#pragma once #include"P3.h" #include"Facet.h" #include"P2.h" #include"Projection.h" #include"Vector.h" #define ROUND(d) int(d+0.5) class CXin { public: CXin(void); virtual ~CXin(void); void ReadPoint(void); void ReadFacet(void); CP3* GetVertexArrayName(void); void Draw(CDC* pDC); void Draw2(CDC* pDC); void Draw3(CDC* pDC); public: CProjection projection; private: CP3 P[24]; CFacet F[26]; CP3 quardrP[4]; };
需要注意的是印章有三点面和四点面,使用背面剔除时最好分开
Xin.cpp#include "pch.h" #include "Xin.h" CXin::CXin(void) { projection.InitialParameter(); } CXin::~CXin(void) { } void CXin::ReadPoint(void) { P[0].x = -1, P[0].y = -1, P[0].z = 3; P[1].x = 1, P[1].y = -1, P[1].z = 3; P[2].x = 1, P[2].y = 1, P[2].z = 3; P[3].x = -1, P[3].y = 1, P[3].z = 3; P[4].x = -3, P[4].y = -1, P[4].z = 1; P[5].x = -1, P[5].y = -3, P[5].z = 1; P[6].x = 1, P[6].y = -3, P[6].z = 1; P[7].x = 3, P[7].y = -1, P[7].z = 1; P[8].x = 3, P[8].y = 1, P[8].z = 1; P[9].x = 1, P[9].y = 3, P[9].z = 1; P[10].x = -1, P[10].y = 3, P[10].z = 1; P[11].x = -3, P[11].y = 1, P[11].z = 1; P[12].x = -3, P[12].y = -1, P[12].z = -1; P[13].x = -1, P[13].y = -3, P[13].z = -1; P[14].x = 1, P[14].y = -3, P[14].z = -1; P[15].x = 3, P[15].y = -1, P[15].z = -1; P[16].x = 3, P[16].y = 1, P[16].z = -1; P[17].x = 1, P[17].y = 3, P[17].z = -1; P[18].x = -1, P[18].y = 3, P[18].z = -1; P[19].x = -3, P[19].y = 1, P[19].z = -1; P[20].x = -1, P[20].y = -1, P[20].z = -3; P[21].x = 1, P[21].y = -1, P[21].z = -3; P[22].x = 1, P[22].y = 1, P[22].z = -3; P[23].x = -1, P[23].y = 1, P[23].z = -3; } void CXin::ReadFacet(void) { F[0].Index[0] = 0; F[0].Index[1] = 1; F[0].Index[2] = 2; F[0].Index[3] = 3; F[1].Index[0] = 5; F[1].Index[1] = 6; F[1].Index[2] = 1; F[1].Index[3] = 0; F[2].Index[0] = 1; F[2].Index[1] = 7; F[2].Index[2] = 8; F[2].Index[3] = 2; F[3].Index[0] = 2; F[3].Index[1] = 9; F[3].Index[2] = 10; F[3].Index[3] = 3; F[4].Index[0] = 3; F[4].Index[1] = 11; F[4].Index[2] = 4; F[4].Index[3] = 0; F[5].Index[0] = 4; F[5].Index[1] = 12; F[5].Index[2] = 13; F[5].Index[3] = 5; F[6].Index[0] = 5; F[6].Index[1] = 13; F[6].Index[2] = 14; F[6].Index[3] = 6; F[7].Index[0] = 6; F[7].Index[1] = 14; F[7].Index[2] = 15; F[7].Index[3] = 7; F[8].Index[0] = 7; F[8].Index[1] = 15; F[8].Index[2] = 16; F[8].Index[3] = 8; F[9].Index[0] = 8; F[9].Index[1] = 16; F[9].Index[2] = 17; F[9].Index[3] = 9; F[10].Index[0] = 9; F[10].Index[1] = 17; F[10].Index[2] = 18; F[10].Index[3] = 10; F[11].Index[0] = 10; F[11].Index[1] = 18; F[11].Index[2] = 19; F[11].Index[3] = 11; F[12].Index[0] = 11; F[12].Index[1] = 19; F[12].Index[2] = 12; F[12].Index[3] = 4; F[13].Index[0] = 23; F[13].Index[1] = 22; F[13].Index[2] = 21; F[13].Index[3] = 20; F[14].Index[3] = 20; F[14].Index[2] = 13; F[14].Index[1] = 14; F[14].Index[0] = 21; F[15].Index[3] = 21; F[15].Index[2] = 15; F[15].Index[1] = 16; F[15].Index[0] = 22; F[16].Index[3] = 22; F[16].Index[2] = 17; F[16].Index[1] = 18; F[16].Index[0] = 23; F[17].Index[3] = 23; F[17].Index[2] = 19; F[17].Index[1] = 12; F[17].Index[0] = 20; F[18].Index[0] = 4; F[18].Index[1] = 5; F[18].Index[2] = 0; F[19].Index[0] = 11; F[19].Index[1] = 3; F[19].Index[2] = 10; F[20].Index[0] = 1; F[20].Index[1] = 6; F[20].Index[2] = 7; F[21].Index[0] = 2; F[21].Index[1] = 8; F[21].Index[2] = 9; F[22].Index[2] = 12; F[22].Index[1] = 13; F[22].Index[0] = 20; F[23].Index[2] = 21; F[23].Index[1] = 14; F[23].Index[0] = 15; F[24].Index[2] = 22; F[24].Index[1] = 16; F[24].Index[0] = 17; F[25].Index[2] = 23; F[25].Index[1] = 18; F[25].Index[0] = 19; } CP3* CXin::GetVertexArrayName(void) { return P; } void CXin::Draw(CDC* pDC) { CP2 ScreenPoint, temp; CP3 ViewPoint = projection.EyePoint; for (int nFacet = 0; nFacet < 18; nFacet++) { for (int i = 0; i < 4; i++) { quardrP[i] = P[F[nFacet].Index[i]]; } CVector ViewVector(quardrP[0], ViewPoint); ViewVector = ViewVector.Normalize(); CVector Vector01(quardrP[0], quardrP[1]); CVector Vector02(quardrP[0], quardrP[2]); CVector Vector03(quardrP[0], quardrP[3]); CVector