/* vector.h: operations on vectors and points. */ #ifndef VECTOR_H #define VECTOR_H #include "point.h" #include "exception.h" /* Our vectors are represented as displacements along the x and y axes. */ typedef struct { float dx, dy, dz; } vector_type; /* Consider a point as a vector from the origin. */ vector_type make_vector(float_coord const); /* And a vector as a point, i.e., a displacement from the origin. */ float_coord vector_to_point(vector_type const); /* Definitions for these common operations can be found in any decent linear algebra book, and most calculus books. */ float magnitude(vector_type const); vector_type normalize(vector_type const); vector_type Vadd(vector_type const, vector_type const); float Vdot(vector_type const, vector_type const); vector_type Vmult_scalar(vector_type const, float const); float Vangle(vector_type const in, vector_type const out, at_exception_type * const exP); /* These operations could have been named `P..._vector' just as well as V..._point, so we may as well allow both names. */ #define Padd_vector Vadd_point float_coord Vadd_point(float_coord const, vector_type const); #define Psubtract_vector Vsubtract_point float_coord Vsubtract_point(float_coord const, vector_type const); vector_type Pdirection(float_coord const final, float_coord const initial); /* This returns the rounded sum. */ #define IPadd_vector Vadd_int_point pm_pixelcoord Vadd_int_point(pm_pixelcoord const c, vector_type const v); /* Take the absolute value of both components. */ vector_type Vabs(vector_type const); /* Operations on points with real coordinates. It is not orthogonal, but more convenient, to have the subtraction operator return a vector, and the addition operator return a point. */ vector_type Psubtract(float_coord const, float_coord const); vector_type IPsubtract(pm_pixelcoord const coord1, pm_pixelcoord const coord2); /* These are heavily used in spline fitting. */ float_coord Padd(float_coord const, float_coord const); float_coord Pmult_scalar(float_coord const, float const); #endif