📄 wmlcone3.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 WMLCONE3_H
#define WMLCONE3_H
#include "WmlVector3.h"
namespace Wml
{
template <class Real>
class WML_ITEM Cone3
{
public:
// An acute cone is Dot(A,X-V) = |X-V| cos(T) where V is the vertex, A
// is the unit-length direction of the axis of the cone, and T is the
// cone angle with 0 < T < PI/2. The cone interior is defined by the
// inequality Dot(A,X-V) >= |X-V| cos(T). Since cos(T) > 0, we can avoid
// computing square roots. The solid cone is defined by the inequality
// Dot(A,X-V)^2 >= Dot(X-V,X-V) cos(T)^2.
Cone3 ();
Vector3<Real>& Vertex ();
const Vector3<Real>& Vertex () const;
Vector3<Real>& Axis ();
const Vector3<Real>& Axis () const;
Real& CosAngle ();
const Real& CosAngle () const;
Real& SinAngle ();
const Real& SinAngle () const;
protected:
Vector3<Real> m_kVertex;
Vector3<Real> m_kAxis;
Real m_fCos, m_fSin; // cos(T), sin(T)
};
typedef Cone3<float> Cone3f;
typedef Cone3<double> Cone3d;
}
#endif
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