📄 wmldistellipsoidgeodesic.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 WMLDISTCELLIPSOIDGEODESIC_H
#define WMLDISTCELLIPSOIDGEODESIC_H
#include "WmlVector3.h"
namespace Wml
{
// Ellipsoid is (x/a0)^2 + (y/a1)^2 + (z/a2)^2 = 1.
// Input: axis[] = { a0, a1, a2 }
// P, Q are points on the ellipsoid
// Output: Geodesic distance between P and Q (distance of shortest
// path on ellipsoid between P and Q)
template <class Real>
class WML_ITEM EllipsoidGeodesicDistance
{
public:
EllipsoidGeodesicDistance (const Real afAxis[3], const Vector3<Real>& rkP,
const Vector3<Real>& rkQ, Real& rfDistance);
private:
// Callback for the numerical integration of the differential equations
// that define the geodesic path.
static Real Speed (Real fT, void* pvData);
// parameters used by the numerical integration
Real m_fPP, m_fPQ, m_fQQ, m_fPDQ;
static const Real ms_fEpsilon;
};
typedef EllipsoidGeodesicDistance<float> EllipsoidGeodesicDistancef;
typedef EllipsoidGeodesicDistance<double> EllipsoidGeodesicDistanced;
}
#endif
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