2011-m2s3-city-builder/geometry/vertex.cpp
2012-01-20 14:01:44 +01:00

77 lines
2.2 KiB
C++

#include "all_includes.hh"
Vertex::Vertex() {}
Vertex::Vertex(float _x, float _y, float _z): x(_x), y(_y), z(_z) {
/* if (!(std::isfinite(x) && std::isfinite(y) && std::isfinite(z)))
std::cerr << "Attempted to create vertex with bad data !" << std::endl; */
}
float Vertex::norm() const { return std::sqrt(x*x + y*y + z*z); }
Vertex Vertex::projectOn(Vertex v) const {
// http://www.developpez.net/forums/d202580/applications/developpement-2d-3d-jeux/contribuez/faq-mat-quat-ajout-calculs-vectoriels/
float scalaire = (this->x)*(v.x) + (this->y)*(v.y) + (this->z)*(v.z);
float norme = v.norm();
return Vertex(v.x, v.y, v.z) * scalaire / (norme * norme);
}
Vertex Vertex::setNorm(float n) const {
return (*this * n / norm());
}
Vertex Vertex::normalize() const {
return (*this / norm());
}
float Vertex::cosAngle(Vertex v) const {
// http://www.developpez.net/forums/d202580/applications/developpement-2d-3d-jeux/contribuez/faq-mat-quat-ajout-calculs-vectoriels/
return ((this->x*v.x + this->y*v.y + this->z*v.z) / (norm()*v.norm()));
}
float Vertex::angle(Vertex v) const {
return std::acos(cosAngle(v));
}
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 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.f * Angle::Pi) * std::cos(yAngle / 180.f * Angle::Pi),
r * std::sin(xAngle / 180.f * Angle::Pi) * std::sin(yAngle / 180.f * Angle::Pi),
r * std::cos(xAngle / 180.f * Angle::Pi)
);
}