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Vertex.cpp
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Vertex.cpp
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#include <iostream>
#include <assert.h>
using namespace std;
#include "Vertex.h"
#include <math.h>
Vertex::Vertex() {
x = 0;
y = 0;
z = 0;
}
Vertex::Vertex(float x, float y, float z) {
this->x = x;
this->y = y;
this->z = z;
}
Vertex::~Vertex() {
return;
}
//Vertex Vertex::operator-(void) {
//
// Vertex res;
//
// res.x = -x;
// res.y = -y;
// res.z = -z;
//
// return(res);
//}
Vertex Vertex::operator+(Vertex &v) {
Vertex res(x + v.x, y + v.y, z + v.z);
return res;
}
Vertex Vertex::operator-(Vertex &v) {
Vertex res(x - v.x, y - v.y, z - v.z);
return res;
}
Vertex & Vertex::operator+=(Vertex &v) {
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vertex & Vertex::operator-=(Vertex &v) {
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vertex Vertex::operator*(Vertex &v) {
Vertex res;
res.x = this->y * v.z - this->z * v.y;
res.y = this->z * v.x - this->x * v.z;
res.z = this->x * v.y - this->y * v.x;
return (res);
}
Vertex Vertex::operator*(float num) {
Vertex res(this->x*num,this->y*num,this->z*num);
return res;
}
Vertex Vertex::operator+(float num) {
Vertex res(this->x+num,this->y+num,this->z+num);
return res;
}
Vertex Vertex::operator-(float num) {
Vertex res(this->x-num,this->y-num,this->z-num);
return res;
}
void Vertex::mult(float num) {
x = x * num;
y = y * num;
z = z * num;
}
void Vertex::sum(float num) {
x = x + num;
y = y + num;
z = z + num;
}
void Vertex::sub(float num) {
x = x - num;
y = y - num;
z = z - num;
}
void Vertex::normalize() {
float aux = sqrt(pow(x, 2) + pow(y, 2) + pow(z, 2));
x = x / aux;
y = y / aux;
z = z / aux;
}
void Vertex::dump() {
cout.precision(2);
cout << "(" << x << ", " << y << ", " << z << ")" << endl;
}
float Vertex::distance(Vertex* v2) {
return sqrt(pow(this->x - v2->x, 2) + pow(this->y - v2->y, 2) + pow(this->z - v2->z, 2));
}
float Vertex::horizontalDistance(Vertex* v2) {
return sqrt(pow(this->x - v2->x, 2) + pow(this->z - v2->z, 2));
}
float Vertex::inner_product(Vertex *v) {
return (this->x*v->x + this->y*v->y + this->z*v->z) ;
}
/** vector da direccao deste vertice a um ponto */
Vertex* Vertex::directionVector(Vertex* coords) {
return new Vertex(coords->x - this->x, 0, coords->z - this->z);
}
float Vertex::directionAngle(Vertex* coords) {
Vertex* dir = directionVector(coords);
float distance = this->distance(coords);
return acos(dir->x / distance);
}