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<TITLE>COG 2.1: Coordinates</TITLE><H1>Coordinates</H1> <P>The basic definitions for coordinates are defined in <A HREF="wzmap.hxx">wzmap.hxx</A>, available coordinates are definedin <A HREF="wzmaps.hxx">wzmaps.hxx</A>. <P>The basic design ideas have been: <UL> <LI> Compositions should be possible; <LI> All this should be fast enough for typical 3D applications; <LI> Nice to use for a typical user; </UL> <P>Now, the point is that in a typical 3D application we will have: <UL> <LI> a clear distinction between local coordinates and the global,Euclidean coordinates - and the possibility to mingle them should beminimized; <LI> it is typically combined with some affine transformation of theglobal coordinates, but typically not for the local coordinates. Thistypical transformation is often only a shift, so, if there is someecononmy possible for shifts, it should be used. </UL> <P>Therefore, instead of implementing affine transformations asseparate coordinate transformations (which would be the more"beautiful" way) we have implemented affine transformations on oneside (the "global" x side) as part of all coordinates and maps.
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