="qFuzzyCompare"><a name="qFuzzyCompare"></a><span class="type">bool</span> <span class="name">qFuzzyCompare</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</h3> <p>Returns <code>true</code> 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" id="operator-not-eq"><a name="operator-not-eq"></a><span class="type">bool</span> <span class="name">operator!=</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</h3> <p>Returns <code>true</code> if <i>v1</i> is not equal to <i>v2</i>; otherwise returns <code>false</code>. This operator uses an exact floating-point comparison.</p> <!-- @@@operator!= --> <!-- $$$operator*[overload1]$$$operator*floatconstQVector3D& --> <h3 class="fn" id="operator-2a"><a name="operator-2a"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator*</span>(<span class="type">float</span> <i>factor</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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&float --> <h3 class="fn" id="operator-2a-1"><a name="operator-2a-1"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator*</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>vector</i>, <span class="type">float</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" id="operator-2a-2"><a name="operator-2a-2"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator*</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="operator-2b"><a name="operator-2b"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator+</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="operator-"><a name="operator-"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator-</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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" id="operator--1"><a name="operator--1"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator-</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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 <code>QVector3D(0,0,0) - vector</code>.</p> <!-- @@@operator- --> <!-- $$$operator/[overload1]$$$operator/constQVector3D&float --> <h3 class="fn" id="operator-2f"><a name="operator-2f"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator/</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>vector</i>, <span class="type">float</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/constQVector3D&constQVector3D& --> <h3 class="fn" id="operator-2f-1"><a name="operator-2f-1"></a>const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> <span class="name">operator/</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>vector</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>divisor</i>)</h3> <p>Returns the <a href="qvector3d.html">QVector3D</a> object formed by dividing components of the given <i>vector</i> by a respective components of the given <i>divisor</i>.</p> <p>This function was introduced in Qt 5.5.</p> <p><b>See also </b><a href="qvector3d.html#operator-2f-eq">QVector3D::operator/=</a>().</p> <!-- @@@operator/ --> <!-- $$$operator<<[overload1]$$$operator<<QDataStream&constQVector3D& --> <h3 class="fn" id="operator-lt-lt"><a name="operator-lt-lt"></a><span class="type"><a href="../qtcore/qdatastream.html">QDataStream</a></span> &<span class="name">operator<<</span>(<span class="type"><a href="../qtcore/qdatastream.html">QDataStream</a></span> &<i>stream</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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="../qtcore/datastreamformat.html">Serializing Qt Data Types</a>.</p> <!-- @@@operator<< --> <!-- $$$operator==[overload1]$$$operator==constQVector3D&constQVector3D& --> <h3 class="fn" id="operator-eq-eq"><a name="operator-eq-eq"></a><span class="type">bool</span> <span class="name">operator==</span>(const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v1</i>, const <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></span> &<i>v2</i>)</h3> <p>Returns <code>true</code> if <i>v1</i> is equal to <i>v2</i>; otherwise returns <code>false</code>. This operator uses an exact floating-point comparison.</p> <!-- @@@operator== --> <!-- $$$operator>>[overload1]$$$operator>>QDataStream&QVector3D& --> <h3 class="fn" id="operator-gt-gt"><a name="operator-gt-gt"></a><span class="type"><a href="../qtcore/qdatastream.html">QDataStream</a></span> &<span class="name">operator>></span>(<span class="type"><a href="../qtcore/qdatastream.html">QDataStream</a></span> &<i>stream</i>, <span class="type"><a href="qvector3d.html#QVector3D">QVector3D</a></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="../qtcore/datastreamformat.html">Serializing Qt Data Types</a>.</p> <!-- @@@operator>> --> </div> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br/> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br/> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>