#include "all_includes.hh" Vertex::Vertex() {} Vertex::Vertex(float x, float y, float z): x(x), y(y), z(z) {} float Vertex::norm() { return std::sqrt(x*x + y*y + z*z); } // TODO : this is 2D only, use Vertex2d. Vertex intersection(Vertex a, Vertex b, Vertex c, Vertex d) { // Note : si les deux lignes sont parallèles, on risque fort // d'avoir une division par zéro. // http://en.wikipedia.org/wiki/Line-line_intersection int64 x1 = a.x; int64 y1 = a.y; int64 x2 = b.x; int64 y2 = b.y; int64 x3 = c.x; int64 y3 = c.y; int64 x4 = d.x; int64 y4 = d.y; int64 denominator = ((x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)); return Vertex( ((x1*y2-y1*x2)*(x3-x4) - (x1-x2)*(x3*y4-y3*x4)) / denominator, ((x1*y2-y1*x2)*(y3-y4) - (y1-y2)*(x3*y4-y3*x4)) / denominator, 0 ); } Vertex Vertex::projectOn(Vertex v) { // http://www.developpez.net/forums/d202580/applications/developpement-2d-3d-jeux/contribuez/faq-mat-quat-ajout-calculs-vectoriels/ int64 scalaire = ((int64)this->x)*((int64)v.x) + ((int64)this->y)*((int64)v.y); int normecarre = v.norm(); normecarre *= normecarre; return Vertex(((int64)v.x) * scalaire / normecarre, ((int64)v.y) * scalaire / normecarre, 0); } Vertex Vertex::setNorm(float n) { int64 current = norm(); return Vertex((int64)x * (int64)n / current, (int64)y * (int64)n / current, 0); } Vertex Vertex::perpendicular() { return Vertex(-y, x, 0); } float Vertex::cosAngle(Vertex v) { // http://www.developpez.net/forums/d202580/applications/developpement-2d-3d-jeux/contribuez/faq-mat-quat-ajout-calculs-vectoriels/ return ((double)(this->x*v.x + this->y*v.y)) / (((double)norm())*((double)v.norm())); } Vertex::operator Vertex() { return Vertex(x,y,z); } std::ostream& operator<<(std::ostream& os, const Vertex& v) { return os << "(" << v.x << "," << v.y << "," << v.z << ")"; } Vertex operator+(const Vertex& u, const Vertex& v) { return Vertex(u.x + v.x, u.y + v.y, u.z + v.z); } Vertex operator-(const Vertex& u, const Vertex& v) { return Vertex(u.x - v.x, u.y - v.y, u.z - v.z); } Vertex operator-(const Vertex& v) { return Vertex(-v.x, -v.y, -v.z); } Vertex operator*(const Vertex& v, const float n) { return Vertex(v.x * n, v.y * n, v.z * n); } Vertex operator*(const Vertex& u, const Vertex& v) { return Vertex( (u.y * v.z) - (u.z * v.y), (u.z * v.x) - (u.x * v.z), (u.x * v.y) - (u.y * v.x) ); } Vertex operator/(const Vertex& v, const int n) { return Vertex(v.x / n, v.y / n, v.z / n); } Vertex operator/(const Vertex& v, const float f) { return Vertex(v.x / f, v.y / f, v.z / f); } Vertex Vertex::fromSpherical(float r, float xAngle, float yAngle) { // http://electron9.phys.utk.edu/vectors/3dcoordinates.htm return Vertex( r * std::sin(xAngle / 180 * 3.14159) * std::cos(yAngle / 180 * 3.14159), r * std::sin(xAngle / 180 * 3.14159) * std::sin(yAngle / 180 * 3.14159), r * std::cos(xAngle / 180 * 3.14159) ); } /* Vertex::Vertex() {} Vertex::Vertex(float x, float y, float z): x(x), y(y), z(z) {} float Vertex::norm() { return std::sqrt(x*x + y*y + z*z); } Vertex::operator Vertex() { return Vertex(x,y,z); } std::ostream& operator<<(std::ostream& os, const Vertex& v) { return os << "(" << v.x << "," << v.y << "," << v.z << ")"; } Vertex operator+(const Vertex& u, const Vertex& v) { return Vertex(u.x + v.x, u.y + v.y, u.z + v.z); } Vertex operator-(const Vertex& u, const Vertex& v) { return Vertex(u.x - v.x, u.y - v.y, u.z - v.z); } Vertex operator+(const Vertex& u, const Vertex& v) { return Vertex(u.x + v.x, u.y + v.y, u.z + v.z); } Vertex operator-(const Vertex& u, const Vertex& v) { return Vertex(u.x - v.x, u.y - v.y, u.z - v.z); } Vertex operator-(const Vertex& v) { return Vertex(-v.x, -v.y, -v.z); } Vertex operator*(const Vertex& v, const int n) { return Vertex(v.x * n, v.y * n, v.z * n); } Vertex operator*(const Vertex& u, const Vertex& v) { return Vertex( (u.y * v.z) - (u.z * v.y), (u.z * v.x) - (u.x * v.z), (u.x * v.y) - (u.y * v.x) ); } Vertex operator/(const Vertex& v, const int n) { return Vertex(v.x / n, v.y / n, v.z / n); } Vertex operator/(const Vertex& v, const float f) { return Vertex(v.x / f, v.y / f, v.z / f); } Vertex Vertex::fromSpherical(float r, float xAngle, float yAngle) { // http://electron9.phys.utk.edu/vectors/3dcoordinates.htm return Vertex( r * std::sin(xAngle / 180 * 3.14159) * std::cos(yAngle / 180 * 3.14159), r * std::sin(xAngle / 180 * 3.14159) * std::sin(yAngle / 180 * 3.14159), r * std::cos(xAngle / 180 * 3.14159) ); } */