# QVector3D#

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

New in version 4.6.

## 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.

class PySide6.QtGui.QVector3D#

PySide6.QtGui.QVector3D(point)

PySide6.QtGui.QVector3D(point)

PySide6.QtGui.QVector3D(vector)

PySide6.QtGui.QVector3D(vector, zpos)

PySide6.QtGui.QVector3D(vector)

PySide6.QtGui.QVector3D(xpos, ypos, zpos)

Parameters
• ypos – float

• xpos – float

• zpos – float

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

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

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

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

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

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

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

PySide6.QtGui.QVector3D.__reduce__()#
Return type

object

PySide6.QtGui.QVector3D.__repr__()#
Return type

object

static PySide6.QtGui.QVector3D.crossProduct(v1, v2)#
Parameters
Return type

`PySide6.QtGui.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.

PySide6.QtGui.QVector3D.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.

PySide6.QtGui.QVector3D.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.

PySide6.QtGui.QVector3D.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`.

PySide6.QtGui.QVector3D.distanceToPoint(point)#
Parameters
Return type

float

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

static PySide6.QtGui.QVector3D.dotProduct(v1, v2)#
Parameters
Return type

float

Returns the dot product of `v1` and `v2`.

PySide6.QtGui.QVector3D.isNull()#
Return type

bool

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

PySide6.QtGui.QVector3D.length()#
Return type

float

Returns the length of the vector from the origin.

PySide6.QtGui.QVector3D.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 PySide6.QtGui.QVector3D.normal(v1, v2)#
Parameters
Return type

`PySide6.QtGui.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 PySide6.QtGui.QVector3D.normal(v1, v2, v3)
Parameters
Return type

`PySide6.QtGui.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.

PySide6.QtGui.QVector3D.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.

PySide6.QtGui.QVector3D.normalized()#
Return type

`PySide6.QtGui.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.

PySide6.QtGui.QVector3D.__ne__(v2)#
Parameters
Return type

bool

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

PySide6.QtGui.QVector3D.__mul__(factor)#
Parameters

factor – float

Return type

`PySide6.QtGui.QVector3D`

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

`operator*=()`

PySide6.QtGui.QVector3D.__mul__(factor)
Parameters

factor – float

Return type

`PySide6.QtGui.QVector3D`

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

`operator*=()`

PySide6.QtGui.QVector3D.__mul__(quaternion)
Parameters

quaternion`PySide6.QtGui.QQuaternion`

Return type

`PySide6.QtGui.QVector3D`

PySide6.QtGui.QVector3D.__mul__(matrix)
Parameters
Return type

`PySide6.QtGui.QVector3D`

Note

This function is deprecated.

PySide6.QtGui.QVector3D.__mul__(v2)
Parameters
Return type

`PySide6.QtGui.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`.)

PySide6.QtGui.QVector3D.__mul__(matrix)
Parameters
Return type

`PySide6.QtGui.QVector3D`

Note

This function is deprecated.

PySide6.QtGui.QVector3D.__imul__(vector)#
Parameters
Return type

`PySide6.QtGui.QVector3D`

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`.)

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

PySide6.QtGui.QVector3D.__imul__(factor)
Parameters

factor – float

Return type

`PySide6.QtGui.QVector3D`

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

`operator/=()` `operator*()`

Parameters
Return type

`PySide6.QtGui.QVector3D`

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

`operator+=()`

Parameters
Return type

`PySide6.QtGui.QVector3D`

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

`operator-=()`

PySide6.QtGui.QVector3D.__sub__()#
Return type

`PySide6.QtGui.QVector3D`

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`.

PySide6.QtGui.QVector3D.__sub__(v2)
Parameters
Return type

`PySide6.QtGui.QVector3D`

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

`operator-=()`

PySide6.QtGui.QVector3D.__isub__(vector)#
Parameters
Return type

`PySide6.QtGui.QVector3D`

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

`operator+=()`

PySide6.QtGui.QVector3D.__div__(divisor)#
Parameters
Return type

`PySide6.QtGui.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.

`operator/=()`

PySide6.QtGui.QVector3D.__div__(divisor)
Parameters

divisor – float

Return type

`PySide6.QtGui.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.

`operator/=()`

PySide6.QtGui.QVector3D.__idiv__(vector)#
Parameters
Return type

`PySide6.QtGui.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.

`operator*=()` `operator/()`

PySide6.QtGui.QVector3D.__idiv__(divisor)
Parameters

divisor – float

Return type

`PySide6.QtGui.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.

`operator*=()` `operator/()`

PySide6.QtGui.QVector3D.__eq__(v2)#
Parameters
Return type

bool

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

PySide6.QtGui.QVector3D.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).

PySide6.QtGui.QVector3D.project(modelView, projection, viewport)#
Parameters
Return type

`PySide6.QtGui.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.

PySide6.QtGui.QVector3D.setX(x)#
Parameters

x – float

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

PySide6.QtGui.QVector3D.setY(y)#
Parameters

y – float

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

PySide6.QtGui.QVector3D.setZ(z)#
Parameters

z – float

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

PySide6.QtGui.QVector3D.toPoint()#
Return type

`PySide6.QtCore.QPoint`

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

PySide6.QtGui.QVector3D.toPointF()#
Return type

`PySide6.QtCore.QPointF`

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

PySide6.QtGui.QVector3D.toTuple()#
Return type

object

PySide6.QtGui.QVector3D.toVector2D()#
Return type

`PySide6.QtGui.QVector2D`

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

PySide6.QtGui.QVector3D.toVector4D()#
Return type

`PySide6.QtGui.QVector4D`

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

PySide6.QtGui.QVector3D.unproject(modelView, projection, viewport)#
Parameters
Return type

`PySide6.QtGui.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.

PySide6.QtGui.QVector3D.x()#
Return type

float

Returns the x coordinate of this point.

PySide6.QtGui.QVector3D.y()#
Return type

float

Returns the y coordinate of this point.