📄 polyline3.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef POLYLINE3_H
#define POLYLINE3_H
#include "WmlVector3.h"
using namespace Wml;
class Polyline3
{
public:
// Constructor and destructor. The quantity Q must be 2 or larger.
// Polyline3 accepts responsibility for deleting the input array. The
// vertices are assumed to be ordered. For an open polyline, the segments
// are <V[i],V[i+1]> for 0 <= i <= Q-2. If the polyline is closed, an
// additional segment is <V[Q-1],V[0]>.
Polyline3 (int iVQuantity, Vector3f* akVertex, bool bClosed);
~Polyline3 ();
// accessors to vertex data
int GetVertexQuantity () const;
const Vector3f* GetVertices () const;
bool GetClosed () const;
// accessors to edge data
int GetEdgeQuantity () const;
const int* GetEdges () const;
// accessors to level of detail (MinLOD <= LOD <= MaxLOD is required)
int GetMinLevelOfDetail () const;
int GetMaxLevelOfDetail () const;
void SetLevelOfDetail (int iLOD);
int GetLevelOfDetail () const;
protected:
// the polyline vertices
int m_iVQuantity;
Vector3f* m_akVertex;
bool m_bClosed;
// the polyline edges
int m_iEQuantity;
int* m_aiEdge;
// the level of detail information
int m_iVMin, m_iVMax;
int* m_aiMap;
};
#include "Polyline3.inl"
#endif
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