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, falsebool 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, falsebool 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, falsebool 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, falsebool 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
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
void orthoTransform ( const Math::vec3 & v, Math::mat4 & transform ) #
Creates an ortho transformation. The transformation is put in the return matrix.Arguments
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
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
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:
16.10.2024
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