diff --git a/practical_work/tp_vec2/vec2/vec2.c b/practical_work/tp_vec2/vec2/vec2.c index 71a4183085c640933360c3804f28b6637fd12ef2..ce6de29764263b2d3ea3111e6278dea5be46d43a 100644 --- a/practical_work/tp_vec2/vec2/vec2.c +++ b/practical_work/tp_vec2/vec2/vec2.c @@ -6,12 +6,14 @@ /// @param x_ The first component. /// @param y_ The second component. /// @return The newly created vector. -vec2 vec2_create(double x_, double y_) { +vec2 vec2_create(double x_, double y_) +{ } /// Create a zero 2d vector. /// @return The newly created zero vector. -vec2 vec2_create_zero() { +vec2 vec2_create_zero() +{ vec2_create(0.0, 0.0); } @@ -19,46 +21,53 @@ vec2 vec2_create_zero() { /// @param lhs The left operand. /// @param rhs The right operand. /// @return The sum in a new vector. -vec2 vec2_add(vec2 lhs, vec2 rhs) { +vec2 vec2_add(vec2 lhs, vec2 rhs) +{ } /// Substract two vectors. /// @param lhs The left operand. /// @param rhs The right operand. /// @return The difference in a new vector. -vec2 vec2_sub(vec2 lhs, vec2 rhs) { +vec2 vec2_sub(vec2 lhs, vec2 rhs) +{ } /// Multiply a vector by a scalar. /// @param scalar The left operand, a scalar. /// @param rhs The right operand, a vector. /// @return The product in a new vector. -vec2 vec2_mul(double scalar, vec2 rhs) { +vec2 vec2_mul(double scalar, vec2 rhs) +{ } /// Compute the dot product (scalar product) between two vectors. /// @param lhs The left operand. /// @param rhs The right operand. /// @return The dot product. -double vec2_dot(vec2 lhs, vec2 rhs) { +double vec2_dot(vec2 lhs, vec2 rhs) +{ } /// Compute the square of the euclidean norm of a given vector. /// @param v The vector. /// @return The square of the norm. -double vec2_norm_sqr(vec2 v) { +double vec2_norm_sqr(vec2 v) +{ } /// Compute the euclidean norm of a given vector. /// @param v The vector. /// @return The norm. -double vec2_norm(vec2 v) { +double vec2_norm(vec2 v) +{ } /// Compute the normalization of a given vector. /// @param v The vector. /// @return The new normalized vector. -vec2 vec2_normalize(vec2 v) { +vec2 vec2_normalize(vec2 v) +{ } /// Check whether two vectors are approximately equals within a given tolerance. @@ -66,20 +75,23 @@ vec2 vec2_normalize(vec2 v) { /// @param rhs The right operand. /// @param eps The tolerance. /// @return true if vector are approximately equal, false otherwise. -bool vec2_is_approx_equal(vec2 lhs, vec2 rhs, double eps) { +bool vec2_is_approx_equal(vec2 lhs, vec2 rhs, double eps) +{ } -/// Compute the coordinates of a 2d vector (with components between 0 and 1) +/// Compute the coordinates of a 2d vector (with components between -1 and 1) /// in a given screen matrix. /// @param v The 2d vector. /// @param width The screen width. /// @param height The screen height. /// @return The coordinates (rwo, column). -coordinates vec2_to_coordinates(vec2 v, uint32_t width, uint32_t height) { +coordinates vec2_to_coordinates(vec2 v, uint32_t width, uint32_t height) +{ } /// Print a vector in the standard output. /// @param v The vector. -void vec2_print(vec2 v) { +void vec2_print(vec2 v) +{ printf("x = %g, y = %g\n", v.x, v.y); }