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📄 sproto.h

📁 FreeFem++可以生成高质量的有限元网格。可以用于流体力学
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/* animat.c */int    loadNextMesh(pMesh ,int ,int );int    animat();int    playAnim(pScene ,pMesh ,int ,int );void   glutIdle(void);/* camera.c */double  Azimuth(pCamera );double  Elevation(pCamera );void    updateSun(pScene ,pCamera );void    updateCamera(pScene ,pCamera ,double ,double );pCamera initCamera(pScene ,int );/* clip.c */void   updateClip(pClip ,pMesh );void   clipVertices(pMesh ,pScene ,pClip );void   invertClip(pScene sc,pClip );void   drawClip(pScene ,pClip ,pMesh ,GLboolean );void   copyClip(pClip );int    pasteClip(pClip );void   resetClip(pScene ,pClip ,pMesh );pClip  createClip(pScene ,pMesh );void   updateCube(pCube ,pMesh );pCube  createCube(pScene ,pMesh );/* clipvol.c */GLuint capTetra(pMesh );GLuint capTetraMap(pMesh );GLuint capTetraIso(pMesh );/* critip.c */GLuint listCritPoint(pScene ,pMesh );/* dlists.c */GLuint  listTria(pScene ,pMesh );GLuint  listQuad(pScene ,pMesh );GLuint  listTetra(pScene ,pMesh ,ubyte );GLuint  listHexa(pScene ,pMesh ,ubyte );/* eigenv.c */int    eigenv(int sym,double mat[6],double lambda[3],double v[3][3]);/* geometry.c */GLuint geomList(pScene ,pMesh );/* gisfil.c */int loadGIS(pMesh );/* hash.c */int hashTria(pMesh );int hashTetra(pMesh );/* image.c */PPMimage *loadPPM(const char *imgname,int *type);int  savePPM(const char *imgname,pPPMimage img,int typimg);void saveEPS(pScene sc,const char *imgname,pPPMimage pixels);int  imgHard(pScene sc,char *data,char key);/* input/output */int    EatLine(FILE  *in);int    inmsh2(pMesh mesh);int    bbfile(pMesh );int    loadMesh(pMesh );int    saveMesh(pScene ,pMesh ,char *,ubyte );int    loadSol(pMesh mesh,char *filename,int numsol);int    loadMesh_popen(pMesh); //pour popen/* ilists.c */GLuint listTriaIso(pScene ,pMesh );GLuint listQuadIso(pScene ,pMesh );GLuint listTetraIso(pScene ,pMesh );/* items.c */void   drawAxis(pScene ,int );void   drawBox(pScene ,pMesh ,int );void   drawCube(pScene ,pMesh );void   drawGrid(pScene ,pMesh );void   rubberBand(pPersp );void   drawBase(pScene ,pMesh );void   drawIso(pScene );/* keyboard.c */void   specCamera(pScene ,int );void   special(int ,int ,int );void   keyScene(unsigned char ,int ,int );/* listnum.c */void   updatePoints(pScene sc,pMesh mesh,int refmat);void   listNum(pScene sc,pMesh mesh);/* material.c */void   matInit(pScene );void   matSort(pScene );int    matRef(pScene ,int );void   matReshape(int ,int );void   matsubReshape(int ,int );void   matsubDisplay();void   matDisplay();void   matMouse(int ,int ,int ,int );void   matKeyboard(unsigned char ,int ,int );void   matEdit(pScene );/* medit.c */int    medit0();int    medit1();/* menus.c */void   doLists(pScene ,pMesh );void   doMapLists(pScene ,pMesh ,int );void   doIsoLists(pScene ,pMesh ,int );void   keyFile(unsigned char ,int ,int );void   menuFile(int );void   keyItem(unsigned char ,int ,int );void   menuItem(int );void   keyAnim(unsigned char ,int ,int );void   menuAnim(int );void   keyTrajet(unsigned char ,int ,int );void   menuTrajet(int );void   keyMode(unsigned char ,int ,int );void   menuMode(int );void   menuScene(int ); void   keyView(unsigned char ,int ,int );void   menuView(int );void   keyColor(unsigned char ,int ,int );void   menuColor(int );void   keyClip(unsigned char ,int ,int );void   menuClip(int );void   keyFeature(unsigned char ,int ,int );void   menuFeature(int );void   menuImage(int );void   keyMetric(unsigned char key,int x,int y);int    createMenus(pScene ,pMesh ); /* mesh.c */void   meshInfo(pMesh );int    meshSurf(pMesh );void   meshCoord(pMesh ,int );void   meshBox(pMesh mesh,int bb);void   meshRef(pScene sc,pMesh mesh);int    meshUpdate(pScene sc,pMesh mesh);/* mlists.c */GLuint  listTriaMap(pScene ,pMesh );GLuint  listQuadMap(pScene ,pMesh );GLuint  listTetraMap(pScene ,pMesh ,ubyte );GLuint  listHexaMap(pScene ,pMesh ,ubyte );void    cutTriangle(pScene ,triangle );GLuint  alt2dList(pScene ,pMesh ,int ,float ,float );void    setupPalette(pScene ,pMesh );GLuint  drawPalette(pScene );/* morphing */int    morphMesh(pScene sc,pMesh mesh1);int    modeMorphing(); /* mouse.c */void   mouse(int button,int state,int x,int y);void   motion(int x,int y);void   redrawOverlay(int stretchX,int