📄 wmldistvec3box3.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 WMLDISTVEC3BOX3_H
#define WMLDISTVEC3BOX3_H
#include "WmlBox3.h"
namespace Wml
{
// Use these for oriented bounding boxes. If you provide three non-null
// pointers pfBParam0, pfBParam1, pfBParam2, both functions also return the
// closest point in box coordinates. That is, if the box has center C and
// axes U0, U1, and U2, the closest point to the input point is
// K = C + (*pfBParam0)*U0 + (*pfBParam1)*U1 + (*pfBParam2)*U2;
template <class Real>
WML_ITEM Real SqrDistance (const Vector3<Real>& rkPoint,
const Box3<Real>& rkBox, Real* pfBParam0 = NULL, Real* pfBParam1 = NULL,
Real* pfBParam2 = NULL);
template <class Real>
WML_ITEM Real Distance (const Vector3<Real>& rkPoint,
const Box3<Real>& rkBox, Real* pfBParam0 = NULL, Real* pfBParam1 = NULL,
Real* pfBParam2 = NULL);
// Use these for axis-aligned bounding boxes. A point is in the box whenever
// xmin <= x <= xmax and ymin <= y <= ymax and zmin <= z <= zmax. If you
// provide a non-null pointer pkClosest, both functions also return the
// closest point.
template <class Real>
WML_ITEM Real SqrDistance (const Vector3<Real>& rkPoint, Real fXMin,
Real fXMax, Real fYMin, Real fYMax, Real fZMin, Real fZMax,
Vector3<Real>* pkClosest = NULL);
template <class Real>
WML_ITEM Real Distance (const Vector3<Real>& rkPoint, Real fXMin,
Real fXMax, Real fYMin, Real fYMax, Real fZMin, Real fZMax,
Vector3<Real>* pkClosest = NULL);
}
#endif
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