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Unigine::Geometry Class

Header: #include <UnigineMathLibGeometry.h>

This class is used to represent a collection of generic 3d math functions such as line plane intersection, closest points on two lines, etc.

Geometry Class

Members


void getClosestPointOnLine ( const Math::dvec3 & point, const Math::dvec3 & p0, const Math::dvec3 & p1, Math::dvec3 & ret ) #

Scans the specified line segment and searches for the point closest to the reference point. The found point is put in the return vector.

Arguments

  • const Math::dvec3 & point - Reference point.
  • const Math::dvec3 & p0 - Line start point.
  • const Math::dvec3 & p1 - Line end point.
  • Math::dvec3 & ret - Return vector.

void getClosestPointOnLine ( const Math::vec3 & point, const Math::vec3 & p0, const Math::vec3 & p1, Math::vec3 & ret ) #

Scans the specified line segment and searches for the point closest to the reference point. The found point is put in the return vector.

Arguments

  • const Math::vec3 & point - Reference point.
  • const Math::vec3 & p0 - Line start point.
  • const Math::vec3 & p1 - Line end point.
  • Math::vec3 & ret - Return vector.

bool getClosestPointOnTriangle ( const Math::dvec3 & point, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2, Math::dvec3 & ret ) #

Scans the specified triangle and searches for the point closest to the reference point. The found point is put in the return vector.

Arguments

  • const Math::dvec3 & point - Reference point.
  • const Math::dvec3 & v0 - The first vertex of the triangle.
  • const Math::dvec3 & v1 - The second vertex of the triangle.
  • const Math::dvec3 & v2 - The third vertex of the triangle.
  • Math::dvec3 & ret - Return vector.

Return value

true if the point is inside the triangle; otherwise, false

bool getClosestPointOnTriangle ( const Math::vec3 & point, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, Math::vec3 & ret ) #

Scans the specified triangle and searches for the point closest to the reference point. The found point is put in the return vector.

Arguments

  • const Math::vec3 & point - Reference point.
  • const Math::vec3 & v0 - The first vertex of the triangle.
  • const Math::vec3 & v1 - The second vertex of the triangle.
  • const Math::vec3 & v2 - The third vertex of the triangle.
  • Math::vec3 & ret - Return vector.

Return value

true if the point is inside the triangle; otherwise, false

bool getClosestPointsOnLines ( const Math::dvec3 & p00, const Math::dvec3 & p01, const Math::dvec3 & p10, const Math::dvec3 & p11, Math::dvec3 & ret_0, Math::dvec3 & ret_1 ) #

Scans the two specified lines and searches for the pair of closest points. The closest points of the first and the second lines are put in the respective return vector.

Arguments

  • const Math::dvec3 & p00 - Start point of the first line.
  • const Math::dvec3 & p01 - End point of the first line.
  • const Math::dvec3 & p10 - Start point of the second line.
  • const Math::dvec3 & p11 - End point of the second line.
  • Math::dvec3 & ret_0 - First return vector.
  • Math::dvec3 & ret_1 - Second return vector.

Return value

true if the lines cross; otherwise, false

bool getClosestPointsOnLines ( const Math::vec3 & p00, const Math::vec3 & p01, const Math::vec3 & p10, const Math::vec3 & p11, Math::vec3 & ret_0, Math::vec3 & ret_1 ) #

Scans the two specified lines and searches for the pair of closest points. The closest points of the first and the second lines are put in the respective return vectors.

Arguments

  • const Math::vec3 & p00 - Start point of the first line.
  • const Math::vec3 & p01 - End point of the first line.
  • const Math::vec3 & p10 - Start point of the second line.
  • const Math::vec3 & p11 - End point of the second line.
  • Math::vec3 & ret_0 - First return vector.
  • Math::vec3 & ret_1 - Second return vector.

Return value

true if the lines cross; otherwise, false

bool irayBoundBoxIntersection ( const Math::dvec3 & point, const Math::dvec3 & idirection, const Math::dvec3 & min, const Math::dvec3 & max ) #

Checks if there is an intersection between a ray and a bounding box. The same function as rayBoundBoxIntersection(), but it uses the inverse of the ray direction, which increases performance.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & idirection - Inverse direction of the ray.
  • const Math::dvec3 & min - Min coordinates of the axis-aligned bounding box.
  • const Math::dvec3 & max - Max coordinates of the axis-aligned bounding box.

