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