📄 quickmath.h
字号:
/* 3DKIT version 1.3 High speed 3D graphics and rendering library for Linux. Copyright (C) 1996, 1997 Paul Sheer psheer@icon.co.za This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA*/#ifndef QUICK_MATH_H#define QUICK_MATH_H#ifndef SVGALIB#include "../config.h"#endif#ifndef PI#define PI 3.14159265358979323846#endiftypedef struct { double x, y, z;} Vec;#define sqr(x) ((x)*(x))#define fswap(a, b) \{ \ double __t_var = (a); \ (a) = (b); \ (b) = __t_var; \}#define swap(a, b) \{ \ long __t_var = (a); \ (a) = (b); \ (b) = __t_var; \}#define max(x,y) (((x) > (y)) ? (x) : (y))#define min(x,y) (((x) < (y)) ? (x) : (y))#ifndef __GNUC__double fsqr (double x);long lsqr (long x);double fmax (double a, double b);double fmin (double a, double b);double fsgn (double a);double dot (Vec a, Vec b);Vec cross (Vec a, Vec b);Vec plus (Vec a, Vec b);Vec minus (Vec a, Vec b);Vec times (Vec a, double f);double norm (Vec a);#elseextern inline double fsqr (double x){ return x * x;}extern inline long lsqr (long x){ return (long) x *x;}extern inline double fmax (double a, double b){ return max (a, b);}extern inline double fmin (double a, double b){ return min (a, b);}extern inline double fsgn (double a){ return (a == 0.0 ? 0.0 : (a > 0.0 ? 1.0 : -1.0));}extern inline double dot (Vec a, Vec b){ return a.x * b.x + a.y * b.y + a.z * b.z;}extern inline Vec cross (Vec a, Vec b){ Vec c; c.x = a.y * b.z - a.z * b.y; c.y = a.z * b.x - a.x * b.z; c.z = a.x * b.y - a.y * b.x; return c;}extern inline Vec plus (Vec a, Vec b){ Vec c; c.x = a.x + b.x; c.y = a.y + b.y; c.z = a.z + b.z; return c;}extern inline Vec minus (Vec a, Vec b){ Vec c; c.x = a.x - b.x; c.y = a.y - b.y; c.z = a.z - b.z; return c;}extern inline Vec times (Vec a, double f){ Vec c; c.x = a.x * f; c.y = a.y * f; c.z = a.z * f; return c;}extern inline double norm (Vec a){ return sqrt (sqr (a.x) + sqr (a.y) + sqr (a.z));}#endifvoid orth_vectors (Vec X, Vec * r1, Vec * r2, double r);#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -