void BoundingSphere::TransformBy( Matrix4f& rmatWorld, BoundingVolume * pkResultBound ) { Sphere3f& rkSphere = ( (BoundingSphere *) pkResultBound )->GetSphere(); Vector4f vSrc( m_kSphere.Center[0], m_kSphere.Center[1], m_kSphere.Center[2], 1.0f ); Vector4f vDst = rmatWorld * vSrc; rkSphere.Center = Vector3f( vDst[0], vDst[1], vDst[2] ); rkSphere.Radius = m_kSphere.Radius; }
Vector IO::GetMutareValida(Tabla & mainTab) { Pct vSrc(9, 9); Pct vDst(9, 9); while(!vSrc.Valid() || mainTab.GetEchipaPiesa(vSrc) != mainTab.GetJucator() || !mainTab.VerificPiesa(vSrc)) { Desen(mainTab); cout << "\n Selectare piesa:\n"; cin >> vSrc; } while (!vSrc.Valid() || !mainTab.VerificMutare(Vector(vSrc, vDst))) //TO DO: daca mut in acelasi loc, selectez alta piesa { Desen(mainTab, vSrc); cout << "\n Selectare destinatie:\n"; cin >> vDst; } return Vector(vSrc, vDst); }