//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // ////////////////////////////////////////////////////////////////////////////// // // shapes.cpp // // // History: // 12/08/95 BRH Started. // 12/11/95 BRH Added Ray constructor that takes two points and // calculates the unit vector for the ray. // // 11/04/96 JMI Changed: // Old label: New label: // ========= ========= // C2DRay R2DRay // C3DRay R3dRay // ////////////////////////////////////////////////////////////////////////////// #include "Shapes.h" ////////////////////////////////////////////////////////////////////////////// // // Constructor // // Description: // Takes two points and calculates the unit vector for the ray // // Parameters: // lX1 = x coordinate of originating point // lY2 = y coordinate of originating point // lX2 = x coordinate in direction of ray // lY2 = y coordinate in direction of ray // // Returns: // none // ////////////////////////////////////////////////////////////////////////////// R2DRay::R2DRay(long lX1, long lY1, long lX2, long lY2) { X = lX1; Y = lY1; fXVect = (float) lX2 - lX1; fYVect = (float) lY2 - lY1; if (fXVect > fYVect) { fYVect /= fXVect; fXVect = (float) 1.0; //dx /= dx; } else { fXVect /= fYVect; fYVect = (float) 1.0; //dy /= dy; } } R3DRay::R3DRay(long lX1, long lY1, long lZ1, long lX2, long lY2, long lZ2) { X = lX1; Y = lY1; Z = lZ1; fXVect = (float) lX2 - lX1; fYVect = (float) lY2 - lY1; fZVect = (float) lZ2 - lZ1; if (fXVect > fYVect && fXVect > fZVect) { fYVect /= fXVect; fZVect /= fXVect; fXVect = (float) 1.0; // fXVect /= fXVect; } else if (fYVect > fXVect && fYVect > fZVect) { fXVect /= fYVect; fZVect /= fYVect; fYVect = (float) 1.0; // fYVect /= fYVect; } else { fXVect /= fZVect; fYVect /= fZVect; fZVect = (float) 1.0; // fZVect /= fZVect; } } ////////////////////////////////////////////////////////////////////////////// // EOF //////////////////////////////////////////////////////////////////////////////