Ejemplo n.º 1
0
int main (void)
{
	double coord_x1 = 0.0, coord_x2 = 0.0, coord_y1 = 0.0, coord_y2 = 0.0,
		slope = 0.0, midpoint_X = 0.0, midpoint_Y = 0.0, y_intercept = 0.0;
	coord_x1 = get_number('X', 1);
	coord_y1 = get_number('Y', 1);
	coord_x2 = get_number('X', 2);
	coord_y2 = get_number('Y', 2);
	slope = compute_slope(coord_x1, coord_y1, coord_x2, coord_y2);
	midpoint_X = compute_midpoint(coord_x1, coord_x2);
	midpoint_Y = compute_midpoint(coord_y1, coord_y2);
	slope = compute_bisector_slope(slope);
	y_intercept = compute_y_intercept(slope, midpoint_X, midpoint_Y);
	display_results(coord_x1, coord_y1, coord_x2, coord_y2, slope, y_intercept);
	return 0;
}
Ejemplo n.º 2
0
int SurfaceEdgeCollapse::compute_newpoint(int v1, int v2, Star &star, pair *link, int num_link, float &x_0, float &y_0, float &z_0)
{ // This procedure choses the strategy according to which the position of
    // the new point is to be computed.
    int okay;
    switch (new_point)
    {
    case 1:
        okay = compute_midpoint(v1, v2, star, link, num_link, x_0, y_0, z_0);
        break;
    case 2:
        okay = compute_position(v1, v2, star, link, num_link, x_0, y_0, z_0);
        break;
    case 3:
        okay = compute_endpoint(v1, v2, star, link, num_link, x_0, y_0, z_0);
        break;
    default:
        okay = compute_midpoint(v1, v2, star, link, num_link, x_0, y_0, z_0);
        break;
    };
    return (okay);
}