www.pudn.com > final_6.rar > Operation.h


 
#ifndef _OPERATION_H_ 
#define _OPERATION_H_ 
 
class COperation{ 
 
public: 
	static float CaculateU(CGPoint point, int x); 
	static float CaculateV(CGPoint point,int x); 
	static void LoftTrackEntity(CShape* shape,CPoint point,CPoint prePoint,int view); 
	static void LoftSampleEntity(CShape* shape,CPoint point,int view); 
	static void LatheEntity(CShape *pColumn, CPoint point, int view, int axis); 
	static COLORREF GammaCorrect(int R, int G,int B); 
	static void ExtrudeEntity(CPoint point, CPoint prePoint, int view); 
	static double CaculateF(double d); 
	static void VectorXProduct(vector v1,vector v2,vector v3); 
	static void PerViewPoints(CShape* shape); 
	static void PerspectiveCal(CGPoint* orient, SPoint* view); 
	static void Specify(CGPoint* before,CGPoint* after); 
	static void ZoomEntity(CPoint point,CPoint prePoint,int view); 
	static void CaculateInterSec(CGPoint * point1,CGPoint *point2,double *tempMin,double *tempMax,int y); 
	static void ScanLineEntity(CShape* shape,int y,double *tempMin,double *tempMax); 
	static void ScanLineCut(int y,int *MinX,int *MaxX); 
	static BOOL IsNotShadowed(vector light, CGPoint * lightPoint,int entityID,CGPoint *interSec); 
	static double power(double angelRV, int ns); 
	static void CaculateReflect(vector reflect,double angelLN,vector normal,vector lightD); 
	static double dot(vector vector1,vector vector2); 
	static void GetNormalVector(vector normal); 
	static void Phong(int x,int xx,int yy,CGPoint *startPoint,vector directVector,double tt,color *rayColor); 
	static void MoveLight(CPoint point, CPoint prePoint, int view); 
	static BOOL PointOnLight(CPoint point, int view); 
	static void RotateEntity(CPoint point,CPoint prePoint,int view); 
	static void MatrixProduct(CShape * shape, double matrix[4][4]); 
	void static MoveEntity(CPoint point, CPoint prePoint,int view); 
	static BOOL PointOnFace(CShape *shape,int x,int y,double t,CGPoint*startPoint,vector Vector,int view); 
	double static dot(CGPlane face,CGPoint *point); 
	double static dot(CGPlane face,vector Vector); 
	static BOOL Ray_Hit_Entity(CShape * shape,CGPoint * startPoint, vector mouseVector,int view); 
	static BOOL Ray_Hit(CGPoint *startPoint, vector mouseVector,int view); 
	static void CaculateVector(vector mouseVector, CGPoint *point1,CGPoint *point2); 
	void static ScreenToReal(CGPoint *mousePoint, CPoint point, int view); 
    void static CaculateFace(CGPlane *face, CGPoint x1,CGPoint x2,CGPoint x3,CGPoint x4); 
    void static PointProductMatrix(CGPoint *point,double matrix[4][4]); 
}; 
 
 
 
#endif