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📄 quickmath.c

📁 linux 下svgalib编的一个界面程序示例
💻 C
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/*    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*/#include <math.h>#include "quickmath.h"inline double fsqr (double x){    return x * x;}inline long lsqr (long x){    return (long) x * x;}inline double fmax (double a, double b){    return max(a, b);}inline double fmin (double a, double b){    return min(a, b);}inline double fsgn (double a){	return (a == 0.0 ? 0.0 : (a > 0.0 ? 1.0 : -1.0));}inline double dot (Vec a, Vec b){    return a.x * b.x + a.y * b.y + a.z * b.z;}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;}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;}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;}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;}double norm (Vec a){    return sqrt (sqr(a.x) + sqr(a.y) + sqr(a.z));}void orth_vectors(Vec X, Vec *r1, Vec *r2, double r){    if (X.x == 0 && X.y == 0) {	r1->x = 1;	r1->y = 0;	r1->z = 0;    } else {	r1->x = X.y / sqrt (X.x * X.x + X.y * X.y);	r1->y = -X.x / sqrt (X.x * X.x + X.y * X.y);	r1->z = 0;    }    *r1 = times (*r1, r);		/* r1 now has length r */    *r2 = cross (X, *r1);    *r2 = times (*r2, r / norm (*r2));	/* r2 now has length r *//* r1 and r2 are now two vectors prependicular to each other and to (x,y,z) */}

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