📄 wmlintrhsp3tri3.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 WMLINTRHSP3TRI3_H
#define WMLINTRHSP3TRI3_H
#include "WmlHalfSpace3.h"
#include "WmlTriangle3.h"
namespace Wml
{
// A half space is the set of points on the side of a plane to which the
// plane normal points. In the FindIntersection query where the objects have
// velocity, if the triangle is already intersecting the half space, the
// return value is 'false'. The idea is to find first time of contact.
// stationary objects
template <class Real>
WML_ITEM bool TestIntersection (const HalfSpace3<Real>& rkHalfSpace,
const Triangle3<Real>& rkTri);
template <class Real>
WML_ITEM bool FindIntersection (const HalfSpace3<Real>& rkHalfSpace,
const Triangle3<Real>& rkTri, int& riQuantity, Vector3<Real> akP[3]);
// moving objects
template <class Real>
WML_ITEM bool TestIntersection (const HalfSpace3<Real>& rkHalfSpace,
const Vector3<Real>& rkHspVelocity, const Triangle3<Real>& rkTri,
const Vector3<Real>& rkTriVelocity, Real& rfTFirst, Real fTMax);
template <class Real>
WML_ITEM bool FindIntersection (const HalfSpace3<Real>& rkHalfSpace,
const Vector3<Real>& rkHspVelocity, const Triangle3<Real>& rkTri,
const Vector3<Real>& rkTriVelocity, Real& rfTFirst, Real fTMax,
int& riQuantity, Vector3<Real> akP[3]);
}
#endif
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