50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
//
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// Created by Иван Ильин on 13.01.2021.
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//
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#ifndef ENGINE_TRIANGLE_H
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#define ENGINE_TRIANGLE_H
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#include <SFML/Graphics.hpp>
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#include "math/Vec4D.h"
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#include "math/Vec3D.h"
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#include "math/Matrix4x4.h"
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class Triangle final {
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private:
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sf::Color _color;
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Vec4D _points[3];
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Vec3D _normal;
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void calculateNormal();
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public:
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Triangle() = default;
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Triangle(const Triangle &triangle);
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Triangle(const Vec4D &p1, const Vec4D &p2, const Vec4D &p3, sf::Color color = {0, 0, 0});
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Triangle &operator=(const Triangle &) = default;
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[[nodiscard]] const Vec4D& operator[](int i) const;
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[[nodiscard]] Vec3D position() const { return Vec3D(_points[0] + _points[1] + _points[2])/3; }
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[[nodiscard]] Vec3D norm() const;
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// Operations with Matrix4x4
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[[nodiscard]] Triangle operator*(const Matrix4x4 &matrix4X4) const;
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[[nodiscard]] bool isPointInside(const Vec3D &point) const;
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[[nodiscard]] sf::Color color() const { return _color; }
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void setColor(sf::Color newColor) { _color = newColor; }
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[[nodiscard]] double distance(const Vec3D &vec) const { return norm().dot(Vec3D(_points[0]) - vec); }
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};
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#endif //INC_3DZAVR_TRIANGLE_H
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