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📄 wmlcubicpolynomialcurve3.h

📁 3D Game Engine Design Source Code非常棒
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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 WMLCUBICPOLYNOMIALCURVE3_H
#define WMLCUBICPOLYNOMIALCURVE3_H

#include "WmlPolynomialCurve3.h"

namespace Wml
{

template <class Real>
class WML_ITEM CubicPolynomialCurve3 : public PolynomialCurve3<Real>
{
public:
    // Construction and destruction.  CubicPolynomialCurve3 accepts
    // responsibility for deleting the input polynomials.
    CubicPolynomialCurve3 (Polynomial1<Real>* pkXPoly,
        Polynomial1<Real>* pkYPoly, Polynomial1<Real>* pkZPoly);

    virtual ~CubicPolynomialCurve3 ();

    // tessellation data
    int GetVertexQuantity () const;
    Vector3<Real>* Vertices ();

    // tessellation by recursive subdivision
    void Tessellate (int iLevel);

protected:
    // precomputation
    class IntervalParameters
    {
    public:
        int m_iI0, m_iI1;
        Vector3<Real> m_akXuu[2];
    };

    // subdivide curve into two halves
    void Subdivide (int iLevel, Real fDSqr, Vector3<Real>* akX,
        IntervalParameters& rkIP);

    // tessellation data
    int m_iVertexQuantity;
    Vector3<Real>* m_akVertex;
};

typedef CubicPolynomialCurve3<float> CubicPolynomialCurve3f;
typedef CubicPolynomialCurve3<double> CubicPolynomialCurve3d;

}

#endif

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