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; }
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); }