const mat_t *mat_print(const mat_t *m){ printf("[");vec_print(m->x); printf(" ");vec_print(m->y); printf(" ");vec_print(m->z); printf(" ");vec_print(m->w); printf("]\n"); return m; }
void ray_print(ray *r) { printf("Origin: "); vec_print(r->origin); printf("Direction: "); vec_print(r->direction); return; }
//dump contents of tiled plane void tplane_t::printer(FILE *out) { plane_t::printer(out); fprintf(out, "dimensions %8.1lf %8.1lf \n", dims[0], dims[1]); vec_print(out, "xdir", &xdir); //vec_print(out, "projected", &rot.row[0]); fprintf(out, "altmaterial %s\n", altname); }
void sphere_print(sphere *s) { printf("Center: "); vec_print(s->center); printf("Radius: %.2lf\n", s->radius); printf("Color: "); rgb_print(s->color); return; }
/** dumpSceneObj **/ void dumpSceneObj(FILE *out, entity_t *ent) { assert(ent->magic == ENTITY_T); sobj_t *obj = ent->entDerived; assert(obj->magic == SCENEOBJ_T); /* First dump the entity_t data */ dumpEntity(out, ent); /* And now the sobj_t specific data */ fprintf(out, " color: %6d %6d %6d\n", obj->color.r, obj->color.g, obj->color.b); vec_print(" diffuse: ", obj->diffuse); vec_print(" reflective:", obj->reflective); }
//----------------------------------------------------------------------------- // Main function, to be deleted. //----------------------------------------------------------------------------- int main(int argc, char const *argv[]) { if (argc == 1) { printf("CPSC 445 PSET 1. Invoke as ./ps1 [b|c] [n] \n"); return 0; } char part = (char)(*(argv[1])); int n = atoi(argv[2]); double *a, *u, *v, *s; v = eye(n); u = eye(n); s = malloc(n * sizeof(double)); if ((part == 'b') || (part == 'B')) { a = matrix_part_b(n); } else if ((part == 'C') || (part == 'c')) { a = matrix_part_c(n); } else { printf("Error: invalid part.\n"); return -1; } jacobi(a, n, s, u, v); a = matrix_part_b(n); printf("\na = \n"); mat_print(a, n); printf("\nu = \n"); mat_print(u, n); printf("\nv = \n"); mat_print(v, n); printf("\ns = \n"); vec_print(s, n); printf("\n"); free(s); free(a); free(u); free(v); return 0; }
void particle_print( Particle p ){ printf("Particle position: \t"); vec_print(p.pos); printf("Particle mass : \t"); printf("%f\n", p.mass); }
void quad_print(Quad q){ vec_print(q.LL_corner); printf("%f\n", q.length); }
int32_t main(int32_t argc, char *argv[]) { printf("<<watchlist//>>\n"); if( init_sdl2() ) { return 1; } int32_t width = 1280; int32_t height = 720; SDL_Window* window; sdl2_window("cute3d: " __FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, &window); SDL_GLContext* context; sdl2_glcontext(3, 2, window, &context); if( init_shader() ) { return 1; } if( init_canvas(width, height) ) { return 1; } canvas_create("global_dynamic_canvas", &global_dynamic_canvas); struct Arcball arcball = {0}; arcball_create(width, height, (Vec4f){0.0,6.0,10.0,1.0}, (Vec4f){0.0,0.0,0.0,1.0}, 0.001f, 100.0, &arcball); struct GameTime time = {0}; gametime_create(1.0f / 60.0f, &time); Vec4f a = {0.0f, 0.0f, 1.0f}; Vec4f b = {1.0f, 0.0f, 1.0f}; draw_vec(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){25, 255, 25, 255}, 0.01f, a, (Vec3f){0.0f, 0.0f, 0.0f}, 1.0f, 1.0f); draw_vec(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){255, 25, 25, 255}, 0.01f, b, (Vec3f){0.0f, 0.0f, 0.0f}, 1.0f, 1.0f); Quat axis_angle_rot = {0}; quat_from_axis_angle((Vec4f)Y_AXIS, PI/4, axis_angle_rot); draw_quaternion(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){255, 255, 255, 255}, (Color){255, 0, 255, 255}, 0.01f, axis_angle_rot, 2.0f); vec_print("axis_angle_rot: ", axis_angle_rot); Vec4f axis_angle_result = {0}; vec_rotate(a, axis_angle_rot, axis_angle_result); draw_vec(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){255, 