Clutter Engine 0.0.1
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GLM_GTX_intersect

Functions

template<typename genType >
GLM_FUNC_DECL bool glm::intersectRayPlane (genType const &orig, genType const &dir, genType const &planeOrig, genType const &planeNormal, typename genType::value_type &intersectionDistance)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL bool glm::intersectRayTriangle (vec< 3, T, Q > const &orig, vec< 3, T, Q > const &dir, vec< 3, T, Q > const &v0, vec< 3, T, Q > const &v1, vec< 3, T, Q > const &v2, vec< 2, T, Q > &baryPosition, T &distance)
 
template<typename genType >
GLM_FUNC_DECL bool glm::intersectLineTriangle (genType const &orig, genType const &dir, genType const &vert0, genType const &vert1, genType const &vert2, genType &position)
 
template<typename genType >
GLM_FUNC_DECL bool glm::intersectRaySphere (genType const &rayStarting, genType const &rayNormalizedDirection, genType const &sphereCenter, typename genType::value_type const sphereRadiusSquered, typename genType::value_type &intersectionDistance)
 
template<typename genType >
GLM_FUNC_DECL bool glm::intersectRaySphere (genType const &rayStarting, genType const &rayNormalizedDirection, genType const &sphereCenter, const typename genType::value_type sphereRadius, genType &intersectionPosition, genType &intersectionNormal)
 
template<typename genType >
GLM_FUNC_DECL bool glm::intersectLineSphere (genType const &point0, genType const &point1, genType const &sphereCenter, typename genType::value_type sphereRadius, genType &intersectionPosition1, genType &intersectionNormal1, genType &intersectionPosition2=genType(), genType &intersectionNormal2=genType())
 

Detailed Description

Include <glm/gtx/intersect.hpp> to use the features of this extension.

Add intersection functions

Function Documentation

◆ intersectLineSphere()

template<typename genType >
GLM_FUNC_DECL bool glm::intersectLineSphere ( genType const & point0,
genType const & point1,
genType const & sphereCenter,
typename genType::value_type sphereRadius,
genType & intersectionPosition1,
genType & intersectionNormal1,
genType & intersectionPosition2 = genType(),
genType & intersectionNormal2 = genType() )

Compute the intersection of a line and a sphere. From GLM_GTX_intersect extension

◆ intersectLineTriangle()

template<typename genType >
GLM_FUNC_DECL bool glm::intersectLineTriangle ( genType const & orig,
genType const & dir,
genType const & vert0,
genType const & vert1,
genType const & vert2,
genType & position )

Compute the intersection of a line and a triangle. From GLM_GTX_intersect extension.

◆ intersectRayPlane()

template<typename genType >
GLM_FUNC_DECL bool glm::intersectRayPlane ( genType const & orig,
genType const & dir,
genType const & planeOrig,
genType const & planeNormal,
typename genType::value_type & intersectionDistance )

Compute the intersection of a ray and a plane. Ray direction and plane normal must be unit length. From GLM_GTX_intersect extension.

◆ intersectRaySphere() [1/2]

template<typename genType >
GLM_FUNC_DECL bool glm::intersectRaySphere ( genType const & rayStarting,
genType const & rayNormalizedDirection,
genType const & sphereCenter,
const typename genType::value_type sphereRadius,
genType & intersectionPosition,
genType & intersectionNormal )

Compute the intersection of a ray and a sphere. From GLM_GTX_intersect extension.

◆ intersectRaySphere() [2/2]

template<typename genType >
GLM_FUNC_DECL bool glm::intersectRaySphere ( genType const & rayStarting,
genType const & rayNormalizedDirection,
genType const & sphereCenter,
typename genType::value_type const sphereRadiusSquered,
typename genType::value_type & intersectionDistance )

Compute the intersection distance of a ray and a sphere. The ray direction vector is unit length. From GLM_GTX_intersect extension.

◆ intersectRayTriangle()

template<typename T , qualifier Q>
GLM_FUNC_DECL bool glm::intersectRayTriangle ( vec< 3, T, Q > const & orig,
vec< 3, T, Q > const & dir,
vec< 3, T, Q > const & v0,
vec< 3, T, Q > const & v1,
vec< 3, T, Q > const & v2,
vec< 2, T, Q > & baryPosition,
T & distance )

Compute the intersection of a ray and a triangle. Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/ From GLM_GTX_intersect extension.