blob: 82d3bd64556e6406e223c7476504113d4b8c605f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
|
#pragma once
#include <vector>
#include <cmath>
#include "cRender.h"
#define _DEPTH 99
#define PI 3.14159265
struct sCoord3d
{
int x;
int y;
int z;
sCoord3d operator+(sCoord3d p)
{
sCoord3d ret;
ret.x = x + p.x;
ret.y = y + p.y;
ret.z = z + p.z;
return ret;
}
sCoord3d operator-(sCoord3d p)
{
sCoord3d ret;
ret.x = x - p.x;
ret.y = y - p.y;
ret.z = z - p.z;
return ret;
}
};
struct sVector
{
sCoord3d origin;
sCoord3d direction;
char c;
WORD color;
};
/**
* cWiremesh stores 3D objects as multiple vectors. it can write itself on a cRender framebuffer.
*/
class cWiremesh
{
public:
cWiremesh();
virtual ~cWiremesh();
/**
* Add a line from _origin to (_origin + _vector) in 3D space.
*/
void addVector(sCoord3d _origin, sCoord3d _vector, char _char, WORD _color);
/**
* Rotates by (x,y,z) degrees around the corresponding axis.
* Rotation is stored seperatately from original vectors while they stay untouched to prevent growing rounding errors by repeated rotation.
*
* Rotation is applied relative to the origin of this wiremsh.
*/
void rotate(sCoord3d _val);
/**
* Scales by _scalar. The scalar is directly applied to all vectors. Be wary of growing rounding errors!
*/
void scale(float _scalar);
sCoord3d getPosition();
void setPosition(int _x, int _y, int _z);
void setPosition(sCoord3d _pos);
/**
* clear this wiremesh
*/
void reset();
/**
* Translates wiremesh into 2D space after applying rotation to each vector.
* The vanishing point is set to the center of _render with depth _DEPTH. Alter _DEPTH to achieve optimal resultst.
*/
void write(cRender *_render);
protected:
private:
sPos translate(sCoord3d _coord, sCoord3d _origin);
sCoord3d applyRotation(sCoord3d _vector, sCoord3d _angle);
sCoord3d position;
sCoord3d angle;
std::vector<sVector> vectors;
};
|