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141 lines (116 loc) · 3.56 KB
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Copy pathpoint.cpp
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141 lines (116 loc) · 3.56 KB
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#include "point.h"
point::point(double a, double b, double c) : x(a), y(b), z(c) {}
void point::printPoint() const {
printf("%.2lf,%.2lf,%.2lf\n", x, y, z);
}
point point::operator+(const point& p) const {
return point(x + p.x, y + p.y, z + p.z);
}
point point::operator+(double m) const {
return point(x + m, y + m, z + m);
}
point point::operator-(const point& p) const {
return point(x - p.x, y - p.y, z - p.z);
}
point point::operator*(double m) const {
return point(x * m, y * m, z * m);
}
void point::normalize() {
double magn = sqrt(x * x + y * y + z * z);
if (magn != 0) {
x /= magn; y /= magn; z /= magn;
}
}
point point::get_norm() const {
double magn = sqrt(x * x + y * y + z * z);
if (magn == 0) return point(0, 0, 0);
return point(x / magn, y / magn, z / magn);
}
// Utility function definitions
point getCrossProd(point a, point b) {
return point(
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x
);
}
double getDotProd(point p1, point p2) {
return p1.x * p2.x + p1.y * p2.y + p1.z * p2.z;
}
point getVec(point p1, point p2) {
return point(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
}
point getUnitVec(point p1, point p2) {
double a = p2.x - p1.x;
double b = p2.y - p1.y;
double c = p2.z - p1.z;
double mag = sqrt(a * a + b * b + c * c);
if (mag == 0) return point(0, 0, 0);
return point(a / mag, b / mag, c / mag);
}
point getNormalOnPlane(point a, point b, point c) {
point p1 = getVec(c, b);
point p2 = getVec(c, a);
point p = getCrossProd(p1, p2);
p.normalize();
return p;
}
double getDeterminants(double arr[3][3]) {
double det1 = arr[0][0] * (arr[1][1] * arr[2][2] - arr[1][2] * arr[2][1]);
double det2 = arr[0][1] * (arr[1][0] * arr[2][2] - arr[2][0] * arr[1][2]);
double det3 = arr[0][2] * (arr[1][0] * arr[2][1] - arr[1][1] * arr[2][0]);
return det1 - det2 + det3;
}
double getTriangleT(point a, point b, point c, point p, point vec) {
double beta, gamma, t = -1, det;
double A[3][3] = {
{a.x - b.x, a.x - c.x, vec.x},
{a.y - b.y, a.y - c.y, vec.y},
{a.z - b.z, a.z - c.z, vec.z}
};
double A1[3][3] = {
{a.x - p.x, a.x - c.x, vec.x},
{a.y - p.y, a.y - c.y, vec.y},
{a.z - p.z, a.z - c.z, vec.z}
};
double A2[3][3] = {
{a.x - b.x, a.x - p.x, vec.x},
{a.y - b.y, a.y - p.y, vec.y},
{a.z - b.z, a.z - p.z, vec.z}
};
double A3[3][3] = {
{a.x - b.x, a.x - c.x, a.x - p.x},
{a.y - b.y, a.y - c.y, a.y - p.y},
{a.z - b.z, a.z - c.z, a.z - p.z}
};
det = getDeterminants(A);
if (det != 0) {
beta = getDeterminants(A1) / det;
gamma = getDeterminants(A2) / det;
t = getDeterminants(A3) / det;
if (beta + gamma < 1 && beta > 0 && gamma > 0 && t > 0)
return t;
}
return -1;
}
double getDistOfPoints(point p1, point p2) {
return sqrt(
(p1.x - p2.x) * (p1.x - p2.x) +
(p1.y - p2.y) * (p1.y - p2.y) +
(p1.z - p2.z) * (p1.z - p2.z)
);
}
point rotateVec(point a, point p) {
double cameraAngle = 0.03;
a.x = a.x * cos(cameraAngle) + p.x * sin(cameraAngle);
a.y = a.y * cos(cameraAngle) + p.y * sin(cameraAngle);
a.z = a.z * cos(cameraAngle) + p.z * sin(cameraAngle);
a.normalize();
return a;
}
point rotateVecAng(point a, point p, double angle) {
a.x = a.x * cos(angle) + p.x * sin(angle);
a.y = a.y * cos(angle) + p.y * sin(angle);
a.z = a.z * cos(angle) + p.z * sin(angle);
return a;
}