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#ifndef TYPEDEFS_H
#define TYPEDEFS_H
#include <vector>
#include <limits>
typedef struct vec3d
{
double x, y, z;
//constructors
vec3d()
{ x=0.0, y=0.0, z=0.0; }
vec3d(double fx, double fy, double fz)
{ x=fx, y=fy, z=fz; }
vec3d(const vec3d &clone)
{ x=clone.x; y=clone.y; z=clone.z; }
inline vec3d& operator=(const vec3d &rhs)
{ x=rhs.x; y=rhs.y; z=rhs.z; return *this; }
inline vec3d& operator+=(const vec3d &rhs)
{ x+=rhs.x; y+=rhs.y; z+=rhs.z; return *this; }
inline vec3d& operator-=(const vec3d &rhs)
{ x-=rhs.x; y-=rhs.y; z-=rhs.z; return *this; }
inline vec3d& operator*=(const vec3d &rhs)
{ x*=rhs.x; y*=rhs.y; z*=rhs.z; return *this; }
inline vec3d& operator*=(const double &scal)
{ x*=scal; y*=scal; z*=scal; return *this; }
inline const vec3d& operator+(const vec3d &rhs) const
{ return vec3d(*this) += rhs; }
inline const vec3d& operator-(const vec3d &rhs) const
{ return vec3d(*this) -= rhs; }
inline const vec3d& operator*(const vec3d &rhs) const
{ return vec3d(*this) *= rhs; }
inline const vec3d& operator*(const double &scal) const
{ return vec3d(*this) *= scal; }
} Vect3D_t;
typedef struct bb
{
Vect3D_t m_Min, //minimal corner vertex (-x, -y, -z)
m_Max; //maximal corner vertex (+x, +y, +z)
//default constructor creates a maximum inverted bounding box
bb()
{
//init a bounding box with the min values set to max double and visa versa
double l_doubleMax = std::numeric_limits<double>::max();
m_Min = Vect3D_t(l_doubleMax, l_doubleMax, l_doubleMax);
m_Max = Vect3D_t(-l_doubleMax, -l_doubleMax, -l_doubleMax);
}
//copy constructor
bb(const bb &b) : m_Min(b.m_Min), m_Max(b.m_Max) {}
//translating a bounding box
inline bb& operator+=(const Vect3D_t &v)
{ m_Min += v; m_Max += v; return *this; }
inline const bb& operator+(const Vect3D_t &v) const
{ return (bb(*this) += v); }
//update the bounding box min/max coords with vertex v
inline bb& operator<<(const Vect3D_t &v)
{
if (v.x < m_Min.x) m_Min.x = v.x;
else if (v.x > m_Max.x) m_Max.x = v.x;
if (v.y < m_Min.y) m_Min.y = v.y;
else if (v.y > m_Max.y) m_Max.y = v.y;
if (v.z < m_Min.z) m_Min.z = v.z;
else if (v.z > m_Max.z) m_Max.z = v.z;
return *this;
}
inline bool Contains(const Vect3D_t &v) const
{
//check if the point is contained in the box
return m_Min.x < v.x && v.x < m_Max.x &&
m_Min.y < v.y && v.y < m_Max.y &&
m_Min.z < v.z && v.z < m_Max.z;
}
inline bool Contains(const bb& b) const
{
return Contains(b.m_Min) && Contains(b.m_Max);
}
inline bool Overlap(const bb& rhs) const
{
//check if the boxes overlap in all three axis
return ( ( m_Min.x < rhs.m_Min.x && rhs.m_Min.x < rhs.m_Max.x) ||
( m_Min.x < rhs.m_Max.x && rhs.m_Max.x < rhs.m_Max.x) ) &&
( ( m_Min.y < rhs.m_Min.y && rhs.m_Min.y < rhs.m_Max.y) ||
( m_Min.y < rhs.m_Max.y && rhs.m_Max.y < rhs.m_Max.y) ) &&
( ( m_Min.z < rhs.m_Min.z && rhs.m_Min.z < rhs.m_Max.z) ||
( m_Min.z < rhs.m_Max.z && rhs.m_Max.z < rhs.m_Max.z) );
}
} BoundingBox_t;
typedef struct triangle
{
int v1, n1, t1,
v2, n2, t2,
v3, n3, t3;
} Triangle_t;
typedef struct mat
{
GLfloat m_fAmb[4],
m_fDif[4],
m_fSpec[4],
m_fEmi[4],
m_fShin;
//default constructor
mat()
{
m_fAmb[0] = m_fAmb[1] = m_fAmb[2] = 0.7f; m_fAmb[3] = 1.0f;
m_fDif[0] = m_fDif[1] = m_fDif[3] = 0.7f; m_fDif[3] = 1.0f;
m_fSpec[0] = m_fSpec[1] = m_fSpec[2] = m_fSpec[3] = 1.0f;
m_fEmi[0] = m_fEmi[1] = m_fEmi[2] = 0.0f; m_fEmi[3] = 1.0f;
m_fShin = 128.0f;
}
//for convenience
inline void setAmb(float r, float g, float b, float a)
{ m_fAmb[0] = r; m_fAmb[1] = g; m_fAmb[2] = b; m_fAmb[3] = a; }
inline void setDif(float r, float g, float b, float a)
{ m_fDif[0] = r; m_fDif[1] = g; m_fDif[2] = b; m_fDif[3] = a; }
inline void setSpec(float r, float g, float b, float a)
{ m_fSpec[0] = r; m_fSpec[1] = g; m_fSpec[2] = b; m_fSpec[3] = a; }
inline void setEmi(float r, float g, float b, float a)
{ m_fEmi[0] = r; m_fEmi[1] = g; m_fEmi[2] = b; m_fEmi[3] = a; }
} MatProps_t;
/*
typedef struct facegroup
{
MatProps_t m_material;
std::vector<Face_t> m_faces;
} FaceGroup_t;
*/
typedef struct geom
{
std::vector<Vect3D_t> m_verts,
m_norms,
m_texs;
std::vector<Triangle_t> m_triangles;
} Geometry_t;
#endif //TYPEDEFS_H
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