Return value

true if the given ray intersects the given bounding box; otherwise, false.

bool irayBoundBoxIntersection ( const Math::vec3 & point, const Math::vec3 & idirection, const Math::vec3 & min, const Math::vec3 & max ) #

Checks if there is an intersection between a ray and a bounding box. The same function as rayBoundBoxIntersection(), but it uses the inverse of the ray direction, which increases performance.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & idirection - Inverse direction of the ray.
  • const Math::vec3 & min - Min coordinates of the axis-aligned bounding box.
  • const Math::vec3 & max - Max coordinates of the axis-aligned bounding box.

Return value

true if the given ray intersects the given bounding box; otherwise, false.

bool linePlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec4 & plane ) #

Checks if there is an intersection between a line and a plane.

Arguments

  • const Math::vec3 & p0 - Start point of the line.
  • const Math::vec3 & p1 - End point of the line.
  • const Math::vec4 & plane - Plane.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec4 & plane ) #

Checks if there is an intersection between a line and a plane.

Arguments

  • const Math::dvec3 & p0 - Start point of the line.
  • const Math::dvec3 & p1 - End point of the line.
  • const Math::dvec4 & plane - Plane.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec3 & plane_point, const Math::vec3 & plane_normal ) #

Checks if there is an intersection between a line and a plane.

Arguments

  • const Math::vec3 & p0 - Start point of the line.
  • const Math::vec3 & p1 - End point of the line.
  • const Math::vec3 & plane_point - Point of the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal ) #

Checks if there is an intersection between a line and a plane.

Arguments

  • const Math::dvec3 & p0 - Start point of the line.
  • const Math::dvec3 & p1 - Start point of the line.
  • const Math::dvec3 & plane_point - Point of the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec4 & plane, Math::vec3 & ret ) #

Calculates the intersection of a line and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & p0 - Start point of the line.
  • const Math::vec3 & p1 - End point of the line.
  • const Math::vec4 & plane - Plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec4 & plane, Math::dvec3 & ret ) #

Calculates the intersection of a line and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & p0 - Start point of the line.
  • const Math::dvec3 & p1 - End point of the line.
  • const Math::dvec4 & plane - Plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec3 & plane_point, const Math::vec3 & plane_normal, Math::vec3 & ret ) #

Calculates the intersection of a line and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & p0 - Start point of the line.
  • const Math::vec3 & p1 - End point of the line.
  • const Math::vec3 & plane_point - Point of the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given line intersects the given plane; otherwise, false.

bool linePlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal, Math::dvec3 & ret ) #

Calculates the intersection of a line and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & p0 - Start point of the line.
  • const Math::dvec3 & p1 - End point of the line.
  • const Math::dvec3 & plane_point - Point of the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given line intersects the given plane; otherwise, false.

void orthoBasis ( const Math::vec3 & v, Math::vec3 & tangent, Math::vec3 & binormal ) #

Creates an ortho transformation. Output tangent and binormal vectors are put in corresponding return vector.

Arguments

  • const Math::vec3 & v - Input vector.
  • Math::vec3 & tangent - Return vector.
  • Math::vec3 & binormal - Return vector.

void orthoBasis ( const Math::dvec3 & v, Math::dvec3 & tangent, Math::dvec3 & binormal ) #

Creates an ortho transformation. Output tangent and binormal vectors are put in corresponding return vectors.

Arguments

  • const Math::dvec3 & v - Input vector.
  • Math::dvec3 & tangent - Return vector.
  • Math::dvec3 & binormal - Return vector.

Math::quat orthoTangent ( const Math::vec3 & tangent, const Math::vec3 & binormal, const Math::vec3 & normal ) #

Creates the ortho triangle tangent space basis.

Arguments

  • const Math::vec3 & tangent - Tangent vector.
  • const Math::vec3 & binormal - Binormal vector.
  • const Math::vec3 & normal - Normal vector.

Return value

Tangent basis.

Math::quat orthoTangent ( const Math::vec4 & tangent, const Math::vec3 & normal ) #

Creates the ortho triangle tangent space basis.

Arguments

  • const Math::vec4 & tangent - Tangent vector.
  • const Math::vec3 & normal - Normal vector.

Return value

Tangent basis.

void orthoTransform ( const Math::dvec3 & v, Math::dmat4 & transform ) #

Creates an ortho transformation. The transformation is put in the return matrix.

