wmlintrbox3sph3.h
来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 40 行
H
40 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 WMLINTRBOX3SPH3_H
#define WMLINTRBOX3SPH3_H
#include "WmlBox3.h"
#include "WmlSphere3.h"
namespace Wml
{
// The box is treated as a solid. The extents must be positive; that is, no
// flat boxes are allowed. The FindIntersection query returns 0 or 1 point.
// An initially intersecting box and sphere returns 'false'. (The set of
// intersection can be quite complicated in this configuration.)
// box and sphere are stationary
template <class Real>
WML_ITEM bool TestIntersection (const Box3<Real>& rkBox,
const Sphere3<Real>& rkSphere);
// box and sphere are moving
template <class Real>
WML_ITEM bool FindIntersection (const Box3<Real>& rkBox,
const Vector3<Real>& rkBoxVelocity, const Sphere3<Real>& rkSphere,
const Vector3<Real>& rkSphVelocity, Real& rfTFirst, Real fTMax,
int& riQuantity, Vector3<Real>& rkP);
}
#endif
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