class QVector3D#

The QVector3D class represents a vector or vertex in 3D space. More

New in version 4.6.

Synopsis#

Methods#

Static functions#

Note

This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE

Detailed Description#

Vectors are one of the main building blocks of 3D representation and drawing. They consist of three finite floating-point coordinates, traditionally called x, y, and z.

The QVector3D class can also be used to represent vertices in 3D space. We therefore do not need to provide a separate vertex class.

__init__(point)#
Parameters:

pointQPoint

Constructs a vector with x and y coordinates from a 2D point, and a z coordinate of 0.

__init__(point)
Parameters:

pointQPointF

Constructs a vector with x and y coordinates from a 2D point, and a z coordinate of 0.

__init__(vector)
Parameters:

vectorQVector2D

Constructs a 3D vector from the specified 2D vector. The z coordinate is set to zero.

See also

toVector2D()

__init__(vector, zpos)
Parameters:

Constructs a 3D vector from the specified 2D vector. The z coordinate is set to zpos, which must be finite.

See also

toVector2D()

__init__(vector)
Parameters:

vectorQVector4D

Constructs a 3D vector from the specified 4D vector. The w coordinate is dropped.

See also

toVector4D()

__init__(xpos, ypos, zpos)
Parameters:
  • xpos – float

  • ypos – float

  • zpos – float

Constructs a vector with coordinates (xpos, ypos, zpos). All parameters must be finite.

__init__()

Constructs a null vector, i.e. with coordinates (0, 0, 0).

__reduce__()#
Return type:

object

__repr__()#
Return type:

object

static crossProduct(v1, v2)#
Parameters:
Return type:

QVector3D

Returns the cross-product of vectors v1 and v2, which is normal to the plane spanned by v1 and v2. It will be zero if the two vectors are parallel.

See also

normal()

distanceToLine(point, direction)#
Parameters:
Return type:

float

Returns the distance that this vertex is from a line defined by point and the unit vector direction.

If direction is a null vector, then it does not define a line. In that case, the distance from point to this vertex is returned.

distanceToPlane(plane, normal)#
Parameters:
Return type:

float

Returns the distance from this vertex to a plane defined by the vertex plane and a normal unit vector. The normal parameter is assumed to have been normalized to a unit vector.

The return value will be negative if the vertex is below the plane, or zero if it is on the plane.

distanceToPlane(plane1, plane2, plane3)
Parameters:
Return type:

float

Returns the distance from this vertex to a plane defined by the vertices plane1, plane2 and plane3.

The return value will be negative if the vertex is below the plane, or zero if it is on the plane.

The two vectors that define the plane are plane2 - plane1 and plane3 - plane1.

distanceToPoint(point)#
Parameters:

pointQVector3D

Return type:

float

Returns the distance from this vertex to a point defined by the vertex point.

static dotProduct(v1, v2)#
Parameters:
Return type:

float

Returns the dot product of v1 and v2.

isNull()#
Return type:

bool

Returns true if the x, y, and z coordinates are set to 0.0, otherwise returns false.

length()#
Return type:

float

Returns the length of the vector from the origin.

lengthSquared()#
Return type:

float

Returns the squared length of the vector from the origin. This is equivalent to the dot product of the vector with itself.

static normal(v1, v2)#
Parameters:
Return type:

QVector3D

Returns the unit normal vector of a plane spanned by vectors v1 and v2, which must not be parallel to one another.

Use crossProduct() to compute the cross-product of v1 and v2 if you do not need the result to be normalized to a unit vector.

static normal(v1, v2, v3)
Parameters:
Return type:

QVector3D

Returns the unit normal vector of a plane spanned by vectors v2 - v1 and v3 - v1, which must not be parallel to one another.

Use crossProduct() to compute the cross-product of v2 - v1 and v3 - v1 if you do not need the result to be normalized to a unit vector.

normalize()#

Normalizes the current vector in place. Nothing happens if this vector is a null vector or the length of the vector is very close to 1.

normalized()#
Return type:

QVector3D

Returns the normalized unit vector form of this vector.

If this vector is null, then a null vector is returned. If the length of the vector is very close to 1, then the vector will be returned as-is. Otherwise the normalized form of the vector of length 1 will be returned.

__ne__(v2)#
Parameters:

v2QVector3D

Return type:

bool

Returns true if v1 is not equal to v2; otherwise returns false. This operator uses an exact floating-point comparison.

__mul__(factor)#
Parameters:

factor – float

Return type:

QVector3D

Returns a copy of the given vector, multiplied by the given finite factor.

See also

operator*=()

__mul__(factor)
Parameters:

factor – float

Return type:

QVector3D

Returns a copy of the given vector, multiplied by the given finite factor.

See also

operator*=()

__mul__(quaternion)
Parameters:

quaternionQQuaternion

Return type:

QVector3D

__mul__(matrix)
Parameters:

matrixQMatrix4x4

Return type:

QVector3D

Note

This function is deprecated.

__mul__(v2)
Parameters:

v2QVector3D

Return type:

QVector3D

Returns the QVector3D object formed by multiplying each component of v1 by the corresponding component of v2.

Note

This is not the same as the crossProduct() of v1 and v2. (Its components add up to the dot product of v1 and v2.)

