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Normal.cpp
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Normal.cpp
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#include <math.h>
#include "Normal.h"
Normal::Normal(void)
: x(0.0), y(0.0), z(0.0)
{}
Normal::Normal(double a)
: x(a), y(a), z(a)
{}
Normal::Normal(double _x, double _y, double _z)
: x(_x), y(_y), z(_z)
{}
Normal::Normal(const Normal& n)
: x(n.x), y(n.y), z(n.z)
{}
Normal::Normal(const Vector3D& v)
: x(v.x), y(v.y), z(v.z)
{}
Normal::~Normal(void)
{}
Normal& Normal::operator= (const Normal& rhs) {
if (this == &rhs)
return (*this);
x = rhs.x; y = rhs.y; z = rhs.z;
return(*this);
}
Normal& Normal::operator= (const Vector3D& rhs) {
x = rhs.x; y = rhs.y; z = rhs.z;
return(*this);
}
Normal& Normal::operator= (const Point3D& rhs) {
x = rhs.x; y = rhs.y; z = rhs.z;
return (*this);
}
void Normal::normalize(void) {
double length = sqrt(x * x + y * y + z * z);
x /= length; y /= length; z /= length;
}
// non-member function definition
// ---------------------------------------------------------- operator*
// multiplication by a matrix on the left
// a normal is transformed by multiplying it on the left by the transpose of the upper left 3 x 3
// partition of the inverse transformation matrix
Normal operator* (const Matrix& mat, const Normal& n) {
return (Normal( mat.m[0][0] * n.x + mat.m[1][0] * n.y + mat.m[2][0] * n.z,
mat.m[0][1] * n.x + mat.m[1][1] * n.y + mat.m[2][1] * n.z,
mat.m[0][2] * n.x + mat.m[1][2] * n.y + mat.m[2][2] * n.z));
}