FacetNormalA = CrossProduct(Vector01, Vector02); CVector FacetNormalB = CrossProduct(Vector02, Vector03); CVector FacetNormal = (FacetNormalA + FacetNormalB);//面法向量 FacetNormal = FacetNormal.Normalize(); if (DotProduct(ViewVector, FacetNormal) >= 0) { for (int nPoint = 0; nPoint < 4; nPoint++) { //ScreenPoint.x = P[F[nFacet].Index[nPoint]].x; //ScreenPoint.y = P[F[nFacet].Index[nPoint]].y; ScreenPoint = projection.OrthogonalProjection(P[F[nFacet].Index[nPoint]]); if (0 == nPoint) { pDC->MoveTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); temp = ScreenPoint; } else { pDC->LineTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); } } pDC->LineTo(ROUND(temp.x), ROUND(temp.y)); } } for (int nFacet = 18; nFacet < 26; nFacet++) { for (int i = 0; i < 3; i++) { quardrP[i] = P[F[nFacet].Index[i]]; } CVector ViewVector(quardrP[0], ViewPoint); ViewVector = ViewVector.Normalize(); CVector Vector01(quardrP[0], quardrP[1]); CVector Vector02(quardrP[0], quardrP[2]); CVector Vector03(quardrP[1], quardrP[2]); CVector FacetNormalA = CrossProduct(Vector01, Vector02); CVector FacetNormalB = CrossProduct(Vector02, Vector03); CVector FacetNormal = (FacetNormalA + FacetNormalB);//面法向量 FacetNormal = FacetNormal.Normalize(); if (DotProduct(ViewVector, FacetNormal) >= 0) { for (int nPoint = 0; nPoint < 3; nPoint++) { //ScreenPoint.x = P[F[nFacet].Index[nPoint]].x; //ScreenPoint.y = P[F[nFacet].Index[nPoint]].y; ScreenPoint = projection.OrthogonalProjection(P[F[nFacet].Index[nPoint]]); if (0 == nPoint) { pDC->MoveTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); temp = ScreenPoint; } else { pDC->LineTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); } } pDC->LineTo(ROUND(temp.x), ROUND(temp.y)); } } } void CXin::Draw3(CDC* pDC) { CP2 ScreenPoint, temp; CP3 ViewPoint = projection.EyePoint; for (int nFacet = 0; nFacet < 18; nFacet++) { for (int i = 0; i < 4; i++) { quardrP[i] = P[F[nFacet].Index[i]]; } CVector ViewVector(quardrP[0], ViewPoint); ViewVector = ViewVector.Normalize(); CVector Vector01(quardrP[0], quardrP[1]); CVector Vector02(quardrP[0], quardrP[2]); CVector Vector03(quardrP[0], quardrP[3]); CVector FacetNormalA = CrossProduct(Vector01, Vector02); CVector FacetNormalB = CrossProduct(Vector02, Vector03); CVector FacetNormal = (FacetNormalA + FacetNormalB);//面法向量 FacetNormal = FacetNormal.Normalize(); if (DotProduct(ViewVector, FacetNormal) >= 0) { for (int nPoint = 0; nPoint < 4; nPoint++) { //ScreenPoint.x = P[F[nFacet].Index[nPoint]].x; //ScreenPoint.y = P[F[nFacet].Index[nPoint]].y; ScreenPoint = projection.PerspectiveProjection(P[F[nFacet].Index[nPoint]]); if (0 == nPoint) { pDC->MoveTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); temp = ScreenPoint; } else { pDC->LineTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); } } pDC->LineTo(ROUND(temp.x), ROUND(temp.y)); } } for (int nFacet = 18; nFacet < 26; nFacet++) { for (int j = 0; j < 3; j++) { quardrP[j] = P[F[nFacet].Index[j]]; } CVector ViewVector(quardrP[0], ViewPoint); ViewVector = ViewVector.Normalize(); CVector Vector01(quardrP[0], quardrP[1]); CVector Vector02(quardrP[0], quardrP[2]); CVector Vector03(quardrP[1], quardrP[2]); CVector FacetNormalA = CrossProduct(Vector01, Vector02); CVector FacetNormalB = CrossProduct(Vector02, Vector03); CVector FacetNormal = (FacetNormalA + FacetNormalB);//面法向量 FacetNormal = FacetNormal.Normalize(); if (DotProduct(ViewVector, FacetNormal) >= 0) { for (int nPoint = 0; nPoint < 3; nPoint++) { //ScreenPoint.x = P[F[nFacet].Index[nPoint]].x; //ScreenPoint.y = P[F[nFacet].Index[nPoint]].y; ScreenPoint = projection.PerspectiveProjection(P[F[nFacet].Index[nPoint]]); if (0 == nPoint) { pDC->MoveTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); temp = ScreenPoint; } else { pDC->LineTo(ROUND(ScreenPoint.x), ROUND(ScreenPoint.y)); } } pDC->LineTo(ROUND(temp.x), ROUND(temp.y)); } } }
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