#include "Vertex3D.h" Vertex3D::Vertex3D() { this->x=0; this->y=0; this->z=0; this->vtstar=-1; } Vertex3D::Vertex3D(const Vertex3D& orig) { this->x=orig.getX(); this->y=orig.getY(); this->z=orig.getZ(); this->field=orig.getF(); this->vtstar = orig.VTstar(); } Vertex3D::~Vertex3D() { } Vertex3D::Vertex3D(float x, float y, float z){ this->x = x; this->y = y; this->z = z; this->field = 0; this->vtstar = -1; } void Vertex3D::setF(float f){ this->field = f; } float Vertex3D::getF() const{ return this->field; } void Vertex3D::setZ(float z){ this->z = z; } float Vertex3D::getZ() const{ return this->z; } bool operator== (const Vertex3D &p, const Vertex3D &q) { return ((p.x == q.x) && (p.y == q.y) && (p.z == q.z)); } bool operator !=(const Vertex3D& p, const Vertex3D& q) { return !(p == q); } void Vertex3D::operator +=(const Vertex3D &p){ x += p.getX(); y += p.getY(); z += p.getZ(); field += p.getF(); } void Vertex3D::operator /=(const float &f){ x /= f; y /= f; z /= f; field /= f; } bool Vertex3D::operator <(const Vertex3D &p) const{ if(this->x != p.getX()) return this->x < p.getX(); if(this->y != p.getY()) return this->y < p.getY(); if(this->z != p.getZ()) return this->z < p.getZ(); if(this->field != p.getF()) return this->field < p.getF(); return false; } float Vertex3D::getX() const{ return this->x; } float Vertex3D::getY() const{ return this->y; } void Vertex3D::setX(float x){ this->x = x; } void Vertex3D::setY(float y){ this->y = y; } int Vertex3D::VTstar() const { return this->vtstar; } void Vertex3D::VTstar(int vtstar) { this->vtstar = vtstar; }