📄 wmlfrustum3.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 WMLFRUSTUM3_H
#define WMLFRUSTUM3_H
#include "WmlVector3.h"
namespace Wml
{
template <class Real>
class WML_ITEM Frustum3
{
public:
// Orthogonal frustum. Let E be the origin, L be the left vector, U be
// the up vector, and D be the direction vector. Let l > 0 and u > 0 be
// the extents in the L and U directions, respectively. Let n and f be
// the extents in the D direction with 0 < n < f. The four corners of the
// frustum in the near plane are E + s0*l*L + s1*u*U + n*D where |s0| =
// |s1| = 1 (four choices). The four corners of the frustum in the far
// plane are E + (f/n)*(s0*l*L + s1*u*U) where |s0| = |s1| = 1 (four
// choices).
Frustum3 ();
Vector3<Real>& Origin ();
const Vector3<Real>& Origin () const;
Vector3<Real>& LVector ();
const Vector3<Real>& LVector () const;
Vector3<Real>& UVector ();
const Vector3<Real>& UVector () const;
Vector3<Real>& DVector ();
const Vector3<Real>& DVector () const;
Real& LBound ();
const Real& LBound () const;
Real& UBound ();
const Real& UBound () const;
Real& DMin ();
const Real& DMin () const;
Real& DMax ();
const Real& DMax () const;
void Update ();
Real GetDRatio () const;
Real GetMTwoLF () const;
Real GetMTwoUF () const;
void ComputeVertices (Vector3<Real> akVertex[8]) const;
protected:
Vector3<Real> m_kOrigin, m_kLVector, m_kUVector, m_kDVector;
Real m_fLBound, m_fUBound, m_fDMin, m_fDMax;
// derived quantities
Real m_fDRatio;
Real m_fMTwoLF, m_fMTwoUF;
};
typedef Frustum3<float> Frustum3f;
typedef Frustum3<double> Frustum3d;
}
#endif
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