See also

crossProduct()

__mul__(matrix)
Parameters:

matrixQMatrix4x4

Return type:

QVector3D

Note

This function is deprecated.

__imul__(vector)#
Parameters:

vectorQVector3D

Return type:

QVector3D

This is an overloaded function.

Multiplies each component of this vector by the corresponding component in vector and returns a reference to this vector.

Note: this is not the same as the crossProduct() of this vector and vector. (Its components add up to the dot product of this vector and vector.)

See also

crossProduct() operator/=() operator*()

__imul__(factor)
Parameters:

factor – float

Return type:

QVector3D

Multiplies this vector’s coordinates by the given finite factor and returns a reference to this vector.

See also

operator/=() operator*()

__add__(v2)#
Parameters:

v2QVector3D

Return type:

QVector3D

Returns a QVector3D object that is the sum of the given vectors, v1 and v2; each component is added separately.

See also

operator+=()

__iadd__(vector)#
Parameters:

vectorQVector3D

Return type:

QVector3D

Adds the given vector to this vector and returns a reference to this vector.

See also

operator-=()

__sub__()#
Return type:

QVector3D

This is an overloaded function.

Returns a QVector3D object that is formed by changing the sign of each component of the given vector.

Equivalent to QVector3D(0,0,0) - vector.

__sub__(v2)
Parameters:

v2QVector3D

Return type:

QVector3D

Returns a QVector3D object that is formed by subtracting v2 from v1; each component is subtracted separately.

See also

operator-=()

__isub__(vector)#
Parameters:

vectorQVector3D

Return type:

QVector3D

Subtracts the given vector from this vector and returns a reference to this vector.

See also

operator+=()

__div__(divisor)#
Parameters:

divisorQVector3D

Return type:

QVector3D

Returns the QVector3D object formed by dividing each component of the given vector by the corresponding component of the given divisor.

The divisor must have no component that is either zero or NaN.

See also

operator/=()

__div__(divisor)
Parameters:

divisor – float

Return type:

QVector3D

Returns the QVector3D object formed by dividing each component of the given vector by the given divisor.

The divisor must not be either zero or NaN.

See also

operator/=()

operator/=(vector)
Parameters:

vectorQVector3D

Return type:

QVector3D

Divides each component of this vector by the corresponding component in vector and returns a reference to this vector.

The vector must have no component that is either zero or NaN.

See also

operator*=() operator/()

operator/=(divisor)
Parameters:

divisor – float

Return type:

QVector3D

Divides this vector’s coordinates by the given divisor, and returns a reference to this vector. The divisor must not be either zero or NaN.

See also

operator*=() operator/()

__eq__(v2)#
Parameters:

v2QVector3D

Return type:

bool

Returns true if v1 is equal to v2; otherwise returns false. This operator uses an exact floating-point comparison.

operator(i)#
Parameters:

i – int

Return type:

float

Returns the component of the vector at index position i.

i must be a valid index position in the vector (i.e., 0 <= i < 3).

project(modelView, projection, viewport)#
Parameters:
Return type:

QVector3D

Returns the window coordinates of this vector initially in object/model coordinates using the model view matrix modelView, the projection matrix projection and the viewport dimensions viewport.

When transforming from clip to normalized space, a division by the w component on the vector components takes place. To prevent dividing by 0 if w equals to 0, it is set to 1.

Note

the returned y coordinates are in OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.

See also

unproject()

setX(x)#
Parameters:

x – float

Sets the x coordinate of this point to the given finite x coordinate.

See also

x() setY() setZ()

setY(y)#
Parameters:

y – float

Sets the y coordinate of this point to the given finite y coordinate.

See also

y() setX() setZ()

setZ(z)#
Parameters:

z – float

Sets the z coordinate of this point to the given finite z coordinate.

See also

z() setX() setY()

toPoint()#
Return type:

QPoint

Returns the QPoint form of this 3D vector. The z coordinate is dropped. The x and y coordinates are rounded to nearest integers.

toPointF()#
Return type:

QPointF

Returns the QPointF form of this 3D vector. The z coordinate is dropped.

toTuple()#
Return type:

object

toVector2D()#
Return type:

QVector2D

Returns the 2D vector form of this 3D vector, dropping the z coordinate.

toVector4D()#
Return type:

QVector4D

Returns the 4D form of this 3D vector, with the w coordinate set to zero.

unproject(modelView, projection, viewport)#
Parameters:
Return type:

QVector3D

Returns the object/model coordinates of this vector initially in window coordinates using the model view matrix modelView, the projection matrix projection and the viewport dimensions viewport.

When transforming from clip to normalized space, a division by the w component of the vector components takes place. To prevent dividing by 0 if w equals to 0, it is set to 1.

Note

y coordinates in viewport should use OpenGL orientation. OpenGL expects the bottom to be 0 whereas for Qt top is 0.

See also

project()

x()#
Return type:

float

Returns the x coordinate of this point.

See also

setX() y() z()

y()#
Return type:

float

Returns the y coordinate of this point.

See also

setY() x() z()

z()#
Return type:

float

Returns the z coordinate of this point.

See also

setZ() x() y()