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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 397.5K   10.7K   137  
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.h
//********************************************
// alliez@usc.edu
// Created : 10/12/97
// Modified : 19/01/98
//********************************************

#ifndef _VECTOR_3D_
#define _VECTOR_3D_

#include "Object3d.h"

class CVertex3d;

class CVector3d : public CObject3d
{

private :

	// Geometry
	float m_x;
	float m_y;
	float m_z;

public :

	CVector3d() { m_x = m_y = m_z = 0.0f; } 
	virtual ~CVector3d();
	
	// Constructors
	CVector3d(const float x,const float y,const float z);
	CVector3d(CVector3d &vector);
	CVector3d(CVector3d *pVector);
	CVector3d(CVertex3d *pVertex1,CVertex3d *pVertex2);
	CVector3d(CVertex3d &vertex1,CVertex3d &vertex2);

	// Debug
	void Trace();

	// Data setting
	virtual int GetType();
	void Clear(void);
	void Set(CVector3d *pVector);
	void Set(CVector3d &vector);
	void Set(CVertex3d *pVertex1,CVertex3d *pVertex2);
	void Set(const float x,const float y,const float z);
	void Copy(CVector3d &vector);
	void Copy(CVector3d *pVector);

	// Per coordinate (explicit inline functions)
	void x(float x) {	m_x = x; }
	void y(float y) {	m_y = y; }
	void z(float z) {	m_z = z; } 

	// Data access (explicit inline functions)
	float x(void) { return m_x; }
	float y(void) { return m_y; }
	float z(void) { return m_z; }

	// Operators
	CVector3d operator=(CVector3d& vector); // Setting
	void operator+=(CVector3d* pVector);
	void operator/=(float factor);
	void operator*=(float factor);

	void Inner(CVector3d& vector);
	static CVector3d Inner(CVector3d* u,CVector3d* v); // Stupid c++

	// Misc
	void NormalizeL2(void);
	void NormalizeL2(float value);
	double GetNormL2(void);
	double GetNormL2Square(void);
	int Collinear(CVector3d *pVector);
	int Collinear(CVector3d &vector);

	void RotateXZ(float alpha);

};

// External operators
CVector3d operator+(CVector3d& u,CVector3d& v); // Add
CVector3d operator-(CVector3d& u,CVector3d& v); // Subtract
CVector3d operator^(CVector3d& u,CVector3d& v); // Inner

#endif // _VECTOR_3D_

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