📄 wmlcontscribecir2.cpp
字号:
// 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.
#include "WmlContScribeCir2.h"
#include "WmlLinearSystem.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Circumscribe (const Vector2<Real>& rkV0, const Vector2<Real>& rkV1,
const Vector2<Real>& rkV2, Circle2<Real>& rkCircle)
{
Vector2<Real> kE10 = rkV1 - rkV0;
Vector2<Real> kE20 = rkV2 - rkV0;
Real aafA[2][2] =
{
{kE10.X(), kE10.Y()},
{kE20.X(), kE20.Y()}
};
Real afB[2] =
{
((Real)0.5)*kE10.SquaredLength(),
((Real)0.5)*kE20.SquaredLength()
};
Vector2<Real> kSol;
if ( LinearSystem<Real>::Solve2(aafA,afB,(Real*)&kSol) )
{
rkCircle.Center() = rkV0 + kSol;
rkCircle.Radius() = kSol.Length();
return true;
}
return false;
}
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Inscribe (const Vector2<Real>& rkV0, const Vector2<Real>& rkV1,
const Vector2<Real>& rkV2, Circle2<Real>& rkCircle)
{
// edges
Vector2<Real> kE0 = rkV1 - rkV0;
Vector2<Real> kE1 = rkV2 - rkV1;
Vector2<Real> kE2 = rkV0 - rkV2;
// normals
Vector2<Real> kN0 = kE0.Perp();
Vector2<Real> kN1 = kE1.Perp();
Vector2<Real> kN2 = kE2.Perp();
Real fA0 = kN1.Dot(kE0);
if ( Math<Real>::FAbs(fA0) < Math<Real>::EPSILON )
return false;
Real fA1 = kN2.Dot(kE1);
if ( Math<Real>::FAbs(fA1) < Math<Real>::EPSILON )
return false;
Real fA2 = kN0.Dot(kE2);
if ( Math<Real>::FAbs(fA2) < Math<Real>::EPSILON )
return false;
Real fInvA0 = ((Real)1.0)/fA0;
Real fInvA1 = ((Real)1.0)/fA1;
Real fInvA2 = ((Real)1.0)/fA2;
rkCircle.Radius() = ((Real)1.0)/(fInvA0 + fInvA1 + fInvA2);
rkCircle.Center() = rkCircle.Radius()*(fInvA0*rkV0 + fInvA1*rkV1 +
fInvA2*rkV2);
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM bool Circumscribe<float> (const Vector2<float>&,
const Vector2<float>&, const Vector2<float>&, Circle2<float>&);
template WML_ITEM bool Inscribe<float> (const Vector2<float>&,
const Vector2<float>&, const Vector2<float>&, Circle2<float>&);
template WML_ITEM bool Circumscribe<double> (const Vector2<double>&,
const Vector2<double>&, const Vector2<double>&, Circle2<double>&);
template WML_ITEM bool Inscribe<double> (const Vector2<double>&,
const Vector2<double>&, const Vector2<double>&, Circle2<double>&);
}
//----------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -