vectozavr-shooter/engine/Triangle.cpp

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2021-09-13 15:53:43 +03:00
//
// Created by Иван Ильин on 13.01.2021.
//
#include "Triangle.h"
Triangle::Triangle () {
p[0] = Point4D{0,0,0,1};
p[1] = Point4D{0,0,0,1};
p[2] = Point4D{0,0,0,1};
}
Triangle::Triangle(const Point4D& p1, const Point4D& p2, const Point4D& p3, double w) {
p[0] = Point4D{p1.x(), p1.y(), p1.z(), w};
p[1] = Point4D{p2.x(), p2.y(), p2.z(), w};
p[2] = Point4D{p3.x(), p3.y(), p3.z(), w};
}
Triangle Triangle::operator*(const Matrix4x4 &matrix4X4) const {
return Triangle(*this) *= matrix4X4;
}
Triangle &Triangle::operator*=(const Matrix4x4 &matrix4X4) {
p[0] = matrix4X4 * p[0];
p[1] = matrix4X4 * p[1];
p[2] = matrix4X4 * p[2];
return *this;
}
Point4D Triangle::norm() const {
Point4D v1 = p[1] - p[0];
Point4D v2 = p[2] - p[0];
return v1.cross3D(v2).normalize();
}
Point4D Triangle::operator[](int i) const {
return p[i];
}
Point4D &Triangle::operator[](int i) {
return p[i];
}
Point4D Triangle::pos() const {
return (p[0] + p[1] + p[2])/3.0;
}
Triangle::Triangle(const Triangle &triangle) {
clip = triangle.clip;
color = triangle.color;
p[0] = triangle[0];
p[1] = triangle[1];
p[2] = triangle[2];
}
bool Triangle::isPointInside(const Point4D &point) const {
Point4D triangleNorm = norm();
double dot1 = (point - p[0]).cross3D(p[1] - p[0]).dot(triangleNorm);
double dot2 = (point - p[1]).cross3D(p[2] - p[1]).dot(triangleNorm);
double dot3 = (point - p[2]).cross3D(p[0] - p[2]).dot(triangleNorm);
if((dot1 >= 0 && dot2 >= 0 && dot3 >= 0) || (dot1 <= 0 && dot2 <= 0 && dot3 <= 0))
return true;
return false;
}
Triangle &Triangle::operator=(const Triangle &triangle) {
if(&triangle != this) {
clip = triangle.clip;
color = triangle.color;
p[0] = triangle[0];
p[1] = triangle[1];
p[2] = triangle[2];
}
return *this;
}