📄 wmlcontsphere3.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 WMLCONTSPHERE3_H
#define WMLCONTSPHERE3_H
#include "WmlSphere3.h"
namespace Wml
{
template <class Real>
WML_ITEM Sphere3<Real> ContSphereOfAABB (int iQuantity,
const Vector3<Real>* akPoint);
template <class Real>
WML_ITEM Sphere3<Real> ContSphereAverage (int iQuantity,
const Vector3<Real>* akPoint);
// These two functions allow for selection of vertices from a pool. The
// return value is 'true' if and only if at least one vertex is valid.
template <class Real>
WML_ITEM bool ContSphereOfAABB (int iQuantity, const Vector3<Real>* akPoint,
const bool* abValid, Sphere3<Real>& rkSphere);
template <class Real>
WML_ITEM bool ContSphereAverage (int iQuantity, const Vector3<Real>* akPoint,
const bool* abValid, Sphere3<Real>& rkSphere);
// Test for containment, point x is in sphere if
// Sqr(Distance(x,sphere.center)) <= Sqr(sphere.radius)
// If an epsilon e is supplied, the test becomes
// Sqr(Distance(x,sphere.center)) <= Sqr(sphere.radius) + e
template <class Real>
WML_ITEM bool InSphere (const Vector3<Real>& rkPoint,
const Sphere3<Real>& rkSphere, Real fEpsilon = (Real)0.0);
template <class Real>
WML_ITEM Sphere3<Real> MergeSpheres (const Sphere3<Real>& rkSphere0,
const Sphere3<Real>& rkSphere1);
}
#endif
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