Arguments

  • const Math::dvec3 & v - Input vector.
  • Math::dmat4 & transform - Return matrix.

void orthoTransform ( const Math::vec3 & v, Math::mat4 & transform ) #

Creates an ortho transformation. The transformation is put in the return matrix.

Arguments

  • const Math::vec3 & v - Input vector.
  • Math::mat4 & transform - Return matrix.

float pointPolygonDistance ( const Math::vec3 & point, const Math::vec3 * vertex, int[] indices, int num_indices, const Math::vec4 & plane ) #

Returns the distance from a point to a polygon.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::vec4 & plane - Polygon plane.

Return value

Distance.

double pointPolygonDistance ( const Math::dvec3 & point, const Math::dvec3 * vertex, int[] indices, int num_indices, const Math::dvec4 & plane ) #

Returns the distance from a point to a polygon.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::dvec4 & plane - Polygon plane.

Return value

Distance.

float pointPolygonDistance ( const Math::vec3 & point, const Math::vec3 * vertex, unsigned short [] indices, int num_indices, const Math::vec4 & plane ) #

Returns the distance from a point to a polygon.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::vec4 & plane - Polygon plane.

Return value

Distance.

double pointPolygonDistance ( const Math::dvec3 & point, const Math::dvec3 * vertex, unsigned short [] indices, int num_indices, const Math::dvec4 & plane ) #

Returns the distance from a point to a polygon.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::dvec4 & plane - Polygon plane.

Return value

Distance.

bool pointPolygonInside ( const Math::vec3 & point, const Math::vec3 * vertex, int[] indices, int num_indices, const Math::vec3 & normal ) #

Checks if a point is inside a polygon.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::vec3 & normal - Normal to the polygon plane.

Return value

true if the point is inside the given polygon; otherwise, false.

bool pointPolygonInside ( const Math::dvec3 & point, const Math::dvec3 * vertex, int[] indices, int num_indices, const Math::dvec3 & normal ) #

Checks if a point is inside a polygon.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::dvec3 & normal - Normal to the polygon plane.

Return value

true if the point is inside the given polygon; otherwise, false.

bool pointPolygonInside ( const Math::vec3 & point, const Math::vec3 * vertex, unsigned short [] indices, int num_indices, const Math::vec3 & normal ) #

Checks if a point is inside a polygon.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::vec3 & normal - Normal to the polygon plane.

Return value

true if the point is inside the given polygon; otherwise, false.

bool pointPolygonInside ( const Math::dvec3 & point, const Math::dvec3 * vertex, unsigned short [] indices, int num_indices, const Math::dvec3 & normal ) #

Checks if a point is inside a polygon.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.
  • const Math::dvec3 & normal - Normal to the polygon plane.

Return value

true if the point is inside the given polygon; otherwise, false.

void pointTriangleCoordinates ( const Math::vec2 & point, const Math::vec2 & v0, const Math::vec2 & v1, const Math::vec2 & v2, float & a, float & b ) #

Calculates barycentric triangle coordinates. The coordinates are put in corresponding return variables.

Arguments

  • const Math::vec2 & point - Point.
  • const Math::vec2 & v0 - The first vertex of the triangle.
  • const Math::vec2 & v1 - The second vertex of the triangle.
  • const Math::vec2 & v2 - The third vertex of the triangle.
  • float & a - Return variable.
  • float & b - Return variable.

void pointTriangleCoordinates ( const Math::vec3 & point, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, float & a, float & b ) #

Calculates barycentric triangle coordinates. The coordinates are put in corresponding return variables.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 & v0 - The first vertex of the triangle.
  • const Math::vec3 & v1 - The second vertex of the triangle.
  • const Math::vec3 & v2 - The third vertex of the triangle.
  • float & a - Return variable.
  • float & b - Return variable.

void pointTriangleCoordinates ( const Math::dvec3 & point, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2, double & a, double & b ) #

Calculates barycentric triangle coordinates. The coordinates are put in corresponding return variables.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 & v0 - The first vertex of the triangle.
  • const Math::dvec3 & v1 - The second vertex of the triangle.
  • const Math::dvec3 & v2 - The third vertex of the triangle.
  • double & a - Return variable.
  • double & b - Return variable.

double pointTriangleDistance ( const Math::dvec3 & point, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2, const Math::dvec4 & plane ) #

Returns the closest distance from a point to a triangle.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 & v0 - The first vertex of the triangle.
  • const Math::dvec3 & v1 - The second vertex of the triangle.
  • const Math::dvec3 & v2 - The third vertex of the triangle.
  • const Math::dvec4 & plane - Triangle plane.

