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📄 mgclinearnetwork.h

📁 《3D游戏引擎设计》的源码
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#ifndef MGCLINEARNETWORK_H
#define MGCLINEARNETWORK_H

// Linear interpolation of a network of triangles whose vertices are of the
// form (x,y,f(x,y)).

#include "MgcTriangleNetwork.h"


class MgcLinearNetwork : public MgcTriangleNetwork
{
public:
    // Construction and destruction.
    //
    // The first constructor implicitly creates the triangle network from the
    // input vertices.  This constructor accepts ownership of the input arrays
    // and will delete them during destruction.  The underlying triangle
    // network object also will be deleted.
    //
    // The second constructor shares the input triangle network.  This
    // constructor accepts ownership of the input function array, but does
    // not delete the triangle network on destruction.  The idea is that the
    // network was shared, either from an explicitly created one by the
    // application or from one created by another interpolator.

    MgcLinearNetwork (int iVertexQuantity, MgcVector2* akVertex,
        MgcReal* afF);

    MgcLinearNetwork (MgcTriangleNetwork& rkNet, MgcReal* afF);

    virtual ~MgcLinearNetwork ();

    // Linear interpolation.  The return value is 'true' if and only if the
    // input point is in the convex hull of the input vertices, in which case
    // the interpolation is valid.
    bool Evaluate (const MgcVector2& rkPoint, MgcReal& rfF);

protected:
    MgcReal* m_afF;
};

#endif

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