wmlintrpln3sph3.h

来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 39 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 WMLINTRPLN3SPH3_H
#define WMLINTRPLN3SPH3_H

#include "WmlPlane3.h"
#include "WmlSphere3.h"

namespace Wml
{

// The boolean bUnitNormal is a hint about whether or not the plane normal
// is unit length.  If it is not, the length must be calculated by these
// routines.  For batch calls, the plane normal should be unitized in advance
// to avoid the expensive length calculation.

template <class Real>
WML_ITEM bool TestIntersection (const Plane3<Real>& rkPlane,
    const Sphere3<Real>& rkSphere, bool bUnitNormal);

// Culling support.  View frustum is assumed to be on the positive side of
// the plane.  Sphere is culled if it is on the negative side.

template <class Real>
WML_ITEM bool Culled (const Plane3<Real>& rkPlane,
    const Sphere3<Real>& rkSphere, bool bUnitNormal);

}

#endif

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