Untold Engine
Beta v0.0.16
docs
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Public Member Functions | |
U4DRay () | |
ray constructor | |
U4DRay (U4DPoint3n &uOrigin, U4DVector3n &uDirection) | |
ray constructor with origing and direction More... | |
~U4DRay () | |
ray destructor | |
U4DRay (const U4DRay &a) | |
Copy constructor for the Ray. | |
U4DRay & | operator= (const U4DRay &a) |
Copy constructor for the Ray. More... | |
bool | intersectPlane (U4DPlane &uPlane, U4DPoint3n &uIntersectionPoint, float &uIntersectionTime) |
tests intersection with a plane More... | |
bool | intersectTriangle (U4DTriangle &uTriangle, U4DPoint3n &uIntersectionPoint, float &uIntersectionTime) |
test intersection with a 3D triangle More... | |
bool | intersectAABB (U4DAABB &uAABB, U4DPoint3n &uIntersectionPoint, float &uIntersectionTime) |
test intersection with an AABB Box More... | |
Public Attributes | |
U4DPoint3n | origin |
3D origin of ray | |
U4DVector3n | direction |
3D direction of ray | |
U4DEngine::U4DRay::U4DRay | ( | U4DPoint3n & | uOrigin, |
U4DVector3n & | uDirection | ||
) |
ray constructor with origing and direction
uOrigin | Ray origin |
uDirection | Ray direction |
bool U4DEngine::U4DRay::intersectAABB | ( | U4DAABB & | uAABB, |
U4DPoint3n & | uIntersectionPoint, | ||
float & | uIntersectionTime | ||
) |
test intersection with an AABB Box
uAABB | AABB to test intersection |
uIntersectionPoint | ray intersection point |
uIntersectionTime | ray intersection time |
bool U4DEngine::U4DRay::intersectPlane | ( | U4DPlane & | uPlane, |
U4DPoint3n & | uIntersectionPoint, | ||
float & | uIntersectionTime | ||
) |
tests intersection with a plane
uPlane | Plane to test intersection |
uIntersectionPoint | ray intersection point |
uIntersectionTime | ray intersection time |
bool U4DEngine::U4DRay::intersectTriangle | ( | U4DTriangle & | uTriangle, |
U4DPoint3n & | uIntersectionPoint, | ||
float & | uIntersectionTime | ||
) |
test intersection with a 3D triangle
uTriangle | 3D Triangle to test intersection |
uIntersectionPoint | ray intersection point |
uIntersectionTime | ray intersection time |