📄 wmlintrsph3sph3.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 WMLINTRSPH3SPH3_H
#define WMLINTRSPH3SPH3_H
#include "WmlSphere3.h"
namespace Wml
{
// Test for intersection of static spheres.
template <class Real>
WML_ITEM bool TestIntersection (const Sphere3<Real>& rkS0,
const Sphere3<Real>& rkS1);
// Test for intersection of moving spheres.
template <class Real>
WML_ITEM bool TestIntersection (const Sphere3<Real>& rkS0,
const Sphere3<Real>& rkS1, Real fTime, const Vector3<Real>& rkV0,
const Vector3<Real>& rkV1);
// Find the intersection of static spheres. The circle of intersection is
// X(t) = C + R*(cos(t)*U + sin(t)*V) for 0 <= t < 2*pi.
template <class Real>
WML_ITEM bool FindIntersection (const Sphere3<Real>& rkS0,
const Sphere3<Real>& rkS1, Vector3<Real>& rkU, Vector3<Real>& rkV,
Vector3<Real>& rkC, Real& rfR);
// Find the first time/point of contact of moving spheres. If the spheres
// are initially intersecting, the reported first time is 0 and a point of
// contact is *estimated* as the average of sphere centers.
template <class Real>
WML_ITEM bool FindIntersection (const Sphere3<Real>& rkS0,
const Sphere3<Real>& rkS1, Real fTime, const Vector3<Real>& rkV0,
const Vector3<Real>& rkV1, Real& rfFirstTime,
Vector3<Real>& rkFirstPoint);
}
#endif
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