libsegl/punkt3d.cpp

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/* libsegl - Sebas Extended GL Library
* Collection of Opengl/3D-Math helpers
*
* Copyright (c) 2008 by Sebastian Lohff, seba@seba-geek.de
* http://www.seba-geek.de
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "punkt3d.h"
namespace segl {
Punkt3D::Punkt3D() {
x = y = z = 0.0f;
}
Punkt3D::Punkt3D(float _x, float _y, float _z) {
set(_x, _y, _z);
}
void Punkt3D::set(float _x, float _y, float _z) {
x = _x;
y = _y;
z = _z;
}
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float Punkt3D::abs() const {
return sqrt(x*x+y*y+z*z);
}
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Punkt3D Punkt3D::kreuzprodukt(const Punkt3D &b) const {
Punkt3D erg;
erg.x = y*b.z - z*b.y;
erg.y = z*b.x - x*b.z;
erg.z = x*b.y - y*b.x;
return erg;
}
void Punkt3D::normalize() {
float a = abs();
x /= a;
y /= a;
z /= a;
}
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Punkt3D Punkt3D::getNormalized() const {
Punkt3D ret(*this);
ret.normalize();
return ret;
}
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bool Punkt3D::isNormalized() const {
return (abs()==1.0f);
}
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float Punkt3D::calcAngle(Punkt3D b) const {
if(abs()*b.abs()==0.0f)
return 0.0f;
return rad2deg(std::acos(((*this)*b)/(abs()*b.abs())));
}
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Punkt3D Punkt3D::getOrtographic() const {
Punkt3D erg;
if(!x) {
erg.x = 0.0f;
erg.y = z;
erg.z = -y;
} else if(!y) {
erg.x = z;
erg.y = 0;
erg.z = -x;
} else {
// z, oder genereller fall
erg.x = y;
erg.y = -x;
erg.z = 0.0f;
}
return erg;
}
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Punkt3D Punkt3D::getOrtographic2() const {
Punkt3D nullvec;
Punkt3D erg;
erg.set(y, -x, 0.0f);
if(erg!=nullvec)
return erg;
erg.set(z, 0.0f, -x);
if(erg!=nullvec)
return erg;
erg.set(0.0f, z, -y);
return erg;
}
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void Punkt3D::print(std::string coordname) const {
if(coordname!="")
coordname.append(" ");
std::cout << coordname << "Coord: (" << x << ", " << y << ", " << z << ")" << std::endl;
}
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Punkt3D Punkt3D::operator+(const Punkt3D &b) const {
Punkt3D c;
c.x = x + b.x;
c.y = y + b.y;
c.z = z + b.z;
return c;
}
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Punkt3D Punkt3D::operator-(const Punkt3D &b) const {
Punkt3D c;
c.x = x - b.x;
c.y = y - b.y;
c.z = z - b.z;
return c;
}
Punkt3D& Punkt3D::operator+=(const Punkt3D &b) {
x += b.x;
y += b.y;
z += b.z;
return *this;
}
Punkt3D& Punkt3D::operator-=(const Punkt3D &b) {
x -= b.x;
y -= b.y;
z -= b.z;
return *this;
}
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Punkt3D Punkt3D::operator+(const float &_m) const {
return Punkt3D(x+_m, y+_m, z+_m);
}
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Punkt3D Punkt3D::operator-(const float &_m) const {
return Punkt3D(x-_m, y-_m, z-_m);
}
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Punkt3D Punkt3D::operator*(const float &_m) const {
return Punkt3D(x*_m, y*_m, z*_m);
}
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Punkt3D Punkt3D::operator/(const float &_m) const {
return Punkt3D(x/_m, y/_m, z/_m);
}
Punkt3D& Punkt3D::operator+=(const float &_m) {
x += _m;
y += _m;
z += _m;
return *this;
}
Punkt3D& Punkt3D::operator-=(const float &_m) {
x -= _m;
y -= _m;
z -= _m;
return *this;
}
Punkt3D& Punkt3D::operator*=(const float &_m) {
x *= _m;
y *= _m;
z *= _m;
return *this;
}
Punkt3D& Punkt3D::operator/=(const float &_m) {
x /= _m;
y /= _m;
z /= _m;
return *this;
}
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float Punkt3D::operator*(const Punkt3D& _m) const {
return x * _m.x + y * _m.y + z * _m.z;
}
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Punkt3D Punkt3D::operator-() const {
return Punkt3D(-x, -y, -z);
}
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bool Punkt3D::operator==(const Punkt3D& b) const {
return ( x==b.x && y==b.y && z==b.z);
}
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bool Punkt3D::operator!=(const Punkt3D& b) const {
return !(*this==b);
}
// Freunde
segl::Punkt3D operator+(const float& _m, const segl::Punkt3D& b) {
return segl::Punkt3D(b.x+_m, b.y+_m, b.z+_m);
}
segl::Punkt3D operator-(const float& _m, const segl::Punkt3D& b) {
return segl::Punkt3D(b.x-_m, b.y-_m, b.z-_m);
}
segl::Punkt3D operator*(const float& _m, const segl::Punkt3D& b) {
return segl::Punkt3D(b.x*_m, b.y*_m, b.z*_m);
}
segl::Punkt3D operator/(const float& _m, const segl::Punkt3D& b) {
return segl::Punkt3D(b.x/_m, b.y/_m, b.z/_m);
}
std::ostream &operator<<(std::ostream &ostr, const segl::Punkt3D &r) {
return ostr << "(" << r.x << ", " << r.y << ", " << r.z << ")";
}
} // namespace segl
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float abs(const segl::Punkt3D &p) {
return p.abs();
}
// OpenGL Funktionen f<>r Punkt3D
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void glVertex3f(const segl::Punkt3D &p) {
glVertex3f(p.x, p.y, p.z);
}
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void glTranslatef(const segl::Punkt3D &p) {
glTranslatef(p.x, p.y, p.z);
}
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void glNormal3f(const segl::Punkt3D &p) {
glNormal3f(p.x, p.y, p.z);
}
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void glRotatef(const float &deg, const segl::Punkt3D &vec) {
glRotatef(deg, vec.x, vec.y, vec.z);
}
// Funktionen mit richtgen bezeichnern
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void glVertexP3D(const segl::Punkt3D &p) {
glVertex3f(p.x, p.y, p.z);
}
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void glTranslateP3D(const segl::Punkt3D &p) {
glTranslatef(p.x, p.y, p.z);
}
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void glNormalP3D(const segl::Punkt3D &p) {
glNormal3f(p.x, p.y, p.z);
}
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void glRotateP3D(const float &deg, const segl::Punkt3D &vec) {
glRotatef(deg, vec.x, vec.y, vec.z);
}
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void gluLookAt(const segl::Punkt3D &pos, const segl::Punkt3D &viewport, const segl::Punkt3D &normal) {
gluLookAt( pos.x, pos.y, pos.z,
viewport.x, viewport.y, viewport.z,
normal.x, normal.y, normal.z );
}