SvgaLib/threeDKit/quickmath.h

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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
*/
#ifndef QUICK_MATH_H
#define QUICK_MATH_H
#if 0
#ifndef SVGALIB
#include "../config.h"
#endif
#endif
#ifndef PI
#define PI 3.14159265358979323846
#endif
typedef 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) \
{ \
int __t_var = (a); \
(a) = (b); \
(b) = __t_var; \
}
#define max(x,y) (((x) > (y)) ? (x) : (y))
#define min(x,y) (((x) < (y)) ? (x) : (y))
#ifdef __GNUC__
double fsqr (double x);
int lsqr (int 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);
#else
extern inline double fsqr (double x)
{
return x * x;
}
extern inline int lsqr (int x)
{
return (int) 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));
}
#endif
void orth_vectors (Vec X, Vec * r1, Vec * r2, double r);
#endif