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📄 geom.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. *//*** Author: Eric Veach, July 1994.***/#ifndef __geom_h_#define __geom_h_#include "mesh.h"#ifdef NO_BRANCH_CONDITIONS/* MIPS architecture has special instructions to evaluate boolean * conditions -- more efficient than branching, IF you can get the * compiler to generate the right instructions (SGI compiler doesn't) */#define VertEq(u,v)	(((u)->s == (v)->s) & ((u)->t == (v)->t))#define VertLeq(u,v)	(((u)->s < (v)->s) | \                         ((u)->s == (v)->s & (u)->t <= (v)->t))#else#define VertEq(u,v)	((u)->s == (v)->s && (u)->t == (v)->t)#define VertLeq(u,v)	(((u)->s < (v)->s) || \                         ((u)->s == (v)->s && (u)->t <= (v)->t))#endif#define EdgeEval(u,v,w) __gl_edgeEval(u,v,w)#define EdgeSign(u,v,w) __gl_edgeSign(u,v,w)/* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */#define TransLeq(u,v)	(((u)->t < (v)->t) || \                         ((u)->t == (v)->t && (u)->s <= (v)->s))#define TransEval(u,v,w)	__gl_transEval(u,v,w)#define TransSign(u,v,w)	__gl_transSign(u,v,w)#define EdgeGoesLeft(e) 	VertLeq( (e)->Dst, (e)->Org )#define EdgeGoesRight(e)	VertLeq( (e)->Org, (e)->Dst )#undef	ABS#define ABS(x)	((x) < 0 ? -(x) : (x))#define VertL1dist(u,v) (ABS(u->s - v->s) + ABS(u->t - v->t))#define VertCCW(u,v,w)	__gl_vertCCW(u,v,w)int		__gl_vertLeq( GLUvertex *u, GLUvertex *v );GLdouble	__gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w );GLdouble	__gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w );GLdouble	__gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w );GLdouble	__gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w );int		__gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w );void		__gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,				    GLUvertex *o2, GLUvertex *d2,				    GLUvertex *v );#endif

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