wmlbandedmatrix.h

来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 66 行

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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 WMLBANDEDMATRIX_H
#define WMLBANDEDMATRIX_H

#include "WmlSystem.h"

namespace Wml
{

template <class Real>
class WML_ITEM BandedMatrix
{
public:
    BandedMatrix (int iSize, int iLBands, int iUBands);
    BandedMatrix (const BandedMatrix& rkM);
    ~BandedMatrix ();

    BandedMatrix& operator= (const BandedMatrix& rkM);

    int GetSize () const;
    int GetLBands () const;
    int GetUBands () const;

    Real* GetDBand ();
    const Real* GetDBand () const;

    int GetLBandMax (int i) const;  // LBand(i):  0 <= index < LBandMax
    Real* GetLBand (int i);
    const Real* GetLBand (int i) const;

    int GetUBandMax (int i) const;  // UBand(i):  0 <= index < UBandMax
    Real* GetUBand (int i);
    const Real* GetUBand (int i) const;

    Real& operator() (int iRow, int iCol);
    Real operator() (int iRow, int iCol) const;

    void SetZero ();
    void SetIdentity ();

private:
    void Allocate ();
    void Deallocate ();

    int m_iSize, m_iLBands, m_iUBands;
    Real* m_afDBand;
    Real** m_aafLBand;
    Real** m_aafUBand;
};

typedef BandedMatrix<float> BandedMatrixf;
typedef BandedMatrix<double> BandedMatrixd;

}

#endif

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