📄 wmlintrlin3cyl3.h
字号:
// 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 WMLINTRLIN3CYL3_H
#define WMLINTRLIN3CYL3_H
#include "WmlCylinder3.h"
#include "WmlLine3.h"
#include "WmlRay3.h"
#include "WmlSegment3.h"
namespace Wml
{
// These intersection routines are for bounded cylinders, that is, those for
// which the height is finite. The return value is 'true' if and only if
// the objects intersect. The caller should make sure that the cylinder is
// appropriately tagged as capped or hollow. This is accomplished by using
// the Cylinder3<Real>::Capped member function.
template <class Real>
WML_ITEM bool FindIntersection (const Segment3<Real>& rkSegment,
const Cylinder3<Real>& rkCylinder, int& riQuantity,
Vector3<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Ray3<Real>& rkRay,
const Cylinder3<Real>& rkCylinder, int& riQuantity,
Vector3<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Line3<Real>& rkLine,
const Cylinder3<Real>& rkCylinder, int& riQuantity,
Vector3<Real> akPoint[2]);
}
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -