Martin Jansche wrote: > The 3d cross product can be easily written as a short inline function. > There is no GSL method for the cross product because it is not > defined in general for arbitrary GSL vectors. If you're doing a lot > of 3d vector computations, you might want to look into graphics > libraries instead of GSL. > -- mj >
Here is some fairly self-contained C code that you might like to use. There is any number of other libraries you could try too, of course, depending on your particular application. http://frame3dd.svn.sourceforge.net/viewvc/frame3dd/trunk/src/microstran/vec3.h?view=markup http://frame3dd.svn.sourceforge.net/viewvc/frame3dd/trunk/src/microstran/vec3.c?view=markup Also a small test suite: http://frame3dd.svn.sourceforge.net/viewvc/frame3dd/trunk/test/testvec3.cpp?revision=79&view=markup If anyone one has similar code like this, please let me know. Especially if anyone has a nice implementation of coordinate transformations including quaternions in plain C. Hope that helps Cheers JP > On Wed, May 14, 2008 at 9:37 PM, Ronald Römer <[EMAIL PROTECTED]> wrote: > >> Hello out there, >> >> I will perform a simple cross product between two vectors. What ist the >> right way to do this, because I can not found a function in gsl to do this >> simple calculation? After that I will also perform a normalization of the >> resulting vector. >> >> Greetings >> _______________________________________________ >> Help-gsl mailing list >> [email protected] >> http://lists.gnu.org/mailman/listinfo/help-gsl >> >> > > > _______________________________________________ > Help-gsl mailing list > [email protected] > http://lists.gnu.org/mailman/listinfo/help-gsl > _______________________________________________ Help-gsl mailing list [email protected] http://lists.gnu.org/mailman/listinfo/help-gsl
