Etape 4
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102
src/etape4/point2d.cpp
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102
src/etape4/point2d.cpp
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#include "point2d.h"
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#include "point3d.h"
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#include <iostream>
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Point2D::Point2D()
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: Point2D(0, 0)
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{
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}
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Point2D::Point2D(float x)
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: Point2D(x, 0)
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{
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}
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Point2D::Point2D(float x, float y)
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: _x(x)
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, _y(y)
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{
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}
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Point2D::~Point2D()
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{
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}
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void Point2D::Saisie(float x, float y)
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{
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_x = x;
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_y = y;
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}
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void Point2D::Affiche()
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{
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std::cout << "[POINT] X= " << _x << "\tY=" << _y << std::endl;
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}
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Point2D Point2D::operator+(const Point2D& other)
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{
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return { this->_x + other._x, this->_y + other._y };
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}
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Point2D Point2D::operator*(int other)
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{
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return { this->_x * other, this->_y * other };
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}
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Point3D::Point3D()
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: Point2D()
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, _z(0.0f)
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{
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}
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Point3D::Point3D(float x, float y, float z)
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: Point2D(x, y)
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, _z(z)
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{
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}
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Point3D::Point3D(Point2D point, float z)
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: Point2D(point)
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, _z(z)
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{
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}
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Point3D::~Point3D()
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{
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}
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void Point3D::Saisie(float x, float y, float z)
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{
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Point2D::Saisie(x, y);
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_z = z;
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}
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void Point3D::Affiche()
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{
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std::cout << "[POINT] X= " << _x << "\tY=" << _y << "\tZ= " << _z << std::endl;
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}
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Point3D Point3D::operator+(const Point3D& other)
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{
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return { this->_x + other._x, this->_y + other._y, this->_z + other._z };
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}
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Point3D Point3D::operator*(int left)
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{
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return { this->_x*left, this->_y*left , this->_z*left };
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}
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int main(void)
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{
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Point2D pointA(2.0f, 3.0f);
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Point3D pointB(pointA, 4.0f), pointC(7.8f, 6.0f, 1.2f), pointD(1.0f,1.0f,1.0f);
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pointA.Affiche();
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pointB.Affiche();
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pointC.Affiche();
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pointC.Saisie(500.0f, 30.0f, 15.76f);
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pointC.Affiche();
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auto pointE = pointB+pointD;
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pointE.Affiche();
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(pointD*3).Affiche();
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return 0;
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}
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18
src/etape4/point2d.h
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18
src/etape4/point2d.h
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#ifndef HEADER_POINT2D
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#define HEADER_POINT2D
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class Point2D {
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public:
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Point2D();
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Point2D(float x);
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Point2D(float x, float y);
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~Point2D();
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void Saisie(float x, float y);
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void Affiche();
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Point2D operator+(const Point2D& other);
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Point2D operator*(int left);
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protected:
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float _x,_y;
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};
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#endif
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22
src/etape4/point3d.h
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22
src/etape4/point3d.h
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#ifndef HEADER_POINT3D
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#define HEADER_POINT3D
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#include "point2d.h"
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class Point3D : public Point2D
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{
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public:
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Point3D();
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Point3D(float x, float y, float z);
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Point3D(Point2D point,float z);
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~Point3D();
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void Saisie(float x, float y, float z);
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void Affiche();
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// Bonus avec les operateurs.
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Point3D operator+(const Point3D& other);
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Point3D operator*(int left);
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private:
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float _z;
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};
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#endif
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