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authorGravatar Jonas Gunz <himself@jonasgunz.de> 2019-01-21 19:42:19 +0100
committerGravatar Jonas Gunz <himself@jonasgunz.de> 2019-01-21 19:42:19 +0100
commit8693fd830680355d0633d6a4b681386832183b0d (patch)
treebd6cf0f2c08ac2072519c3781c1d1d7a7261eded /cWiremesh.cpp
parentb8aa898b1f3182d028a67c39d8643b331c565053 (diff)
downloadtermgl-8693fd830680355d0633d6a4b681386832183b0d.tar.gz
Implemented rotate
angle is stored seperately, original vectors stay untouched. the resulting vectors are calculated in write() with applyRotation() to avoid growing rounding errors
Diffstat (limited to 'cWiremesh.cpp')
-rw-r--r--cWiremesh.cpp49
1 files changed, 43 insertions, 6 deletions
diff --git a/cWiremesh.cpp b/cWiremesh.cpp
index 91f92af..085f366 100644
--- a/cWiremesh.cpp
+++ b/cWiremesh.cpp
@@ -3,6 +3,7 @@
cWiremesh::cWiremesh()
{
position = {0,0,0};
+ angle = {0,0,0};
}
cWiremesh::~cWiremesh()
@@ -35,9 +36,12 @@ void cWiremesh::write(cRender *_render)
for(long unsigned int i = 0; i < vectors.size(); i++)
{
+ sCoord3d vorigin = applyRotation(vectors[i].origin, angle);
+ sCoord3d vdirection = applyRotation(vectors[i].direction, angle);
+
_render->drawLine(vectors[i].c,
- translate(vectors[i].origin + position, origin),
- translate(vectors[i].origin + vectors[i].direction + position, origin),
+ translate(vorigin + position, origin),
+ translate(vorigin + vdirection + position, origin),
true, vectors[i].color);
}
}
@@ -81,21 +85,54 @@ void cWiremesh::scale(float _scalar)
}
}
-sCoord3d applyRotation(sCoord3d _vector, sCoord3d _angle)
+sCoord3d cWiremesh::applyRotation(sCoord3d _vector, sCoord3d _angle)
{
sCoord3d ret = _vector;
+ //Perform some algebra-magic
+ //couldn't be bothered to implement or use a matrix class
+
if(_angle.x)
{
-
+ float rads = (float)_angle.x * PI / 180.0;
+
+ ret.y = (int)(
+ (float)_vector.y * cos(rads) -
+ (float)_vector.z * sin(rads)
+ );
+ ret.z = (int)(
+ (float)_vector.y * sin(rads) +
+ (float)_vector.z * cos(rads)
+ );
}
if(_angle.y)
{
-
+ float rads = (float)_angle.y * PI / 180.0;
+ sCoord3d tmp = ret;
+
+ ret.x = (int)(
+ (float)tmp.x * cos(rads) +
+ (float)tmp.z * sin(rads)
+ );
+
+ ret.z = (int)(
+ - (float)tmp.x * sin(rads)
+ + (float)tmp.z * cos(rads)
+ );
}
if(_angle.z)
{
-
+ float rads = (float)_angle.z * PI / 180.0;
+ sCoord3d tmp = ret;
+
+ ret.x = (int) (
+ (float)tmp.x * cos(rads) -
+ (float)tmp.y * sin(rads)
+ );
+ ret.y = (int) (
+ (float)tmp.x * sin(rads) +
+ (float)tmp.y * cos(rads)
+ );
}
return ret;