📄 wmlarc2.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 WMLARC2_H
#define WMLARC2_H
#include "WmlCircle2.h"
namespace Wml
{
template <class Real>
class WML_ITEM Arc2 : public Circle2<Real>
{
public:
// The arc is defined by two points End0 and End1 on the circle so that
// End1 is obtained from End0 by traversing counterclockwise. The
// application is responsible for ensuring that End0 and End1 are on the
// circle and that they are properly ordered.
Arc2 ();
Vector2<Real>& End0 ();
const Vector2<Real>& End0 () const;
Vector2<Real>& End1 ();
const Vector2<Real>& End1 () const;
// Test if P is on the arc. The application must ensure that P is on the
// circle; that is, |P-C| = R. This test works regardless of the angle
// between B-C and A-C.
bool Contains (const Vector2<Real>& rkP) const;
protected:
Vector2<Real> m_kEnd0, m_kEnd1;
};
typedef Arc2<float> Arc2f;
typedef Arc2<double> Arc2d;
}
#endif
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