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