stretchY);void   motionCamera(int x,int y);void   mouseCamera(int button,int state,int x,int y);void   animateCamera();/* normal.c */GLuint drawNormals(pMesh mesh,pScene sc);/* outmsh.c */int    outmsh(pScene ,pMesh ,char *name,ubyte clipon);/* parsar.c */int    parsar(int argc,char *argv[]);/* parsop.c */int    saveMeditFile(char *,pScene ); void   iniopt(pScene ,pMesh );int    parsop(pScene ,pMesh );/* particle.c */int createParticle(pScene ,pMesh );/* path.c */int    pathAdd(pScene ,int, int);GLuint pathList(pScene );int    pathLoad(char *data,pScene );int    pathSave(char *file,pScene );void   pathFollow(pScene );/* persp.c */void   setPersp(pScene ,pPersp ,int );pPersp initPersp(pPersp ,float );/* picking.c */GLuint pickingList(pScene ,int ,int );GLuint pickingPoint(pScene sc,int x,int y);GLuint pickItem(pMesh ,pScene ,int ); /* prierr.c */void   prierr(int typerr,int indice);/* psfile.c */void writeEPSheader(FILE *,char *,char ,int ,int ,float ,float);void writeEPStrailer(FILE *);void writeEPSRow(FILE *,char ,ubyte *,int ,ubyte );/* scene.c */int    currentScene();void   checkErrors(void);void   oglerr(GLenum error);void   farclip(GLboolean );void   reshapeScene(int width,int height);void   setupView(pScene sc);void   drawBackTex(pScene sc);void   drawModel(pScene sc);  void   drawScene(pScene );void   redrawScene();void   deleteScene(pScene sc);void   initGrafix(pScene sc,pMesh mesh);int    createScene(pScene sc,int idmesh);void   streamIdle();/* scissor.c */void   scissorScene();/* status.c */void reshapeStatusBar(pScene sc,int width,int height);void redrawStatusBar(pScene sc);void mouseStatus(int button,int state,int x,int y);/* stream.c */double  sizeTetra(pMesh ,int );double  sizeHexa(pMesh ,int );double  sizeTria(pMesh ,int );int     locateTria(pMesh mesh,int nsdep,int base,float *p,double *cb);int     locateTetra(pMesh mesh,int nsdep,int base,float *p,double *cb);int     inTria(pMesh ,int ,float *,double *);int     listTetraStream(pScene ,pMesh ,float *,int );int     listHexaStream(pScene ,pMesh ,float *,int );int     listTriaStream(pScene ,pMesh ,float *);pStream createStream(pScene ,pMesh );int     streamRefTria(pScene sc,pMesh mesh);int     streamRefQuad(pScene sc,pMesh mesh);int     streamRefPoint(pScene sc,pMesh mesh);int     listSaddleStream(pScene sc,pMesh mesh,int depart,                         float *pp,float *vv,double lambda);int     nxtPoint3D(pMesh mesh,int nsdep,float *p,float step,double *v);int     nxtPoint2D(pMesh mesh,int nsdep,float *p,float step,double *v);double  field2DInterp(pMesh mesh,int iel,double *cb,double *v);double  vector3DInterp(pMesh mesh,pPoint pt[4],double *cb,double *v);double  field3DInterp(pMesh mesh,int iel,double *cb,double *v);double  sizeTria(pMesh mesh,int k);double  sizeQuad(pMesh mesh,int k);double  sizeTetra(pMesh mesh,int k);/* tensor.c */GLuint listPointVector(pMesh ,ubyte );/* texture.c */pPPMimage texDistortion(pPPMimage );/* tiles.c */int   imgTiling(pScene sc,char *data,char key);/* transform.c */void   resetTransform(pTransform );pTransform createTransform();/* util.c */void   setFont(char* name,int size);void   drwstr(GLuint x,GLuint y,char* format, ...);void   output2(GLfloat x,GLfloat y,char *format,...); void   output3(GLfloat x,GLfloat y,GLfloat z,char *format,...);void   hsvrgb(double *hsv,double *rgb);void   transformPoint(double u[4],float v[4],float m[16]);void   transformPointd(double u[4],double v[4],double m[16]);void   transformVector(float u[4],float v[4],float m[16]); void   multMatrix(GLfloat *p,GLfloat *a,GLfloat *b);void   rotateMatrix(GLfloat angle,GLfloat x,GLfloat y,GLfloat z,GLfloat rm[16]);int    invertMatrix(float src[16],float inverse[16]);int    filnum(char *data,int numdep,char *ext);/* vector.c */void   drawVector2D(float p[2],double u[2],double scal);void   drawVector3D(float p[3],double u[3],double scal);GLuint listTria2dVector(pMesh mesh);GLuint listTria3dVector(pMesh mesh);GLuint listClipTetraVector(pMesh mesh);GLuint listClipHexaVector(pMesh mesh);/* view.c */void   copyView(pTransform view,pCamera cam,pPersp persp);int    pasteView(pTransform view,pCamera cam,pPersp persp);int    linkView(pScene sc1);void   unlinkView(pScene sc1);/* zaldy.c */int    zaldy1(pMesh mesh);int    zaldy2(pMesh mesh);

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