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Geometry.cpp
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129 lines (106 loc) · 2.99 KB
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#include "Geometry.h"
void Geometry::Translate(float3& origin, float3 offset) {
origin.x += offset.x;
origin.y += offset.y;
origin.z += offset.z;
}
void Geometry::Scale(float3& vertex, float3 scale) {
vertex.x *= scale.x;
vertex.y *= scale.y;
vertex.z *= scale.z;
}
void Geometry::Scale(float3& vertex, float factor) {
vertex.x *= factor;
vertex.y *= factor;
vertex.z *= factor;
}
void Geometry::ScaleX(float3& vertex, float factor) {
vertex.x *= factor;
}
void Geometry::ScaleY(float3& vertex, float factor) {
vertex.y *= factor;
}
void Geometry::ScaleZ(float3& vertex, float factor) {
vertex.z *= factor;
}
void Geometry::RotateAroundAxisX(float3& vertex, float angle) {
double radius = sqrt(pow(vertex.z, 2) + pow(vertex.y, 2));
if (radius == 0) return;
double vertex_angle, angle_to_x_axis, ratio;
ratio = abs(vertex.z) / radius;
angle_to_x_axis = acos(ratio);
if (vertex.z >= 0 && vertex.y < 0) // IV quadrant
{
vertex_angle = 2 * PI - angle_to_x_axis;
}
else if (vertex.z < 0 && vertex.y < 0) // III quadrant
{
vertex_angle = PI + angle_to_x_axis;
}
else if (vertex.z < 0 && vertex.y >= 0) // II quadrant
{
vertex_angle = PI - angle_to_x_axis;
}
else // I quadrant
{
vertex_angle = angle_to_x_axis;
}
double final_angle = vertex_angle - angle;
vertex.z = cos(final_angle) * radius;
vertex.y = sin(final_angle) * radius;
}
void Geometry::RotateAroundAxisY(float3& vertex, float angle) {
double radius = sqrt(pow(vertex.z, 2) + pow(vertex.x, 2));
if (radius == 0) return;
double vertex_angle, angle_to_x_axis, ratio;
ratio = abs(vertex.z) / radius;
angle_to_x_axis = acos(ratio);
if (vertex.z >= 0 && vertex.x < 0) // IV quadrant
{
vertex_angle = 2 * PI - angle_to_x_axis;
}
else if (vertex.z < 0 && vertex.x < 0) // III quadrant
{
vertex_angle = PI + angle_to_x_axis;
}
else if (vertex.z < 0 && vertex.x >= 0) // II quadrant
{
vertex_angle = PI - angle_to_x_axis;
}
else // I quadrant
{
vertex_angle = angle_to_x_axis;
}
double final_angle = vertex_angle + angle;
vertex.z = cos(final_angle) * radius;
vertex.x = sin(final_angle) * radius;
}
void Geometry::RotateAroundAxisZ(float3& vertex, float angle) {
double radius = sqrt(pow(vertex.x, 2) + pow(vertex.y, 2));
if (radius == 0) return;
double vertex_angle, angle_to_x_axis, ratio;
ratio = abs(vertex.x) / radius;
angle_to_x_axis = acos(ratio);
if (vertex.x >= 0 && vertex.y < 0) // IV quadrant
{
vertex_angle = 2 * PI - angle_to_x_axis;
}
else if (vertex.x < 0 && vertex.y < 0) // III quadrant
{
vertex_angle = PI + angle_to_x_axis;
}
else if (vertex.x < 0 && vertex.y >= 0) // II quadrant
{
vertex_angle = PI - angle_to_x_axis;
}
else // I quadrant
{
vertex_angle = angle_to_x_axis;
}
double final_angle = vertex_angle - angle;
vertex.x = cos(final_angle) * radius;
vertex.y = sin(final_angle) * radius;
}
bool Geometry::LineSegmentsCross(float2 a1, float2 a2, float2 b1, float2 b2) {
if (fmax(a1.x, a2.x) < fmin(b1.x, b2.x) || (fmax(b1.x, b2.x) < fmin(a1.x, a2.x))) return false;
}