wmlapprplanefit3.h
来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 41 行
H
41 行
// 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 WMLAPPRPLANEFIT3_H
#define WMLAPPRPLANEFIT3_H
#include "WmlVector3.h"
namespace Wml
{
// Least-squares fit of a plane to (x,y,f(x,y)) data by using distance
// measurements in the z-direction. The resulting plane is represented by
// z = A*x + B*y + C. The return value is 'false' if the 3x3 coefficient
// matrix in the linear system that defines A, B, and C is nearly singular.
template <class Real>
WML_ITEM bool HeightPlaneFit (int iQuantity, Vector3<Real>* akPoint,
Real& rfA, Real& rfB, Real& rfC);
// Least-squares fit of a plane to (x,y,z) data by using distance measurements
// orthogonal to the proposed plane. The resulting plane is represented by
// Normal.Dot(X - Offset) = 0. The return value of the function is the
// associated minimum in the function that was minimized.
template <class Real>
WML_ITEM Real OrthogonalPlaneFit (int iQuantity, Vector3<Real>* akPoint,
Vector3<Real>& rkOffset, Vector3<Real>& rkNormal);
}
#endif
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