📄 wmlintrcir2cir2.h
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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 WMLINTRCIR2CIR2_H
#define WMLINTRCIR2CIR2_H
#include "WmlArc2.h"
// The return value is 'true' if and only if the objects intersect. The
// returned quantity is usually 0, 1, or 2 and is the number of valid points
// in akPoint[2] (the intersection points). It is also possible that the
// two objects overlap in infinitely many points. For the circle-circle case,
// the returned quantity is -1 and the first circle can be used as the
// intersection set. The akPoint[] values are invalid. For the circle-arc
// case, the returned quantity is -1 and the arc can be used as the
// intersection set. The akPoint[] values are invalid. For the arc-arc case,
// the returned quantity is
// 0: arcs do not overlap
// -1: arcs just touch at a single point, akPoint[0]
// -2: arcs overlap on an arc, <akPoint[0],akPoint[1]>
// The application must look at the sign of riQuantity when the function
// returns 'true' to trap these cases.
namespace Wml
{
template <class Real>
WML_ITEM bool FindIntersection (const Circle2<Real>& rkCircle0,
const Circle2<Real>& rkCircle1, int& riQuantity,
Vector2<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Circle2<Real>& rkCircle,
const Arc2<Real>& rkArc, int& riQuantity, Vector2<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Arc2<Real>& rkArc0,
const Arc2<Real>& rkArc1, int& riQuantity, Vector2<Real> akPoint[2]);
}
#endif
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