Return value

Distance.

float pointTriangleDistance ( const Math::vec3 & point, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, const Math::vec4 & plane ) #

Returns the closest distance from a point to a triangle.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 & v0 - The first vertex of the triangle.
  • const Math::vec3 & v1 - The second vertex of the triangle.
  • const Math::vec3 & v2 - The third vertex of the triangle.
  • const Math::vec4 & plane - Triangle plane.

Return value

Distance.

bool pointTriangleInside ( const Math::vec3 & point, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, const Math::vec3 & normal ) #

Checks if a point is inside a triangle.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 & v0 - The first vertex of the triangle.
  • const Math::vec3 & v1 - The second vertex of the triangle.
  • const Math::vec3 & v2 - The third vertex of the triangle.
  • const Math::vec3 & normal - Normal to the triangle plane.

Return value

true if the point is inside the given triangle; otherwise, false.

bool pointTriangleInside ( const Math::dvec3 & point, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2, const Math::dvec3 & normal ) #

Checks if a point is inside a triangle.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 & v0 - The first vertex of the triangle.
  • const Math::dvec3 & v1 - The second vertex of the triangle.
  • const Math::dvec3 & v2 - The third vertex of the triangle.
  • const Math::dvec3 & normal - Normal to the triangle plane.

Return value

true if the point is inside the given triangle; otherwise, false.

bool pointTriangleInside ( const Math::dvec3 & point, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2 ) #

Checks if a point is inside a triangle.

Arguments

  • const Math::dvec3 & point - Point.
  • const Math::dvec3 & v0 - The first vertex of the triangle.
  • const Math::dvec3 & v1 - The second vertex of the triangle.
  • const Math::dvec3 & v2 - The third vertex of the triangle.

Return value

true if the point is inside the given triangle; otherwise, false.

bool pointTriangleInside ( const Math::vec3 & point, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Checks if a point is inside a triangle.

Arguments

  • const Math::vec3 & point - Point.
  • const Math::vec3 & v0 - The first vertex of the triangle.
  • const Math::vec3 & v1 - The second vertex of the triangle.
  • const Math::vec3 & v2 - The third vertex of the triangle.

Return value

true if the point is inside the given triangle; otherwise, false.

Math::vec4 polygonPlane ( const Math::vec3 * vertex, int[] indices, int num_indices ) #

Returns the polygon plane.

Arguments

  • const Math::vec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.

Return value

Polygon plane.

Math::dvec4 polygonPlane ( const Math::dvec3 * vertex, int[] indices, int num_indices ) #

Returns the polygon plane.

Arguments

  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • int[] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.

Return value

Polygon plane.

Math::vec4 polygonPlane ( const Math::vec3 * vertex, unsigned short [] indices, int num_indices ) #

Returns the polygon plane.

Arguments

  • const Math::vec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.

Return value

Polygon plane.

Math::dvec4 polygonPlane ( const Math::dvec3 * vertex, unsigned short [] indices, int num_indices ) #

Returns the polygon plane.

Arguments

  • const Math::dvec3 * vertex - Pointer to vertex structure.
  • unsigned short [] indices - Array of vertex indices.
  • int num_indices - Total number of vertex indices.

Return value

Polygon plane.

Math::vec3 projectOntoPlane ( const Math::vec3 & v, const Math::vec3 & plane_normal ) #

Calculates the projection of a vector onto a given plane.

Arguments

  • const Math::vec3 & v - Input vector.
  • const Math::vec3 & plane_normal - Normal to the plane.

Return value

Projection of the input vector onto the plane.

Math::dvec3 projectOntoPlane ( const Math::dvec3 & v, const Math::dvec3 & plane_normal ) #

Calculates the projection of a vector onto a given plane.

Arguments

  • const Math::dvec3 & v - Input vector.
  • const Math::dvec3 & plane_normal - Normal to the plane.

Return value

Projection of the input vector onto the plane.

bool rayBoundBoxIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec3 & min, const Math::dvec3 & max ) #

Checks if a ray intersects a bounding box. The same function as irayBoundBoxIntersection(), but the latter has higher performance due to reduction of division operations, as the ray direction is replaced by the pre-calculated inverse of the ray direction.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec3 & min - Min coordinates of the axis-aligned bounding box.
  • const Math::dvec3 & max - Max coordinates of the axis-aligned bounding box.

