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<TITLE>WZ 1.1: 3D coordinates</TITLE><H1>3D Coordinates</H1> <P>There are a lot of predefined standard systems of 3D coordinates.We have a single general proxy <B>wz2dmap</B> for them:<PRE>#include "coglib.hxx"int main(){ wz3dmap c,c1,c2;</PRE> <P>There are various 3D coordinates:<PRE> c = new wz3Dcoordinates(); c = new wz3Dspherical(); c = new wz3Dcylinder();</PRE><H2>Composition</H2> <P>They may be composed with each other at instantiation time andlater:<PRE> c2 = new wz3Dsphere(c1 = new wz3Dcoordinates); c2->compose(c1);</PRE> <P>Composition in above cases means the following order: <I>x = c2(c1(u))</I><H2>Computation of values</H2> <P>The transformation may be applied in the following way:<PRE> wzFloat u[3] = {0.0,0.0,0.0}; wzFloat x[3],v[3]; (*c)(x,u); // means x = c(u); c->call(x,u); // a synonym; c->inverse(v,x); // the inverse transformation;</PRE><H2>Affine transformations</H2> <P>Affine transformations may be added with the following operations:<PRE> c->stretch(2.0); c->switchXY(); c->switchYZ(); c->switchXZ(); c->rotateX(0.25*wzPi); c->rotateY(0.25*wzPi); c->rotateZ(0.25*wzPi); c->shift(0.5,0.5,0.5);</PRE> <P>Affine transformations may be called multiple times, in this casethey will be composed in the order of the calls. Order obviouslymatters.<H2>Misc</H2> <P>Some information about given coordinates may be obtained by<PRE> c->print(); fine();}</PRE>
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