Files
Graphics-Rasterizer/Vector3D.cpp
IDunnoDev df3c9fac81 Week9 [23/11] - [29/11]
Added Lighting Changes for Vertex Normal Calculation
Added Method to Get a Polygons Vertices as a Vector array
Added Methods to Add the Color to a Polygon and Vertex Object
Added Normalization to the Polygon normal vector
Added Vector Normal Calculation to the Model Class
Added Light Calculation method to the Rasterizer Class
Added Flag to Rasterizer to stop processing when the screen is minimised
Added Flat and Gouraud Drawing Methods to the Resterizer
Added Standard and INT triangle drawing Methods
Added Function to mimic sgn function from Java
Added Length to Vector3D class
Added / operator to Vector3D class
Added Get(x,y,z,w)Int methods to Vertex class
Changed Color Variables on the Vertex/Polygon classes to use r, g and b values rather than COLORREF
Changed Camera translation functions to use normal Translation Functions
Cleaned up Code
Removed Unused code from the Camera Class
2021-12-11 19:26:56 +00:00

105 lines
1.7 KiB
C++

#include "Vector3D.h"
Vector3D::Vector3D()
{
_x = 1;
_y = 1;
_z = 1;
}
Vector3D::Vector3D(float x, float y, float z)
{
_x = x;
_y = y;
_z = z;
}
Vector3D::Vector3D(const Vector3D& other)
{
Copy(other);
}
Vector3D::~Vector3D()
{
}
// Accessors
float Vector3D::GetX() const
{
return _x;
}
void Vector3D::SetX(const float x)
{
_x = x;
}
float Vector3D::GetY() const
{
return _y;
}
void Vector3D::SetY(const float y)
{
_y = y;
}
float Vector3D::GetZ() const
{
return _z;
}
void Vector3D::SetZ(const float z)
{
_z = z;
}
const void Vector3D::Normalize()
{
float length = sqrt(_x * _x + _y * _y + _z * _z);
if (length != 0)
{
_x /= length;
_y /= length;
_z /= length;
}
}
float Vector3D::DotProduct(const Vector3D v1, const Vector3D v2)
{
return v1.GetX() * v2.GetX() + v1.GetY() * v2.GetY() + v1.GetZ() * v2.GetZ();
}
float Vector3D::Length(const Vector3D v1, const Vector3D v2)
{
return (float)sqrt(pow((v1.GetX() - v2.GetX()), 2) + pow((v1.GetY() - v2.GetY()), 2) + pow((v1.GetZ() - v2.GetZ()), 2));
}
Vector3D Vector3D::CrossProduct(const Vector3D v1, const Vector3D v2)
{
return Vector3D(v1.GetY() * v2.GetZ() - v1.GetZ() * v2.GetY(), v1.GetZ() * v2.GetX() - v1.GetX() * v2.GetZ(), v1.GetX() * v2.GetY() - v1.GetY() * v2.GetX());
}
const Vector3D Vector3D::operator+ (const Vector3D& rhs) const
{
return Vector3D(_x + rhs.GetX(), _y + rhs.GetY(), _z + rhs.GetZ());
}
const Vector3D Vector3D::operator/ (const float rhs) const
{
return Vector3D(_x / rhs, _y / rhs, _z / rhs);
}
const Vector3D Vector3D::operator/ (const int rhs) const
{
return Vector3D(_x / rhs, _y / rhs, _z / rhs);
}
void Vector3D::Copy(const Vector3D& other)
{
_x = other.GetX();
_y = other.GetY();
_z = other.GetZ();
}