Return value

true if the given ray intersects the given bounding box; otherwise, false.

bool rayBoundBoxIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec3 & min, const Math::vec3 & max ) #

Checks if a ray intersects a bounding box. The same function as irayBoundBoxIntersection(), but the latter has higher performance due to reduction of division operations, as the ray direction is replaced by the pre-calculated inverse of the ray direction.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec3 & min - Min coordinates of the axis-aligned bounding box.
  • const Math::vec3 & max - Max coordinates of the axis-aligned bounding box.

Return value

true if the given ray intersects the given bounding box; otherwise, false.

bool rayPlaneIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec4 & plane ) #

Checks if a ray intersects a plane.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec4 & plane - Plane.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec4 & plane ) #

Checks if a ray intersects a plane.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec4 & plane - Plane.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec3 & plane_point, const Math::vec3 & plane_normal ) #

Checks if a ray intersects a plane.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec3 & plane_point - Point on the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal ) #

Checks if a ray intersects a plane.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec3 & plane_point - Point on the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec4 & plane, Math::vec3 & ret ) #

Calculates the intersection of a ray and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec4 & plane - Plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec4 & plane, Math::dvec3 & ret ) #

Calculates the intersection of a ray and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec4 & plane - Plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec3 & plane_point, const Math::vec3 & plane_normal, Math::vec3 & ret ) #

Calculates the intersection of a ray and a plane. If the function returns true, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec3 & plane_point - Point on the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayPlaneIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal, Math::dvec3 & ret ) #

Calculates the intersection of a ray and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec3 & plane_point - Point on the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given ray intersects the given plane; otherwise, false.

bool rayTriangleIntersection ( const Math::vec3 & point, const Math::vec3 & direction, const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Checks if a ray intersects a triangle.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction of the ray.
  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.

Return value

true if the given ray intersects the given triangle; otherwise, false.

bool rayTriangleIntersection ( const Math::dvec3 & point, const Math::dvec3 & direction, const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2 ) #

Checks if a ray intersects a triangle.

Arguments

  • const Math::dvec3 & point - Starting point of the ray.
  • const Math::dvec3 & direction - Direction of the ray.
  • const Math::dvec3 & v0 - The first triangle vertex.
  • const Math::dvec3 & v1 - The second triangle vertex.
  • const Math::dvec3 & v2 - The third triangle vertex.

Return value

true if the given ray intersects the given triangle; otherwise, false.

bool segmentPlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec4 & plane ) #

Checks if a segment intersects a plane.

Arguments

  • const Math::vec3 & p0 - Start point of the line segment.
  • const Math::vec3 & p1 - End point of the line segment.
  • const Math::vec4 & plane - Plane.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec4 & plane ) #

Checks if a segment intersects a plane.

Arguments

  • const Math::dvec3 & p0 - Start point of the line segment.
  • const Math::dvec3 & p1 - End point of the line segment.
  • const Math::dvec4 & plane - Plane.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec3 & plane_point, const Math::vec3 & plane_normal ) #

Checks if a segment intersects a plane.

Arguments

  • const Math::vec3 & p0 - Start point of the line segment.
  • const Math::vec3 & p1 - End point of the line segment.
  • const Math::vec3 & plane_point - Point on the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal ) #

Checks if a segment intersects a plane.

Arguments

  • const Math::dvec3 & p0 - Start point of the line segment.
  • const Math::dvec3 & p1 - End point of the line segment.
  • const Math::dvec3 & plane_point - Point on the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec4 & plane, Math::vec3 & ret ) #

Calculates the intersection of a segment and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & p0 - Start point of the line segment.
  • const Math::vec3 & p1 - End point of the line segment.
  • const Math::vec4 & plane - Plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec4 & plane, Math::dvec3 & ret ) #

Calculates the intersection of a line segment and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & p0 - Start point of the line segment.
  • const Math::dvec3 & p1 - End point of the line segment.
  • const Math::dvec4 & plane - Plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, const Math::vec3 & plane_point, const Math::vec3 & plane_normal, Math::vec3 & ret ) #

Calculates the intersection of a line segment and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::vec3 & p0 - Start point of the line segment.
  • const Math::vec3 & p1 - End point of the line segment.
  • const Math::vec3 & plane_point - Point on the plane.
  • const Math::vec3 & plane_normal - Normal to the plane.
  • Math::vec3 & ret - Return vector.

