📄 normal.hpp
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//===========================================================================//
// File: normal.hh //
// Contents: Implementation details for the normal class //
//---------------------------------------------------------------------------//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#pragma once
#include "Stuff.hpp"
#include "UnitVector.hpp"
namespace Stuff {
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Normal3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Normal3D:
public UnitVector3D
{
public:
//
// Constructors
//
Normal3D()
{}
Normal3D(
Scalar x,
Scalar y,
Scalar z
):
UnitVector3D(x,y,z)
{}
Normal3D(const Normal3D &n):
UnitVector3D(n)
{}
Normal3D(const UnitVector3D& v):
UnitVector3D(v)
{}
explicit Normal3D(const Vector3D &v)
{*this = v;}
static const Normal3D
Forward;
static const Normal3D
Backward;
static const Normal3D
Left;
static const Normal3D
Right;
static const Normal3D
Up;
static const Normal3D
Down;
//
// Assignment operators
//
Normal3D&
operator=(const Normal3D& n)
{UnitVector3D::operator=(n); return *this;}
Normal3D&
operator=(const UnitVector3D& v)
{UnitVector3D::operator=(v); return *this;}
Normal3D&
operator=(const Vector3D& v)
{Normalize(v); return *this;}
//
// Math operators
//
Normal3D&
Negate(const Normal3D &v)
{Vector3D::Negate(v); return *this;}
Scalar
operator*(const Vector3D& v) const
{return Vector3D::operator*(v);}
Normal3D& Multiply(
const Normal3D &n,
const LinearMatrix4D &m
)
{UnitVector3D::Multiply(n,m); return *this;}
Normal3D&
operator*=(const LinearMatrix4D &M)
{Normal3D src(*this); return Multiply(src,M);}
//
// These functions will cause the vector to lose its unit length, thus
// cause any downstream verifies to fail. We have to be able to only
// normalize the normal once after all transformations if these are to
// be of any benefit, so don't use them for now
Normal3D&
Multiply_Inverse(
const Normal3D &Source,
const AffineMatrix4D &M
);
Normal3D&
Multiply(
const Normal3D &Source,
const AffineMatrix4D &M
);
//
// Support functions
//
static bool
TestClass();
private:
static const Normal3D identity;
Normal3D& Negate(const Vector3D &V);
Normal3D& Add(const Vector3D& V1,const Vector3D& V2);
Normal3D& operator+=(const Vector3D& V);
Normal3D& Subtract(const Vector3D& V1,const Vector3D& V2);
Normal3D& operator-=(const Vector3D& V);
Normal3D& Cross(const Vector3D& V1,const Vector3D& V2);
Normal3D& Multiply(const Vector3D& V,Scalar Scale);
Normal3D& operator*=(Scalar Value);
Normal3D& Multiply(const Vector3D& V1,const Vector3D& V2);
Normal3D& operator*=(const Vector3D &V);
Normal3D& Multiply(const Vector3D &Source, const AffineMatrix4D &M);
Normal3D& operator*=(const AffineMatrix4D &M);
Normal3D& Divide(const Vector3D& V,Scalar Scale);
Normal3D& operator/=(Scalar Value);
Normal3D& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};
}
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