📄 wmlintrlin3eld3.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 WMLINTRLIN3ELD3_H
#define WMLINTRLIN3ELD3_H
#include "WmlEllipsoid3.h"
#include "WmlLine3.h"
#include "WmlRay3.h"
#include "WmlSegment3.h"
namespace Wml
{
// return value is 'true' if and only if objects intersect
template <class Real>
WML_ITEM bool TestIntersection (const Segment3<Real>& rkSegment,
const Ellipsoid3<Real>& rkEllipsoid);
template <class Real>
WML_ITEM bool TestIntersection (const Ray3<Real>& rkRay,
const Ellipsoid3<Real>& rkEllipsoid);
template <class Real>
WML_ITEM bool TestIntersection (const Line3<Real>& rkLine,
const Ellipsoid3<Real>& rkEllipsoid);
template <class Real>
WML_ITEM bool FindIntersection (const Segment3<Real>& rkSegment,
const Ellipsoid3<Real>& rkEllipsoid, int& riQuantity,
Vector3<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Ray3<Real>& rkRay,
const Ellipsoid3<Real>& rkEllipsoid, int& riQuantity,
Vector3<Real> akPoint[2]);
template <class Real>
WML_ITEM bool FindIntersection (const Line3<Real>& rkLine,
const Ellipsoid3<Real>& rkEllipsoid, int& riQuantity,
Vector3<Real> akPoint[2]);
}
#endif
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