// // Created by Иван Ильин on 13.01.2021. // #ifndef ENGINE_TRIANGLE_H #define ENGINE_TRIANGLE_H #include "Vec4D.h" #include "Vec3D.h" #include "Matrix4x4.h" #include class Triangle final { private: sf::Color _color; Vec4D _points[3]; public: Triangle() : _points{Vec4D{}, Vec4D{}, Vec4D{}} {}; Triangle(const Triangle& triangle); Triangle(const Vec4D& p1, const Vec4D& p2, const Vec4D& p3, sf::Color color = {0, 0, 0}); Triangle& operator=(const Triangle&) = default; [[nodiscard]] Vec4D operator[] (int i) const; [[nodiscard]] Vec3D norm() const; // Operations with Matrix4x4 [[nodiscard]] Triangle operator*(const Matrix4x4& matrix4X4) const; [[nodiscard]] bool isPointInside(const Vec3D& point) const; [[nodiscard]] sf::Color color() const { return _color; } [[nodiscard]] double distance(const Vec3D& vec) const { return norm().dot(Vec3D(_points[0]) - vec); } }; #endif //INC_3DZAVR_TRIANGLE_H