void Poligno::desenha(void) { /*Desenha o ponto se o objeto estiver selecionado*/ unsigned int index; if(this->isSelecionado()) { glColor3f(1.0, 0.0, 0.0); for(index = 0; index < this->ListaPontos.size(); index++) { glBegin(GL_POINTS); VART::Point4D * ponto = this->ListaPontos[index]; glVertex2f(ponto->GetX(),ponto->GetY()); glEnd(); } glBegin(GL_LINE_LOOP); glVertex2f(this->getBBox()->getMinX(),this->getBBox()->getMinY()); glVertex2f(this->getBBox()->getMaxX(),this->getBBox()->getMinY()); glVertex2f(this->getBBox()->getMaxX(),this->getBBox()->getMaxY()); glVertex2f(this->getBBox()->getMinX(),this->getBBox()->getMaxY()); glEnd(); } /*Desenha o poligno*/ glColor3f(r,g,b); glBegin(GL_POLYGON); for(index = 0; index < this->ListaPontos.size(); index++) { VART::Point4D * ponto = this->ListaPontos[index]; glVertex2f(ponto->GetX(),ponto->GetY()); } glEnd(); this->desenhaFilhos(); }
VART::Point4D VART::Transform::operator *(const VART::Point4D& point) const { VART::Point4D result; return VART::Point4D( matrix[0]*point.GetX() + matrix[4]*point.GetY() + matrix[8]*point.GetZ() + matrix[12]*point.GetW(), matrix[1]*point.GetX() + matrix[5]*point.GetY() + matrix[9]*point.GetZ() + matrix[13]*point.GetW(), matrix[2]*point.GetX() + matrix[6]*point.GetY() + matrix[10]*point.GetZ() + matrix[14]*point.GetW(), matrix[3]*point.GetX() + matrix[7]*point.GetY() + matrix[11]*point.GetZ() + matrix[15]*point.GetW()); }
void VART::BoundingBox::ApplyTransform(const VART::Transform& trans) { VART::BoundingBox box = *this; VART::Point4D ptoBBox = trans * VART::Point4D(box.GetSmallerX(),box.GetSmallerY(),box.GetSmallerZ()); this->SetBoundingBox(ptoBBox.GetX(),ptoBBox.GetY(),ptoBBox.GetZ(),ptoBBox.GetX(),ptoBBox.GetY(),ptoBBox.GetZ()); this->ConditionalUpdate(trans * VART::Point4D(box.GetSmallerX(), box.GetSmallerY(), box.GetGreaterZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetSmallerX(), box.GetGreaterY(), box.GetGreaterZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetSmallerX(), box.GetGreaterY(), box.GetSmallerZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetGreaterX(), box.GetSmallerY(), box.GetSmallerZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetGreaterX(), box.GetSmallerY(), box.GetGreaterZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetGreaterX(), box.GetGreaterY(), box.GetGreaterZ())); this->ConditionalUpdate(trans * VART::Point4D(box.GetGreaterX(), box.GetGreaterY(), box.GetSmallerZ())); ProcessCenter(); }
void VART::Transform::MakeTranslation(const VART::Point4D& translationVector) { MakeIdentity(); matrix[12] = translationVector.GetX(); matrix[13] = translationVector.GetY(); matrix[14] = translationVector.GetZ(); }
bool VART::BoundingBox::testPoint( VART::Point4D p ) { std::cout << "Test point" << std::endl; if (p.GetX() < smallerX) return false; if (p.GetX() > greaterX) return false; if (p.GetZ() < smallerZ) return false; if (p.GetZ() > greaterZ) return false; if (p.GetY() < smallerY) return false; if (p.GetY() > greaterY) return false; return true; }
void VART::Transform::MakeRotation(const VART::Point4D& refVec, const float radians) { VART::Point4D projEmY; VART::Point4D vetTemp; VART::Transform tTemp; double anguloY; double anguloZ; //Decompor refVec //Angulo em Y (para levar o vetor ao plano XY) if (Zero(refVec.GetZ())) { anguloY = 0.0; this->MakeIdentity(); vetTemp = refVec; } else { // se o vetor nao esta no plano XY... projEmY.SetXYZW(refVec.GetX(), 0, refVec.GetZ(), 0); projEmY.Normalize(); if (refVec.GetZ() < 0) anguloY = -(projEmY.AngleTo(VART::Point4D(1,0,0,0))); else anguloY = projEmY.AngleTo(VART::Point4D(1,0,0,0)); this->MakeYRotation(anguloY); vetTemp = (*this) * refVec; //refVec no plano XY } //Angulo em Z (para levar o vetor ao X) if (vetTemp.GetY() < 0) anguloZ = vetTemp.AngleTo(VART::Point4D(1,0,0,0)); else anguloZ = -(vetTemp.AngleTo(VART::Point4D(1,0,0,0))); tTemp.MakeZRotation(anguloZ); this->CopyMatrix(tTemp * (*this)); //Rodar tTemp.MakeXRotation(radians); this->CopyMatrix(tTemp * (*this)); //voltar tTemp.MakeZRotation(-anguloZ); this->CopyMatrix(tTemp * (*this)); tTemp.MakeYRotation(-anguloY); this->CopyMatrix(tTemp * (*this)); }
void VART::BoundingBox::ConditionalUpdate(const VART::Point4D& point) { ConditionalUpdate(point.GetX(), point.GetY(), point.GetZ()); }