255, 25, 255}, 0.01f, axis_angle_result, (Vec3f){0.0f, 0.0f, 0.0f}, 1.0f, 2.0f); Vec4f axis = {0}; float angle = 0.0f; quat_to_axis_angle(axis_angle_rot, axis, &angle); Quat axis_angle_rot2 = {0}; quat_from_axis_angle(axis, angle, axis_angle_rot2); vec_print("axis_angle_rot2: ", axis_angle_rot2); Quat euler_angles_rot = {0}; quat_from_euler_angles(0.0f, PI/4, 0.0f, euler_angles_rot); vec_print("euler_angles_rot: ", euler_angles_rot); Vec4f euler_angles_result = {0}; vec_rotate(a, euler_angles_rot, euler_angles_result); draw_vec(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){25, 255, 255, 255}, 0.01f, euler_angles_result, (Vec3f){0.0f, 0.0f, 0.0f}, 1.0f, 3.0f); Quat vec_pair_rot = {0}; quat_from_vec_pair(a, b, vec_pair_rot); vec_print("vec_pair_rot: ", vec_pair_rot); Vec4f vec_pair_result = {0}; vec_rotate(a, vec_pair_rot, vec_pair_result); draw_vec(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){255, 25, 255, 255}, 0.01f, vec_pair_result, (Vec3f){0.0f, 0.0f, 0.0f}, 1.0f, 4.0f); Mat xaxis_control = {0}; xaxis_control[0] = 1; xaxis_control[4] = 0; xaxis_control[8] = 0; xaxis_control[12] = 0; xaxis_control[1] = 0; xaxis_control[5] = cosf(PI/4); xaxis_control[9] = -sinf(PI/4); xaxis_control[13] = 0; xaxis_control[2] = 0; xaxis_control[6] = sinf(PI/4); xaxis_control[10] = cosf(PI/4); xaxis_control[14] = 0; xaxis_control[3] = 0; xaxis_control[7] = 0; xaxis_control[11] = 0; xaxis_control[15] = 1; mat_print("xaxis_control: ", xaxis_control); Quat xaxis_rot = {0}; quat_from_axis_angle((Vec4f)X_AXIS, PI/4, xaxis_rot); Mat xaxis_mat = {0}; quat_to_mat(xaxis_rot, xaxis_mat); mat_print("xaxis_mat: ", xaxis_mat); Mat yaxis_control = {0}; yaxis_control[0] = cosf(PI/4); yaxis_control[4] = 0; yaxis_control[8] = sinf(PI/4); yaxis_control[12] = 0; yaxis_control[1] = 0; yaxis_control[5] = 1; yaxis_control[9] = 0; yaxis_control[13] = 0; yaxis_control[2] = -sinf(PI/4); yaxis_control[6] = 0; yaxis_control[10] = cosf(PI/4); yaxis_control[14] = 0; yaxis_control[3] = 0; yaxis_control[7] = 0; yaxis_control[11] = 0; yaxis_control[15] = 1; mat_print("yaxis_control: ", yaxis_control); Quat yaxis_rot = {0}; quat_from_axis_angle((Vec4f)Y_AXIS, PI/4, yaxis_rot); Mat yaxis_mat = {0}; quat_to_mat(yaxis_rot, yaxis_mat); mat_print("yaxis_mat: ", yaxis_mat); Mat zaxis_control = {0}; zaxis_control[0] = cosf(PI/4); zaxis_control[4] = -sinf(PI/4); zaxis_control[8] = 0; zaxis_control[12] = 0; zaxis_control[1] = sinf(PI/4); zaxis_control[5] = cosf(PI/4); zaxis_control[9] = 0; zaxis_control[13] = 0; zaxis_control[2] = 0; zaxis_control[6] = 0; zaxis_control[10] = 1; zaxis_control[14] = 0; zaxis_control[3] = 0; zaxis_control[7] = 0; zaxis_control[11] = 0; zaxis_control[15] = 1; mat_print("zaxis_control: ", zaxis_control); Quat zaxis_rot = {0}; quat_from_axis_angle((Vec4f)Z_AXIS, PI/4, zaxis_rot); Mat zaxis_mat = {0}; quat_to_mat(zaxis_rot, zaxis_mat); mat_print("zaxis_mat: ", zaxis_mat); draw_grid(&global_static_canvas, 0, (Mat)IDENTITY_MAT, (Color){120, 120, 120, 255}, 0.01f, 12.0f, 12.0f, 12); while(true) { SDL_Event event; while( sdl2_poll_event(&event) ) { if( sdl2_handle_quit(event) ) { goto done; } sdl2_handle_resize(event); arcball_handle_resize(&arcball, event); arcball_handle_mouse(&arcball, event); } sdl2_gl_set_swap_interval(0); ogl_debug( glClearDepth(1.0f); glClearColor(.0f, .0f, .0f, 1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ); gametime_advance(&time, sdl2_time_delta()); gametime_integrate(&time); canvas_render_layers(&global_static_canvas, 0, MAX_CANVAS_LAYERS, &arcball.camera, (Mat)IDENTITY_MAT); sdl2_gl_swap_window(window); }