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Achieving PostScript and Wmf outputs for OpenGL

, 9 Jun 2003
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
//********************************************
// Vector3d.cpp
//********************************************
// class CVector3d
//********************************************
// alliez@usc.edu
// Created : 10/12/97
// Modified : 20/01/98
//********************************************

#include "stdafx.h"
#include <math.h>

#include "Vector3d.h"
#include "Base3d.h"


//////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////


//********************************************
// Destructor
//********************************************
CVector3d::~CVector3d()
{
}

//********************************************
// Constructor
//********************************************
CVector3d::CVector3d(CVector3d &vector)
{
	Set(&vector);
}

//********************************************
// Constructor
//********************************************
CVector3d::CVector3d(CVector3d *pVector)
{
	Set(pVector);
}

//********************************************
// Constructor
//********************************************
CVector3d::CVector3d(const float x,
										 const float y,
										 const float z)
{
	Set(x,y,z);
}

//********************************************
// Constructor
//********************************************
CVector3d::CVector3d(CVertex3d *pVertex1,
										 CVertex3d *pVertex2)
{
	m_x = pVertex2->x()-pVertex1->x();
	m_y = pVertex2->y()-pVertex1->y();
	m_z = pVertex2->z()-pVertex1->z();
}
	
//********************************************
// Constructor
//********************************************
CVector3d::CVector3d(CVertex3d &vertex1,
										 CVertex3d &vertex2)
{
	m_x = vertex2.x()-vertex1.x();
	m_y = vertex2.y()-vertex1.y();
	m_z = vertex2.z()-vertex1.z();
}


//////////////////////////////////////////////
// DATAS
//////////////////////////////////////////////

//********************************************
// Copy
//********************************************
void CVector3d::Copy(CVector3d &vector)
{
	Set(&vector);
}

//********************************************
// Copy
//********************************************
void CVector3d::Copy(CVector3d *pVector)
{
	Set(pVector);
}


//********************************************
// GetType
//********************************************
int CVector3d::GetType()
{
	return TYPE_VECTOR3D;
}

//********************************************
// Set
//********************************************
void CVector3d::Clear(void)
{
	Set(0.0f,0.0f,0.0f);
}

//********************************************
// Set
//********************************************
void CVector3d::Set(const float x,
										const float y,
										const float z)
{
	m_x = x;
	m_y = y;
	m_z = z;
}

//********************************************
// Set
//********************************************
void CVector3d::Set(CVector3d *pVector)
{
	Set(pVector->x(),pVector->y(),pVector->z());
}

//********************************************
// Set
//********************************************
void CVector3d::Set(CVector3d &vector)
{
	Set(vector.x(),vector.y(),vector.z());
}


//********************************************
// Set
//********************************************
void CVector3d::Set(CVertex3d *pVertex1,
										 CVertex3d *pVertex2)
{
	m_x = pVertex2->x()-pVertex1->x();
	m_y = pVertex2->y()-pVertex1->y();
	m_z = pVertex2->z()-pVertex1->z();
}


//********************************************
// Trace
//********************************************
void CVector3d::Trace()
{
	TRACE("\n");
	TRACE("** Vector **\n");
	TRACE("Adress      : %x\n",this);
	TRACE("Coordinates : (%g %g %g)\n",m_x,m_y,m_z);
}

//////////////////////////////////////////////
// OPERATORS
//////////////////////////////////////////////

//********************************************
// Operator = 
//********************************************
CVector3d CVector3d::operator=(CVector3d& vector)
{
	CVector3d v;
	v.Set(vector);
	return v;
}


//********************************************
// Operator + 
//********************************************
void CVector3d::operator+=(CVector3d* pVector)
{
	m_x += pVector->x();
	m_y += pVector->y();
	m_z += pVector->z();
}

//********************************************
// Operator /=
//********************************************
void CVector3d::operator/=(float factor)
{
	m_x /= factor;
	m_y /= factor;
	m_z /= factor;
}

//********************************************
// Operator *=
//********************************************
void CVector3d::operator*=(float factor)
{
	m_x *= factor;
	m_y *= factor;
	m_z *= factor;
}


