📄 graphicsgems.h
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/* * GraphicsGems.h * Version 1.0 - Andrew Glassner * from "Graphics Gems", Academic Press, 1990 */#ifndef GG_H#define GG_H 1/*********************//* 2d geometry types *//*********************/typedef struct Point2Struct { /* 2d point */ double x, y; } Point2;typedef Point2 Vector2;typedef struct IntPoint2Struct { /* 2d integer point */ int x, y; } IntPoint2;typedef struct Matrix3Struct { /* 3-by-3 matrix */ double element[3][3]; } Matrix3;typedef struct Box2dStruct { /* 2d box */ Point2 min, max; } Box2;/*********************//* 3d geometry types *//*********************/typedef struct Point3Struct { /* 3d point */ double x, y, z; } Point3;typedef Point3 Vector3;typedef struct IntPoint3Struct { /* 3d integer point */ int x, y, z; } IntPoint3;typedef struct Matrix4Struct { /* 4-by-4 matrix */ double element[4][4]; } Matrix4;typedef struct Box3dStruct { /* 3d box */ Point3 min, max; } Box3;/***********************//* one-argument macros *//***********************//* absolute value of a */#define ABS(a) (((a)<0) ? -(a) : (a))/* round a to nearest integer towards 0 */#define FLOOR(a) ((a)>0 ? (int)(a) : -(int)(-a))/* round a to nearest integer away from 0 */#define CEILING(a) \((a)==(int)(a) ? (a) : (a)>0 ? 1+(int)(a) : -(1+(int)(-a)))/* round a to nearest int */#define ROUND(a) ((a)>0 ? (int)(a+0.5) : -(int)(0.5-a))/* take sign of a, either -1, 0, or 1 */#define ZSGN(a) (((a)<0) ? -1 : (a)>0 ? 1 : 0)/* take binary sign of a, either -1, or 1 if >= 0 */#define SGN(a) (((a)<0) ? -1 : 0)/* shout if something that should be true isn't */#define ASSERT(x) \if (!(x)) fprintf(stderr," Assert failed: x\n");/* square a */#define SQR(a) ((a)*(a))/***********************//* two-argument macros *//***********************//* find minimum of a and b */#define MIN(a,b) (((a)<(b))?(a):(b))/* find maximum of a and b */#define MAX(a,b) (((a)>(b))?(a):(b))/* swap a and b (see Gem by Wyvill) */#define SWAP(a,b) { a^=b; b^=a; a^=b; }/* linear interpolation from l (when a=0) to h (when a=1)*//* (equal to (a*h)+((1-a)*l) */#define LERP(a,l,h) ((l)+(((h)-(l))*(a)))/* clamp the input to the specified range */#define CLAMP(v,l,h) ((v)<(l) ? (l) : (v) > (h) ? (h) : v)/****************************//* memory allocation macros *//****************************//* create a new instance of a structure (see Gem by Hultquist) */#define NEWSTRUCT(x) (struct x *)(malloc((unsigned)sizeof(struct x)))/* create a new instance of a type */#define NEWTYPE(x) (x *)(malloc((unsigned)sizeof(x)))/********************//* useful constants *//********************/#define PI 3.141592 /* the venerable pi */#define PITIMES2 6.283185 /* 2 * pi */#define PIOVER2 1.570796 /* pi / 2 */#define E 2.718282 /* the venerable e */#define SQRT2 1.414214 /* sqrt(2) */#define SQRT3 1.732051 /* sqrt(3) */#define GOLDEN 1.618034 /* the golden ratio */#define DTOR 0.017453 /* convert degrees to radians */#define RTOD 57.29578 /* convert radians to degrees *//************//* booleans *//************/#define TRUE 1#define FALSE 0#define ON 1#define OFF 0typedef int boolean; /* boolean data type */typedef boolean flag; /* flag data type *//******************//* 3d Library *//******************//* returns squared length of input vector */extern double V3SquaredLength(Vector3 *);/* returns length of input vector */extern double V3Length(Vector3 *);/* negates the input vector and returns it */extern Vector3 *V3Negate(Vector3 *);/* normalizes the input vector and returns it */extern Vector3 *V3Normalize(Vector3 *);/* scales the input vector to the new length and returns it */extern Vector3 *V3Scale(Vector3 *, double );/* return vector sum c = a+b */extern Vector3 *V3Add(Vector3 *, Vector3 *, Vector3 *);/* return vector difference c = a-b */extern Vector3 *V3Sub(Vector3 *, Vector3 *, Vector3 *);/* return the dot product of vectors a and b */extern double V3Dot(Vector3 *, Vector3 *);/* linearly interpolate between vectors by an amount alpha *//* and return the resulting vector. *//* When alpha=0, result=lo. When alpha=1, result=hi. */extern Vector3 *V3Lerp(Vector3 *, Vector3 *, double , Vector3 *);/* make a linear combination of two vectors and return the result. *//* result = (a * ascl); + (b * bscl); */extern Vector3 *V3Combine (Vector3 *, Vector3 *, Vector3 *, double , double);/* multiply two vectors together component-wise and return the result */extern Vector3 *V3Mul (Vector3 *, Vector3 *, Vector3 *);/* return the distance between two points */extern double V3DistanceBetween2Points(Point3 *, Point3 * );/* return the cross product c = a cross b */extern Vector3 *V3Cross(Vector3 *a, Vector3 *, Vector3 *);/* create, initialize, and return a new vector */extern Vector3 *V3New(double, double, double);/* create, initialize, and return a duplicate vector */extern Vector3 *V3Duplicate(Vector3 *);#endif
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