📄 tangent_frames.h
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struct Triangle_List_Mesh;
struct Tangent_Frame_Maker {
Tangent_Frame_Maker();
~Tangent_Frame_Maker();
// If you want to compute the frames all in one shot, use this.
void compute_tangent_frames(Triangle_List_Mesh *mesh);
// If you want to init/compute them incrementally, use this...
void begin_tangent_frames(int num_vertices);
void accumulate_triangle(int indices[3], Vector3 vertices[3],
Vector3 texture_coordinates[3]);
void complete_tangent_frames();
int num_vertices;
Quaternion *tangent_frames; // You will need to delete this yourself
// if you don't want it.
Vector3 *normals, *tangents, *binormals; // These are deleted by this class.
};
// @Robustness: Epsilons like this are really dumb since we don't
// know what scale the user's model is at.
const double LAME_ASS_EPSILON = 1.0e-12;
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