Click here to Skip to main content
15,881,852 members
Articles / Desktop Programming / MFC

Basic Curves And Surfaces Modeler

Rate me:
Please Sign up or sign in to vote.
4.17/5 (40 votes)
18 Apr 2012CPOL3 min read 246.1K   16.4K   117  
A basic demo of modeling curves and surfaces in OpenGL.
// Vector3d.cpp: implementation of the CVector3d class.
//
//////////////////////////////////////////////////////////////////////


#include "stdafx.h"

#include "Vector3D.h"
#include "Point3D.h"
#include "Matrix33.h"
#include "OneAxis.h"
#include "Plane.h"
#include "MMath.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

//Implementation of class vector
CVector3D::CVector3D()
{
	itsX = 0;
	itsY = 0;
	itsZ = 0;
}

CVector3D::CVector3D(double x, double y, double z)
{
	itsX = x;
	itsY = y;
	itsZ = z;
}

CVector3D::CVector3D(const CPoint3D& P)
{
	itsX = P.GetX();
	itsY = P.GetY();
	itsZ = P.GetZ();
}

CVector3D::CVector3D(const CVector3D &V1, const CVector3D &V2)
{
	CVector3D VC1, VC2, VC3;
	VC1 = V1;
	VC2 = V2;
	VC3 = VC2-VC1;
	itsX = VC3.GetX();
	itsY = VC3.GetY();
	itsZ = VC3.GetZ();
}

CVector3D::CVector3D(const CPoint3D &V1, const CPoint3D &V2)
{
	CPoint3D VC1, VC2;
	VC1 = V1;
	VC2 = V2;
	itsX = VC2.GetX()-VC1.GetX();
	itsY = VC2.GetY()-VC1.GetY();
	itsZ = VC2.GetZ()-VC1.GetZ();
}

CVector3D::~CVector3D()
{
}

double CVector3D::Dot(const CVector3D &V1) const
{
	double result;
	result = V1.GetX()*GetX()+V1.GetY()*GetY()+V1.GetZ()*GetZ();
	return result;
}

double CVector3D::DotCross(const CVector3D &V1, const CVector3D &V2)
{
	CVector3D A = (*this), B = V1, C = V2;
	CVector3D cross = B.Crossed(C);
	double Res = A.Dot(cross);
	return Res;
}

void CVector3D::Cross(const CVector3D &V1)
{
	SetX(GetY()*V1.GetZ()-GetZ()*V1.GetY());
	SetY(GetZ()*V1.GetX()-GetX()*V1.GetZ());
	SetZ(GetX()*V1.GetY()-GetY()*V1.GetX());
}

CVector3D CVector3D::Crossed(const CVector3D &V1) const
{
	CVector3D result;
	result.SetX(GetY()*V1.GetZ()-GetZ()*V1.GetY());
	result.SetY(GetZ()*V1.GetX()-GetX()*V1.GetZ());
	result.SetZ(GetX()*V1.GetY()-GetY()*V1.GetX());
	return result;
}

void CVector3D::CrossCross(const CVector3D &V1, const CVector3D &V2)
{
	CVector3D A = (*this), B = V1, C = V2;
	CVector3D Res = B*((C.Dot(A))) - C*(A.Dot(B));
	(*this) = Res;
}

CVector3D CVector3D::CrossCrossed(const CVector3D &V1, const CVector3D &V2)
{
	CVector3D V = (*this);
	V.CrossCross(V1, V2);
	return V;
}

void CVector3D::Reverse()
{
	this->SetX(-GetX());
	this->SetY(-GetY());
	this->SetZ(-GetZ());
}

CVector3D CVector3D::Reversed()
{
	CVector3D result;
	result.Reverse();
	return result;
}

CVector3D CVector3D::operator + (const CVector3D &V1)
{
	CVector3D result;
	result.SetX(GetX()+V1.GetX());
	result.SetY(GetY()+V1.GetY());
	result.SetZ(GetZ()+V1.GetZ());
	return result;
}

void CVector3D::operator += (const CVector3D &V1)
{
	SetX(GetX()+V1.GetX());
	SetY(GetY()+V1.GetY());
	SetZ(GetZ()+V1.GetZ());
}

CVector3D CVector3D::operator - (const CVector3D &V1)
{
	CVector3D result;
	result.SetX(GetX()-V1.GetX());
	result.SetY(GetY()-V1.GetY());
	result.SetZ(GetZ()-V1.GetZ());
	return result;
}

void CVector3D::operator -= (const CVector3D &V1)
{
	SetX(GetX()-V1.GetX());
	SetY(GetY()-V1.GetY());
	SetZ(GetZ()-V1.GetZ());
}