//********************************************
// Inner
//********************************************
void CVector3d::Inner(CVector3d& vector)
{
	double x = (double)m_y*(double)vector.z()-(double)m_z*(double)vector.y();
	double y = (double)m_z*(double)vector.x()-(double)m_x*(double)vector.z();
	double z = (double)m_x*(double)vector.y()-(double)m_y*(double)vector.x();
	Set((float)x,(float)y,(float)z);
}


//////////////////////////////////////////////
//////////////////////////////////////////////
// PROCESSING
//////////////////////////////////////////////
//////////////////////////////////////////////

//********************************************
// Normalize
//********************************************
void CVector3d::NormalizeL2(void)
{
	double norm = GetNormL2();
	if(norm != 0.0f)
	{
		m_x = (float)(m_x / norm);
		m_y = (float)(m_y / norm);
		m_z = (float)(m_z / norm);
	}
	//TRACE("norm : %g\n",GetNormL2());
}

//********************************************
// Normalize
//********************************************
void CVector3d::NormalizeL2(float value)
{
	double norm = GetNormL2();
	if(norm != 0.0f)
	{
		m_x *= (float)(value/norm);
		m_y *= (float)(value/norm);
		m_z *= (float)(value/norm);
	}
	//TRACE("norm : %g (wanted : %g)\n",GetNormL2(),value);
}
	
//********************************************
// GetNormSquare
//********************************************
double CVector3d::GetNormL2Square(void)
{
	return ((double)m_x*(double)m_x + 
		      (double)m_y*(double)m_y + 
					(double)m_z*(double)m_z);
}
	
//********************************************
// GetNorm
//********************************************
double CVector3d::GetNormL2(void)
{
	return sqrt((double)m_x*(double)m_x + 
		          (double)m_y*(double)m_y + 
							(double)m_z*(double)m_z);
}
	
//********************************************
// Collinear
//********************************************
int CVector3d::Collinear(CVector3d *pVector)
{
	float x = pVector->x() / m_x;
	float y = pVector->y() / m_y;
	float z = pVector->z() / m_z;
	return ((x == y) && (y == z));
}

//********************************************
// Collinear
//********************************************
int CVector3d::Collinear(CVector3d &vector)
{
	float x = vector.x() / m_x;
	float y = vector.y() / m_y;
	float z = vector.z() / m_z;
	return ((x == y) && (y == z));
}


//////////////////////////////////////////////
//////////////////////////////////////////////
// EXTERNAL OPERATORS
//////////////////////////////////////////////
//////////////////////////////////////////////


//********************************************
// Operator + 
//********************************************
CVector3d operator+(CVector3d& u,
                    CVector3d& v)
{
	CVector3d w;
	w.Set(u.x()+v.x(),u.y()+v.y(),u.z()+v.z());
	return w;
}

//********************************************
// Operator -
//********************************************
CVector3d operator-(CVector3d& u,
                    CVector3d& v)
{
	CVector3d w;
	w.Set(u.x()-v.x(),u.y()-v.y(),u.z()-v.z());
	return w;
}

//********************************************
// Operator ^
//********************************************
CVector3d operator^(CVector3d& u,
                    CVector3d& v)
{
	// w = u ^ v
	CVector3d w;
	w.Set(u.y()*v.z()-u.z()*v.y(),
		    u.z()*v.x()-u.x()*v.z(),
		    u.x()*v.y()-u.y()*v.x());
	return w;
}

//********************************************
// Inner
//********************************************
CVector3d CVector3d::Inner(CVector3d* u,
                           CVector3d* v)
{
	// w = u ^ v
	CVector3d w;
	w.Set(u->y()*v->z()-u->z()*v->y(),
		    u->z()*v->x()-u->x()*v->z(),
		    u->x()*v->y()-u->y()*v->x());
	return w;
}


void CVector3d::RotateXZ(float alpha)
{
	float x = (float)(m_x*cos(alpha)+m_z*sin(alpha));
	float z = (float)(-m_x*sin(alpha)+m_z*cos(alpha));
	m_x = x;
	m_z = z;
}


// ** EOF **



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About the Author

Pierre Alliez

France France
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