home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga ACS 1998 #6
/
amigaacscoverdisc1998-061998.iso
/
games
/
shareware
/
crystalppc
/
vertex.cpp
< prev
next >
Wrap
C/C++ Source or Header
|
1998-06-08
|
2KB
|
115 lines
#include <math.h>
#include <time.h>
#include "system.h"
#ifndef DEF_H
#include "def.h"
#endif
#ifndef VERTEX_H
#include "vertex.h"
#endif
#ifndef TOKEN_H
#include "token.h"
#endif
//---------------------------------------------------------------------------
Vertex::Vertex (Vector3& v)
{
set (v);
}
Vertex::Vertex (float x, float y, float z)
{
set (x, y, z);
}
Vertex::Vertex ()
{
}
void Vertex::set (Vector3& v)
{
Vertex::v = v;
}
void Vertex::set (float x, float y, float z)
{
v.x = x;
v.y = y;
v.z = z;
}
void Vertex::set_t (Vector3& vr)
{
Vertex::vr = vr;
}
void Vertex::set_t (float x, float y, float z)
{
vr.x = x;
vr.y = y;
vr.z = z;
}
void Vertex::set_o (Vector3& vo)
{
Vertex::vo = vo;
}
void Vertex::set_o (float x, float y, float z)
{
vo.x = x;
vo.y = y;
vo.z = z;
}
void Vertex::dump ()
{
MSG (("v:(%2.2f,%2.2f,%2.2f) vr:(%2.2f,%2.2f,%2.2f) vis=%d",
v.x, v.y, v.z, vr.x, vr.y, vr.z, visible));
}
void Vertex::save (FILE* fp, int indent)
{
char sp[100]; strcpy (sp, spaces); sp[indent] = 0;
fprintf (fp, "%sVERTEX (%f,%f,%f)\n", sp, vo.x, vo.y, vo.z);
}
void Vertex::load (char** buf)
{
skip_token (buf, "VERTEX");
skip_token (buf, "(", "Expected '%s' instead of '%s' after VERTEX statement!\n");
vo.x = get_token_float (buf);
skip_token (buf, ",", "Expected '%s' instead of '%s' for VERTEX statement!\n");
vo.y = get_token_float (buf);
skip_token (buf, ",", "Expected '%s' instead of '%s' for VERTEX statement!\n");
vo.z = get_token_float (buf);
skip_token (buf, ")", "Expected '%s' instead of '%s' to conclude VERTEX statement!\n");
v = vo;
}
void Vertex::world_to_camera (Matrix3& m_w2c, Vector3& v_w2c)
{
Vector3 u = v;
u -= v_w2c;
m_w2c.transform (u, vr);
}
void Vertex::object_to_world (Matrix3& m_o2w, Matrix3& m_w2o, Vector3& v_o2w)
{
(void)m_w2o;
m_o2w.transform (vo, v);
v -= v_o2w;
}
void Vertex::translate (Vector3& trans)
{
vr = v;
vr -= trans;
}
//---------------------------------------------------------------------------