[657] | 1 |
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| 2 | #ifndef _POINT_H_
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| 3 | #define _POINT_H_
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| 4 |
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| 5 | #include "lwo.h"
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| 6 | #include "Vector3.h"
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| 7 |
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| 8 | using namespace std;
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| 9 |
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| 10 | class Point3 {
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| 11 | public:
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| 12 | inline Point3() {}
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| 13 |
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| 14 | inline Point3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) {}
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| 15 |
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| 16 | inline Point3& operator =(const Vector3& v)
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| 17 | {
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| 18 | x = v.x;
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| 19 | y = v.y;
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| 20 | z = v.z;
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| 21 | return (*this);
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| 22 | }
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| 23 |
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| 24 | inline Point3& operator *=(float t)
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| 25 | {
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| 26 | x *= t;
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| 27 | y *= t;
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| 28 | z *= t;
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| 29 | return (*this);
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| 30 | }
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| 31 |
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| 32 | inline Point3& operator /=(float t)
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| 33 | {
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| 34 | float f = 1.0F / t;
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| 35 | x *= f;
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| 36 | y *= f;
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| 37 | z *= f;
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| 38 | return (*this);
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| 39 | }
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| 40 |
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| 41 | inline bool operator == ( const Point3& p ) const
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| 42 | {
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| 43 | return ( x == p.x && y == p.y && z == p.z );
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| 44 | }
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| 45 |
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| 46 | inline bool operator != ( const Point3& p ) const
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| 47 | {
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| 48 | return ( x != p.x || y != p.y || z != p.z );
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| 49 | }
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| 50 |
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| 51 | inline Point3 operator -(void) const
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| 52 | {
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| 53 | return (Point3(-x, -y, -z));
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| 54 | }
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| 55 |
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| 56 | // Sum of point and vector (direction) is a point
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| 57 | inline Point3 operator +(const Vector3& v) const
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| 58 | {
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| 59 | return (Point3(x + v.x, y + v.y, z + v.z));
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| 60 | }
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| 61 |
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| 62 | // Difference of point and vector (direction) is a point
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| 63 | inline Point3 operator -(const Vector3& v) const
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| 64 | {
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| 65 | return (Point3(x - v.x, y - v.y, z - v.z));
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| 66 | }
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| 67 |
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| 68 | // Difference between to points is a vector (direction)
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| 69 | inline Vector3 operator -(const Point3& p) const
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| 70 | {
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| 71 | return (Vector3(x - p.x, y - p.y, z - p.z));
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| 72 | }
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| 73 |
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| 74 | inline Point3 operator *(float t) const
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| 75 | {
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| 76 | return (Point3(x * t, y * t, z * t));
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| 77 | }
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| 78 |
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| 79 | inline Point3 operator /(float t) const
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| 80 | {
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| 81 | float f = 1.0F / t;
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| 82 | return (Point3(x * f, y * f, z * f));
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| 83 | }
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| 84 |
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| 85 | // Dot product
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| 86 | inline float operator *(const Vector3& v) const
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| 87 | {
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| 88 | return (x * v.x + y * v.y + z * v.z);
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| 89 | }
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| 90 |
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| 91 | float x, y, z;
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| 92 | };
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| 93 |
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| 94 | #endif // _POINT_H_
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| 95 |
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