wmlmeshcurvature.h
来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 61 行
H
61 行
// 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 WMLMESHCURVATURE_H
#define WMLMESHCURVATURE_H
#include "WmlMatrix3.h"
namespace Wml
{
template <class Real>
class WML_ITEM MeshCurvature
{
public:
// The caller is responsible for deleting the input arrays.
MeshCurvature (int iVQuantity, const Vector3<Real>* akVertex,
int iTQuantity, const int* aiConnect);
virtual ~MeshCurvature ();
// input values from the constructor
int GetVQuantity () const;
const Vector3<Real>* GetVertices () const;
int GetTQuantity () const;
const int* GetConnect () const;
// derived quantites from the input mesh
const Vector3<Real>* GetNormals () const;
const Real* GetMinCurvatures () const;
const Real* GetMaxCurvatures () const;
const Vector3<Real>* GetMinDirections () const;
const Vector3<Real>* GetMaxDirections () const;
protected:
int m_iVQuantity;
const Vector3<Real>* m_akVertex;
int m_iTQuantity;
const int* m_aiConnect;
Vector3<Real>* m_akNormal;
Real* m_afMinCurvature;
Real* m_afMaxCurvature;
Vector3<Real>* m_akMinDirection;
Vector3<Real>* m_akMaxDirection;
};
typedef MeshCurvature<float> MeshCurvaturef;
typedef MeshCurvature<double> MeshCurvatured;
}
#endif
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