A
vector4d
type has
x
,
y
,
z
and
w
attributes, otherwise it is similar to the
vector3d
type. Please see the documentation about the
vector3d
type for more information.
To create a
vector4d
value, specify it as a "x,y,z,w" string, or define the components individually, or compose it with the Qt.vector4d() function.
The vector4d type has the following idempotent functions which can be invoked in QML:
函数签名 | 描述 | 范例 |
---|---|---|
real dotProduct(vector4d other) |
Returns the scalar real result of the dot product of
this
vector4d with the
other
vector4d
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . dotProduct(b); console . log(c); // 70 |
vector4d times(matrix4x4 matrix) |
Returns the vector4d result of transforming
this
vector4d with the 4x4
matrix
with the matrix applied post-vector
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . matrix4x4( 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 ); var c = a . times(b); console . log(c . toString()); // QVector4D(120, 130, 140, 150) |
vector4d times(vector4d other) |
Returns the vector4d result of multiplying
this
vector4d with the
other
vector4d
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . times(b); console . log(c . toString()); // QVector4D(5, 12, 21, 32) |
vector4d times(real factor) |
Returns the vector4d result of multiplying
this
vector4d with the scalar
factor
|
var a = Qt.vector4d(1,2,3,4); var b = 4.48 ; var c = a . times(b); console . log(c . toString()); // QVector3D(4.48, 8.96, 13.44 , 17.92 ) |
vector4d plus(vector4d other) |
Returns the vector4d result of the addition of
this
vector4d with the
other
vector4d
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . plus(b); console . log(c . toString()); // QVector4D(6, 8, 10, 12) |
vector4d minus(vector4d other) |
Returns the vector4d result of the subtraction of
other
vector4d from
this
vector4d
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 5 , 6 , 7 , 8 ); var c = a . minus(b); console . log(c . toString()); // QVector4D(-4, -4, -4, -4) |
vector4d normalized() |
Returns the normalized form of
this
vector
|
var a = Qt.vector4d(1,2,3,4); var b = a . normalized(); console . log(b . toString()); // QVector4D(0.182574, 0.365148, 0.547723, 0.730297) |
real length() |
Returns the scalar real value of the length of
this
vector3d
|
var a = Qt.vector4d(1,2,3,4); var b = a . length(); console . log(b . toString()); // 5.477225575051661 |
vector2d toVector2d() |
Returns the vector2d result of converting
this
vector4d to a vector2d
|
var a = Qt.vector4d(1,2,3,4); var b = a . toVector2d(); console . log(b . toString()); // QVector2D(1, 2) |
vector3d toVector3d() |
Returns the vector3d result of converting
this
vector4d to a vector3d
|
var a = Qt.vector4d(1,2,3,4); var b = a . toVector3d(); console . log(b . toString()); // QVector3D(1, 2, 3) |
bool fuzzyEquals(vector4d other, real epsilon) |
返回 true 若
this
vector4d is approximately equal to the
other
vector4d. The approximation will be true if each attribute of
this
is within
epsilon
of
other
。注意,
epsilon
is an optional argument, the default
epsilon
is 0.00001.
|
var a = Qt.vector4d(1,2,3,4); var b = Qt . vector4d( 1.0001 , 1.9998 , 2.0001 , 3.9999 ); var c = a . fuzzyEquals(b); // default epsilon var d = a . fuzzyEquals(b , 0.005 ); // supplied epsilon console . log(c + " " + d); // false true |
此基本类型的提供是通过 QtQuick 导入。
另请参阅 QML 基本类型 .