/** * $Id:$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 1997 by Ton Roosendaal, Frank van Beek and Joeri Kassenaar. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ /** * $Id:$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 1997 by Ton Roosendaal, Frank van Beek and Joeri Kassenaar. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include #include /* cc rt.c -lm -o rt */ #define MIN2(x,y) ( (x)<(y) ? (x) : (y) ) #define MIN3(x,y,z) MIN2( MIN2((x),(y)) , (z) ) float Normalise(n) float *n; { register float d; d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2]; if(d>0.0) { d= fsqrt(d); n[0]/=d; n[1]/=d; n[2]/=d; } else { n[0]=n[1]=n[2]= 0.0; } return d; } main() { float lv[3], f, nr, fx, fy, fz; long c, a, b, a1[100], a2[100]; lv[0]= 0.000000; lv[1]= -0.995884; lv[2]= -1.090632; for(a=0; a<1000; a++) { for(b=0; b<1000; b++) { lv[0]= 0.000000; lv[1]= -0.995884; lv[2]= -1.090632; Normalise(lv); } } }