向量的加法、减法、标量乘法、向量的长度计算
#include<d3dx9math.h>
#include<stdio.h>
int main()
{
D3DXVECTOR2 A2(6.0f,3.0f);
D3DXVECTOR2 B2(4.0f,2.0f);
D3DXVECTOR2 C2;
// 二维向量 C2=A2+B2
C2=A2+B2;
printf("二维向量C2=A2+B2=(6.0f,3.0f)+(4.0f,2.0f)=(%f,%f)\n",C2.x,C2.y);
//二维向量 C2=A2-B2
C2=A2-B2;
printf("二维向量C2=A2-B2=(6.0f,3.0f)-(4.0f,2.0f)=(%f,%f)\n",C2.x,C2.y);
//二维向量的标量乘法
FLOAT m=5.0f;
C2=m*A2;
printf("二维向量的标量乘法:C2=m*A2=m*(6.0f,3.0f)=(%f,%f)\n",C2.x,C2.y);
//二维向量的长度计算 len=sqrt(x^2+y^2)
FLOAT len=D3DXVec2Length(&A2);
printf("二维向量A2=(%f %f)的长度为:%f\n\n",A2.x,A2.y,len);
D3DXVECTOR3 A3(5.0f,2.6f,10.0f);
D3DXVECTOR3 B3(2.0f,3.4f,3.0f);
D3DXVECTOR3 C3;
//三维向量 C3=A3+B3
C3=A3+B3;
printf("三维向量 C3=A3+B3=(5.0f,2.6f,10.0f)+(2.0f,3.4f,3.0f)=(%f %f %f)\n",C3.x,C3.y,C3.z);
//三维向量 C3=A3-B3
C3=A3-B3;
printf("三维向量 C3=A3-B3=(5.0f,2.6f,10.0f)-(2.0f,3.4f,3.0f)=(%f %f %f)\n",C3.x,C3.y,C3.z);
//三维向量的标量乘法
C3=m*A3;
printf("三维向量的标量乘法:C3=m*A3=m*(5.0f,2.6f,10.0f)=(%f,%f %f)\n",C3.x,C3.y,C3.z);
len=D3DXVec3Length(&A3);
printf("三维向量A3=(%f %f %f)的长度为:%f\n\n",A3.x,A3.y,A3.z,len);
return 0;
}
向量的单位化
#include<stdio.h>
#include<d3dx9math.h>
int main()
{
//二维向量单位化 ANormal.x=x/sqrt(x^2+y^2)
D3DXVECTOR2 A(3.0f,6.0f);
D3DXVECTOR2 ANormal;
D3DXVec2Normalize(&ANormal,&A);
printf("二维向量 A=(%f %f)的单位向量为(%f %f)\n",A.x,A.y,ANormal.x,ANormal.y);
//三维向量单位化 BNormal.x=x/sqrt(x^2+y^2+z^2)
D3DXVECTOR3 B(2.5f,10.0f,8.0f);
D3DXVECTOR3 BNormal;
D3DXVec3Normalize(&BNormal,&B);
printf("三维向量 B=(%f %f %f)的单位向量为(%f %f %f)\n",B.x,B.y,B.z,BNormal.x,
BNormal.y,BNormal.z);
return 0;
}
向量的点积
#include<stdio.h>
#include<d3dx9math.h>
int main()
{
//向量的点积运算 u.v=(ux*vx+uy*vy+uz*vz)
D3DXVECTOR3 u(2.0f,3.0f,6.0f);
D3DXVECTOR3 v(11.0f,5.0f,7.0f);
float dotValue = D3DXVec3Dot(&u,&v);
if(dotValue<0)
{
printf("向量u与v的夹角>90度\n");
}
else if(dotValue==0)
{
printf("向量u与v的夹角=90度\n");
}
else if(dotValue>0)
{
printf("向量u与v的夹角<90度\n");
}
return 0;
}