wmlintpbsplineuniformn.h
来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 56 行
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56 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 WMLINTPBSPLINEUNIFORMN_H
#define WMLINTPBSPLINEUNIFORMN_H
#include "WmlIntpBSplineUniform.h"
namespace Wml
{
template <class Real>
class WML_ITEM IntpBSplineUniformN : public IntpBSplineUniform<Real>
{
public:
// Construction and destruction. IntpBSplineUniformN accepts
// responsibility for deleting the input array afData. The input array
// aiDim is copied.
IntpBSplineUniformN (int iDims, int iDegree, const int* aiDim,
Real* afData);
virtual ~IntpBSplineUniformN ();
int Index (int* aiI) const;
// spline evaluation for function interpolation (no derivatives)
virtual Real operator() (Real* afX);
// spline evaluation, derivative counts given in aiDx[]
virtual Real operator() (int* aiDx, Real* afX);
private:
int* m_aiEvI;
int* m_aiCiLoop;
int* m_aiCiDelta;
int* m_aiOpI;
int* m_aiOpJ;
int* m_aiOpDelta;
void EvaluateUnknownData ();
void ComputeIntermediate ();
};
typedef IntpBSplineUniformN<float> IntpBSplineUniformNf;
typedef IntpBSplineUniformN<double> IntpBSplineUniformNd;
}
#endif
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