📄 chcollision.h
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/*----------------------------------------------------------------------------
_ _ _
/\ | | | (_)
/ \ _ __ __| |_ __ ___ _ __ ___ ___ __| |_ __ _
/ /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
/ ____ \| | | | (_| | | | (_) | | | | | | __/ (_| | | (_| |
/_/ \_\_| |_|\__,_|_| \___/|_| |_| |_|\___|\__,_|_|\__,_|
The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation for collision detection in VRML/RenderLab
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/ChCollision.h,v 2.5 1996/07/08 21:30:22 jimd Exp $
#if !defined(_CHCOLLISION_H_)
#define _CHCOLLISION_H_
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D)) || defined(CH_USE_D3D)
class ChCollisionView
{
public:
ChCollisionView(ChRenderContext *pRC, ChNrViewport sceneView, ChNrFrame scene, ChNrFrame sceneCamera);
virtual ~ChCollisionView();
float ChCollisionView::GetCollisionRange(bool boolUseFaces);
void SetDir(GxVec3f dir);
void SetRelativeDir(GxVec3f dir);
void Render();
protected:
unsigned char *m_buffer;
unsigned char *m_zBuffer;
ChNativeContext m_dev;
ChNrViewport m_view;
ChNrFrame m_scene;
ChNrFrame m_camera;
ChNrFrame m_sceneCamera;
ChNrImage m_image;
ChNrImage m_zBufferImage;
#if (defined(CH_USE_RLAB))
#elif (defined(CH_USE_D3D))
ChDevice3D *m_pDevice;
#endif
protected:
void SetBack();
float GetZ();
};
#endif
#endif
// end of file
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