CVector3D CVector3D::operator * (const double &scalar)
{
	CVector3D result;
	result.SetX(GetX()*scalar);
	result.SetY(GetY()*scalar);
	result.SetZ(GetZ()*scalar);
	return result;
}

CVector3D CVector3D::operator * (const CMatrix33 &M)
{
	CVector3D V;
	V.SetX(M(0,0)*GetX()+M(0,1)*GetY()+M(0,2)*GetZ());
	V.SetY(M(1,0)*GetX()+M(1,1)*GetY()+M(1,2)*GetZ());
	V.SetZ(M(2,0)*GetX()+M(2,1)*GetY()+M(2,2)*GetZ());
	return V;
}

void CVector3D::operator *= (const double &scalar)
{
	SetX(GetX()*scalar);
	SetY(GetY()*scalar);
	SetZ(GetZ()*scalar);
}

void CVector3D::operator *= (const CMatrix33 &M)
{
	SetX(M(0,0)*GetX()+M(0,1)*GetY()+M(0,2)*GetZ());
	SetY(M(1,0)*GetX()+M(1,1)*GetY()+M(1,2)*GetZ());
	SetZ(M(2,0)*GetX()+M(2,1)*GetY()+M(2,2)*GetZ());
}

CVector3D CVector3D::operator / (const double &scalar)
{
	CVector3D result;
	if(!IsNull())
	{
		result.SetX(GetX()/scalar);
		result.SetY(GetY()/scalar);
		result.SetZ(GetZ()/scalar);
	}
	else
	{
		result.SetX(0);
		result.SetY(0);
		result.SetZ(0);
	}
	return result;
}

void CVector3D::operator /= (const double &scalar)
{
	if(!IsNull())
	{
		SetX(GetX()/scalar);
		SetY(GetY()/scalar);
		SetZ(GetZ()/scalar);
	}
	else
	{
		SetX(0);
		SetY(0);
		SetZ(0);
	}
}

CVector3D CVector3D::operator ^ (const CVector3D &V1)
{
	return this->Crossed(V1);
}

void CVector3D::operator ^= (const CVector3D &V1)
{
	this->Cross(V1);
}

bool CVector3D::operator == (const CVector3D& V) const
{
	return(itsX==V.GetX()&&itsY==V.GetY()&&itsZ==V.GetZ());
}

CVector3D::operator CPoint3D()
{
	CPoint3D P(itsX, itsY, itsZ);
	return P;
}

double CVector3D::Magnitude() const
{
	if(!IsNull())
	{
		double result;
		result = sqrt(pow((double)GetX(), 2)+pow((double)GetY(), 2)+pow((double)GetZ(), 2));
		return result;
	}
	else
	{
		return 0;
	}
}

double CVector3D::SqrMagnitude() const
{
	if(!IsNull())
	{
		double result;
		result = pow((double)GetX(), 2)+pow((double)GetY(), 2)+pow((double)GetZ(), 2);
		return result;
	}
	else
		return 0;
}

double CVector3D::CrossMagnitude(const CVector3D &V)
{
	if(!IsNull() && !V.IsNull())
	{
		CVector3D V1 = (*this);
		CVector3D V2 = V;
		V1.Cross(V2);
		double result;
		result = sqrt(pow((double)V1.GetX(), 2)+pow((double)V1.GetY(), 2)+pow((double)V1.GetZ(), 2));
		return result;
	}
	else
	{
		return 0;
	}
}

double CVector3D::CrossSqrMagnitude(const CVector3D &V)
{
	if(!IsNull() && !V.IsNull())
	{
		CVector3D V1 = (*this);
		CVector3D V2 = V;
		V1.Cross(V2);
		double result;
		result = pow((double)V1.GetX(), 2)+pow((double)V1.GetY(), 2)+pow((double)V1.GetZ(), 2);
		return result;
	}
	else
	{
		return 0;
	}
}

double CVector3D::Modulus()
{
	return sqrt(itsX*itsX + itsY*itsY + itsZ*itsZ);
}

CVector3D CVector3D::Unit()
{
	CVector3D result;
	double x, y, z;
	if(!IsNull())
	{
		x = GetX()/Magnitude();
		y = GetY()/Magnitude();
		z = GetZ()/Magnitude();
		result.SetX(x);
		result.SetY(y);
		result.SetZ(z);
		return result;
	}
	else
		return *this;
}

