Exemple #1
0
 /// <summary>
 /// Create a matrix given 4 vectors
 /// </summary>
 /// <param name="v1"></param>
 /// <param name="v2"></param>
 /// <param name="v3"></param>
 /// <param name="v4"></param>
 public ASMATRIX4(ASVECTOR4 v1, ASVECTOR4 v2, ASVECTOR4 v3, ASVECTOR4 v4)
 {
     Matrix[0] = v1;
     Matrix[1] = v2;
     Matrix[2] = v3;
     Matrix[3] = v4;
 }
Exemple #2
0
 /// <summary>
 /// Builds an identity matrix and returns it to the caller
 /// </summary>
 /// <returns></returns>
 public void CreateIdentityMatrix()
 {
     Matrix[0] = new ASVECTOR4(1, 0, 0, 0);
     Matrix[1] = new ASVECTOR4(0, 1, 0, 0);
     Matrix[2] = new ASVECTOR4(0, 0, 1, 0);
     Matrix[3] = new ASVECTOR4(0, 0, 0, 1);
 }
Exemple #3
0
 /// <summary>
 /// Empty constructor to initialise the points structure to be all 0
 /// </summary>
 public ASFace()
 {
     for (var i = 0; i < 3; i++)
     {
         m_points[i] = new ASVECTOR4();
     }
 }
Exemple #4
0
 /// <summary>
 /// Initialise a new vector with a vector
 /// </summary>
 /// <param name="vec"></param>
 public ASVECTOR4(ASVECTOR4 vec)
 {
     Points[0] = vec.Points[0];
     Points[1] = vec.Points[1];
     Points[2] = vec.Points[2];
     Points[3] = vec.Points[3];
 }
Exemple #5
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        // OPERATOR OVERLOADS

        /// <summary>
        /// Minus the components of vector A from vector B to get edge 3
        /// </summary>
        /// <param name="v1"></param>
        /// <param name="v2"></param>
        /// <returns></returns>
        public static ASVECTOR4 operator -(ASVECTOR4 v1, ASVECTOR4 v2)
        {
            var newVec = new ASVECTOR4(v1.Points[0] - v2.Points[0], v1.Points[1] - v2.Points[1],
                                       v1.Points[2] - v2.Points[2]);

            return(newVec);
        }
Exemple #6
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        /// <summary>
        /// Rescales the point to a valid unit so we can draw it to the screen
        /// </summary>
        /// <returns></returns>
        public ASVECTOR4 Rescale()
        {
            var newPoint = new ASVECTOR4();

            for (var i = 0; i < 4; i++)
            {
                newPoint.Points[i] = Points[i] / Points[3];
            }

            return(newPoint);
        }
Exemple #7
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        /// <summary>
        /// Computes the normals for this face, these will be stored as
        /// U, X, V in the vector, the W parameter will be 1 as we don't
        /// have a ASVECTOR3 object (no need for it when we can just use VEC4)
        /// </summary>
        /// <returns></returns>
        public ASVECTOR4 ComputeFaceNormals()
        {
            // Get the UV edges of our triangle, we can then calculate the face
            // normals from these values.
            var vecA = new ASVECTOR4();

            vecA.Points[0] = m_points[0].Points[0] - m_points[1].Points[0];
            vecA.Points[1] = m_points[0].Points[1] - m_points[1].Points[1];
            vecA.Points[2] = m_points[0].Points[2] - m_points[1].Points[2];

            var vecB = new ASVECTOR4();

            vecB.Points[0] = m_points[1].Points[0] - m_points[2].Points[0];
            vecB.Points[1] = m_points[1].Points[1] - m_points[2].Points[1];
            vecB.Points[2] = m_points[1].Points[2] - m_points[2].Points[2];

            // Get the cross product of the two vectors
            var norm = (vecA * vecB).Normalise();

            // Normalise the vector to get the unit lenght
            return(norm);
        }
Exemple #8
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 /// <summary>
 /// Creates a new ASFace array object to hold each point
 /// </summary>
 /// <param name="pointA"></param>
 /// <param name="pointB"></param>
 /// <param name="pointC"></param>
 public ASFace(ASVECTOR4 pointA, ASVECTOR4 pointB, ASVECTOR4 pointC)
 {
     m_points[0] = pointA;
     m_points[1] = pointB;
     m_points[2] = pointC;
 }
Exemple #9
0
 /// <summary>
 /// Returns the product of vector A and B
 /// </summary>
 /// <param name="v"></param>
 /// <returns></returns>
 public double ScalarProduct(ASVECTOR4 v)
 {
     return(Points[0] * v.Points[0] + Points[1] * v.Points[1] + Points[2] * v.Points[2]);
 }
Exemple #10
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 /// <summary>
 /// Multiplies the x,y,z components of vectors together
 /// </summary>
 /// <param name="vecB"></param>
 public void MultiplyVector(ASVECTOR4 vecB)
 {
     Points[0] *= vecB.Points[0];
     Points[1] *= vecB.Points[1];
     Points[2] *= vecB.Points[2];
 }
Exemple #11
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 /// <summary>
 /// Divides the x,y,z components of two vectors by eachother
 /// </summary>
 /// <param name="vecB"></param>
 public void DivideVector(ASVECTOR4 vecB)
 {
     Points[0] /= vecB.Points[0];
     Points[1] /= vecB.Points[1];
     Points[2] /= vecB.Points[2];
 }
Exemple #12
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 /// <summary>
 /// Substracts the x,y,z components of two vectors from one another
 /// </summary>
 /// <param name="vecB"></param>
 public void MinusFromVector(ASVECTOR4 vecB)
 {
     Points[0] -= vecB.Points[0];
     Points[1] -= vecB.Points[1];
     Points[2] -= vecB.Points[2];
 }
Exemple #13
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 /// <summary>
 /// Adds the x,y,z components of two vectors together
 /// </summary>
 /// <param name="vecB"></param>
 public void AddToVector(ASVECTOR4 vecB)
 {
     Points[0] += vecB.Points[0];
     Points[1] += vecB.Points[1];
     Points[2] += vecB.Points[2];
 }