Return value

true if the given segment intersects the given plane; otherwise, false.

bool segmentPlaneIntersection ( const Math::dvec3 & p0, const Math::dvec3 & p1, const Math::dvec3 & plane_point, const Math::dvec3 & plane_normal, Math::dvec3 & ret ) #

Calculates the intersection of a line segment and a plane. If the function returns 1, the point of intersection is put in the return vector.

Arguments

  • const Math::dvec3 & p0 - Start point of the line segment.
  • const Math::dvec3 & p1 - End point of the line segment.
  • const Math::dvec3 & plane_point - Point on the plane.
  • const Math::dvec3 & plane_normal - Normal to the plane.
  • Math::dvec3 & ret - Return vector.

Return value

true if the given segment intersects the given plane; otherwise, false.

double triangleArea ( const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2 ) #

Returns the triangle area.

Arguments

  • const Math::dvec3 & v0 - The first triangle vertex.
  • const Math::dvec3 & v1 - The second triangle vertex.
  • const Math::dvec3 & v2 - The third triangle vertex.

Return value

Triangle area.

float triangleArea ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Returns the triangle area.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.

Return value

Triangle area.

Math::dvec3 triangleNormal ( const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2 ) #

Returns the triangle normal vector.

Arguments

  • const Math::dvec3 & v0 - The first triangle vertex.
  • const Math::dvec3 & v1 - The second triangle vertex.
  • const Math::dvec3 & v2 - The third triangle vertex.

Return value

Triangle normal vector.

Math::vec3 triangleNormal ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Returns the triangle normal vector.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.

Return value

Triangle normal vector.

Math::vec4 trianglePlane ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Returns the triangle plane.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.

Return value

Triangle plane.

Math::dvec4 trianglePlane ( const Math::dvec3 & v0, const Math::dvec3 & v1, const Math::dvec3 & v2 ) #

Returns the triangle plane.

Arguments

  • const Math::dvec3 & v0 - The first triangle vertex.
  • const Math::dvec3 & v1 - The second triangle vertex.
  • const Math::dvec3 & v2 - The third triangle vertex.

Return value

Triangle plane.

Math::vec4 triangleTangent ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, const Math::vec2 & t0, const Math::vec2 & t1, const Math::vec2 & t2 ) #

Returns the triangle tangent space.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.
  • const Math::vec2 & t0 - Tangent vector of the first triangle vertex.
  • const Math::vec2 & t1 - Tangent vector of the second triangle vertex.
  • const Math::vec2 & t2 - Tangent vector of the third triangle vertex.

Return value

Triangle tangent space vector.

Math::vec4 triangleTangent ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2, const Math::vec2 & t0, const Math::vec2 & t1, const Math::vec2 & t2, const Math::vec3 & normal ) #

Returns the triangle tangent space.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.
  • const Math::vec2 & t0 - Tangent vector of the first triangle vertex.
  • const Math::vec2 & t1 - Tangent vector of the second triangle vertex.
  • const Math::vec2 & t2 - Tangent vector of the third triangle vertex.
  • const Math::vec3 & normal - Normal.

Return value

Triangle tangent space vector.

Math::vec4 triangleTangent ( const Math::vec3 & v0, const Math::vec3 & v1, const Math::vec3 & v2 ) #

Returns the triangle tangent space.

Arguments

  • const Math::vec3 & v0 - The first triangle vertex.
  • const Math::vec3 & v1 - The second triangle vertex.
  • const Math::vec3 & v2 - The third triangle vertex.

Return value

Triangle tangent space vector.

void TriangleRasterize ( Vertex * vertex, int x0, int y0, int x1, int y1, Shader & shader ) #

Positions the given triangle within the given screen coordinates, rasterizes it and applies the specified shader to each pixel.

Arguments

  • Vertex * vertex - Pointer to vertex structure.
  • int x0 - The X coordinate of the top left corner of screen space.
  • int y0 - The Y coordinate of the top left corner of screen space.
  • int x1 - The X coordinate of the bottom right corner of screen space.
  • int y1 - The Y coordinate of the bottom right corner of screen space.
  • Shader & shader - Shader.
Last update: 2024-10-16
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