CPoint3D CVector3D::Point() const
{
	CPoint3D aPnt;
	aPnt.SetParam(GetX(), GetY(), GetZ());
	return aPnt;
}

double CVector3D::Angle(const CVector3D& Other) const
{
	double theta, a, b, dot;
	CVector3D tempV = Other;
	if(!this->IsNull() && !tempV.IsNull())
	{
		dot = this->Dot(Other);
		a = this->Magnitude();
		b = tempV.Magnitude();
		theta = acos(dot/(a*b));
		return theta;
	}
	else
		return 0;
}

double CVector3D::Angle(const CVector3D& Other, const CVector3D& Dir) const
{
	double theta;
	CVector3D tempV = Other;
	CVector3D D = Dir;
	CVector3D N = this->Crossed(tempV);
	if(!this->IsNull() && !tempV.IsNull())
	{
		theta = Angle(Other);

		if(IsOpposite(tempV))
		{
			return PI;
		}
		else
		{
			if(N.Angle(D)<=0.0001)

				return theta;
			else
				return -theta;
		}
	}
	else
		return 0;
}

bool CVector3D::IsNull() const
{
	if(itsX==0&&itsY==0&&itsZ==0)
		return true;
	else
		return false;
}

bool CVector3D::IsParallel(const CVector3D& V) const
{
	/*double ang=0;
	CVector3D tempV = V;
	ang = this->Angle(tempV);
	if(ang==0 || ang==(double)2*PI)
		return true;
	else
		return false;*/
	CVector3D N = this->Crossed(V);
	return (N.IsNull());
}

bool CVector3D::IsOpposite(const CVector3D& V) const

{
	double ang=0;
	CVector3D tempV = V;
	ang = this->Angle(tempV);
	if(fabs(ang-PI)<=0.0001)

		return true;
	else
		return false;
}

bool CVector3D::IsNormal(const CVector3D& V) const
{
	double ang=0;
	CVector3D tempV = V;
	ang = this->Angle(tempV);
	if(fabs(ang-PI/2)<=0.0001)
		return true;
	else
		return false;
}

void CVector3D::Print() const
{
	cout<<"X = "<<GetX()<<endl;
	cout<<"Y = "<<GetY()<<endl;
	cout<<"Z = "<<GetZ()<<endl;
}

void CVector3D::Normalize()
{
	double x, y, z;
	if(!IsNull())
	{
		x = GetX()/Magnitude();
		y = GetY()/Magnitude();
		z = GetZ()/Magnitude();
		SetX(x);
		SetY(y);
		SetZ(z);
	}
	else
		return;
}

void CVector3D::Translate(const COneAxis& Ax, const double& amt)
{
	CGeometry::Translate(Ax, amt);
}

void CVector3D::Translate(double dx, double dy, double dz)
{
	CPoint3D P = (*this);
	P.Translate(dx, dy, dz);
	CVector3D V = P;
	(*this) = V;

}

void CVector3D::Translate(const CVector3D& dV)
{
	CPoint3D P = (*this);
	P.Translate(dV);
	CVector3D V = P;
	(*this) = V;
}

void CVector3D::Translate(const CPoint3D& P1, const CPoint3D& P2)
{
	CPoint3D P = (*this);
	P.Translate(P1, P2);
	CVector3D V = P;
	(*this) = V;
}

void CVector3D::Rotate(const COneAxis& Ax, double ang)
{
	COneAxis ax = Ax;
	CVector3D P1 = ax.GetOrigin();
	CVector3D V = ax.GetDirection();
	V.Normalize();
	CMatrix33 M; CVector3D PV(*this);
	M.SetRotation(V, ang);
	CVector3D RV = M*(PV-P1);
	RV = RV + P1;
	*this = RV;
}

void CVector3D::Scale(const CPoint3D& P1, double fact)
{
	CPoint3D P = (*this);
	P.Scale(P1, fact);
	CVector3D V = P;
	(*this) = V;
}

void CVector3D::Mirror(const CPoint3D& P1)
{
	CPoint3D P = (*this);
	P.Mirror(P1);
	CVector3D V = P;
	(*this) = V;
}

void CVector3D::Mirror(const COneAxis& Ax)
{
	CPoint3D P = (*this);
	P.Mirror(Ax);
	CVector3D V = P;
	(*this) = V;
}

void CVector3D::Mirror(const CPlane& Pln)
{
	CPoint3D P = (*this);
	P.Mirror(Pln);
	CVector3D V = P;
	(*this) = V;
}

CVector3D CVector3D::Origin()
{
	return CVector3D(0,0,0);
}

std::istream &operator>>(std::istream& input, CVector3D &p)
{
    input>>p.itsX>>p.itsY>>p.itsZ;
    return input;
}

std::ostream &operator<<(std::ostream& output, CVector3D &p)
{
    output<< p.itsX << " " << p.itsY << " " << p.itsZ;
    return output;
}

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Product Manager Mahindra & Mahindra
India India
Sharjith is a Mechanical Engineer with strong passion for Automobiles, Aircrafts and Software development.

Comments and Discussions