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#include "Vertice.h"
Vertice::Vertice() : Vector4f() {}
Vertice::Vertice(float x_, float y_, float z_, float u_, float v_) : Vector4f (x_, y_, z_, 1)
{
u = u_;
v = v_;
}
Vertice::Vertice(float x_, float y_, float z_, float w_, float u_, float v_) : Vector4f(x_, y_, z_, w_)
{
u = u_;
v = v_;
}
void Vertice::screenspace(int screenWidth, int screenHeight)
{
x = round(((x + 1.0f) / 2.0f) * screenWidth);
y = round(((-y + 1.0f) / 2.0f) * screenHeight);
}
Vertice Vertice::multiplyMatrix(const Matrix4f& a)
{
float x1, y1, z1, w1;
x1 = ((x * a.m[0][0]) + (y * a.m[0][1]) + (z * a.m[0][2]) + (w * a.m[0][3]));
y1 = ((x * a.m[1][0]) + (y * a.m[1][1]) + (z * a.m[1][2]) + (w * a.m[1][3]));
z1 = ((x * a.m[2][0]) + (y * a.m[2][1]) + (z * a.m[2][2]) + (w * a.m[2][3]));
w1 = ((x * a.m[3][0]) + (y * a.m[3][1]) + (z * a.m[3][2]) + (w * a.m[3][3]));
return Vertice(x1, y1, z1, w1, u, v);
}
Vertice& Vertice::operator=(const Vector4f& a)
{
x = a.x;
y = a.y;
z = a.z;
w = a.w;
return *this;
}
Vertice Vertice::divideW()
{
float rw = 1.0f / w;
return Vertice(x * rw, y * rw, (z * rw), rw, u * rw, v * rw);
}
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