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vertex_3.cpp
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113 lines (88 loc) · 2.17 KB
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#include "vertex_3.h"
#include <cmath>
/*
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
vertex_3::vertex_3(void)
{
x = y = z = 0;
}
// Add to another vertex_3 object.
const vertex_3& vertex_3::operator+(const vertex_3 &right) const
{
static vertex_3 temp;
temp.x = this->x + right.x;
temp.y = this->y + right.y;
temp.z = this->z + right.z;
return temp;
}
bool vertex_3::operator==(const vertex_3& right) const
{
if (right.x == x && right.y == y && right.z == z)
return true;
else
return false;
}
bool vertex_3::operator<(const vertex_3 & right) const
{
if(x < right.x)
return true;
else if(x > right.x)
return false;
if(y < right.y)
return true;
else if(y > right.y)
return false;
if(z < right.z)
return true;
else if(z > right.z)
return false;
return false;
}
const vertex_3& vertex_3::operator-(const vertex_3 &right) const
{
static vertex_3 temp;
temp.x = this->x - right.x;
temp.y = this->y - right.y;
temp.z = this->z - right.z;
return temp;
}
const float vertex_3::dot(vertex_3 &rhs) const
{
return x*rhs.x + y*rhs.y + z*rhs.z;
}
const float vertex_3::self_dot(void) const
{
return x*x + y*y + z*z;
}
const float vertex_3::length(void) const
{
return sqrt(self_dot());
}
void vertex_3::normalize(void)
{
float len = length();
if (0.0f != len)
{
x /= len;
y /= len;
z /= len;
}
}
const vertex_3& vertex_3::cross(const vertex_3 &right) const
{
static vertex_3 temp;
temp.x = y*right.z - z*right.y;
temp.y = z*right.x - x*right.z;
temp.z = x*right.y - y*right.x;
return temp;
}