WIP: calcul matriciel ? ou conversion int > float ? (enquête en cours...)

This commit is contained in:
Jean Sirmai 2023-10-14 08:10:19 +02:00
parent 35ed25d6f0
commit c2a948bc08
Signed by: jean
GPG Key ID: FB3115C340E057E3
1 changed files with 24 additions and 9 deletions

View File

@ -165,11 +165,20 @@ void arrows_write_basis(long offset)
}
static void show_one_arrow_data(int offset_vertex, int offset_colors,
float vx, float vy, float vz, float base, float tip)
static void show_one_arrow_data_1(int offset_vertex, int offset_colors,
int space_X, int space_Y, int space_Z,
int weight, int site, int x, int y, int z)
{
printf("offset_vertex = %d vx = %8.5f vy = %8.5f vz = %8.5f base = %8.5f tip = %8.5f\n",\
offset_vertex, vx, vy, vz, base, tip);
printf("offset_vertex = %d offset_colors = %d weight = %d site = %d x,y,z = (%d,%d,%d)\n",\
offset_vertex, offset_colors, weight, site, x, y, z);
}
static void show_one_arrow_data_2(int offset_vertex, int offset_colors,
float max, float base, float tip, float ux, float uy, float uz, float vx, float vy, float vz)
{
printf("offset_vertex = %d max = %8.5f base = %8.5f tip = %8.5f\n\
ux = %8.5f uy = %8.5f uz = %8.5f\n vx = %8.5f vy = %8.5f vz = %8.5f\n",\
offset_vertex, max, base, tip, ux, uy, uz, vx, vy, vz);
}
@ -179,6 +188,8 @@ void write_one_arrow(int offset_vertex, int offset_colors, int offset_lines,
int space_X, int space_Y, int space_Z,
int weight, int site, int x, int y, int z)
{
// show_one_arrow_data_1 (offset_vertex, offset_colors, space_X, space_Y, space_Z, weight, site, x, y, z);
float nuance = 0.24f,
max = fmax(space_X, space_Y);
max = fmax(max, space_Z);
@ -190,12 +201,16 @@ void write_one_arrow(int offset_vertex, int offset_colors, int offset_lines,
// pour qu'elles n'aillent pas jusqu'aux faces des cubes
arrow_tip_padding = 0.1 * (1 / max),
vx = (2 * x / space_X - 1) * space_X / max + (1 / max),
vy = (2 * y / space_Y - 1) * space_Y / max + (1 / max),
vz = (2 * z / space_Z - 1) * space_Z / max + (1 / max);
ux = (2 * x) / space_X,
uy = (2 * y) / space_Y,
uz = (2 * z) / space_Z;
show_one_arrow_data(offset_vertex, offset_colors,
vx, vy, vz, arrow_basis_width, arrow_tip_padding);
float vx = (ux - 1) * (space_X / max) + (1 / max),
vy = (uy - 1) * (space_Y / max) + (1 / max),
vz = (uz - 1) * (space_Z / max) + (1 / max);
show_one_arrow_data_2 (offset_vertex, offset_colors, max,
ux, uy, uz, vx, vy, vz, arrow_basis_width, arrow_tip_padding);
// X - X axis - central star (basis)
graphics_write_vertex(vx + arrow_basis_width, vy, vz);