60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
//
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// Created by Иван Ильин on 13.01.2021.
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//
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#include "Triangle.h"
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Triangle::Triangle () {
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_p[0] = Point4D{0, 0, 0, 1};
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_p[1] = Point4D{0, 0, 0, 1};
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_p[2] = Point4D{0, 0, 0, 1};
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}
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Triangle::Triangle(const Point4D& p1, const Point4D& p2, const Point4D& p3, sf::Color color) {
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_p[0] = p1;
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_p[1] = p2;
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_p[2] = p3;
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_color = color;
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}
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Triangle Triangle::operator*(const Matrix4x4 &matrix4X4) const {
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Triangle res(*this);
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res._p[0] = matrix4X4 * _p[0];
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res._p[1] = matrix4X4 * _p[1];
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res._p[2] = matrix4X4 * _p[2];
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return res;
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}
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Point4D Triangle::norm() const {
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Point4D v1 = _p[1] - _p[0];
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Point4D v2 = _p[2] - _p[0];
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return v1.cross3D(v2).normalized();
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}
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Point4D Triangle::operator[](int i) const {
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return _p[i];
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}
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Triangle::Triangle(const Triangle &triangle) {
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_color = triangle._color;
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_p[0] = triangle[0];
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_p[1] = triangle[1];
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_p[2] = triangle[2];
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}
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bool Triangle::isPointInside(const Point4D &point) const {
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Point4D triangleNorm = norm();
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double dot1 = (point - _p[0]).cross3D(_p[1] - _p[0]).dot(triangleNorm);
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double dot2 = (point - _p[1]).cross3D(_p[2] - _p[1]).dot(triangleNorm);
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double dot3 = (point - _p[2]).cross3D(_p[0] - _p[2]).dot(triangleNorm);
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if((dot1 >= 0 && dot2 >= 0 && dot3 >= 0) || (dot1 <= 0 && dot2 <= 0 && dot3 <= 0))
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return true;
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return false;
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}
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