Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Namespaces | |
namespace | ClosestPoint |
Helper utils to find the closest point to a line segment, triangle or tetrahedron. | |
Functions | |
bool | ClosestPoint::GetBaryCentricCoordinates (Vec3Arg inA, Vec3Arg inB, float &outU, float &outV) |
bool | ClosestPoint::GetBaryCentricCoordinates (Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, float &outU, float &outV, float &outW) |
Vec3 | ClosestPoint::GetClosestPointOnLine (Vec3Arg inA, Vec3Arg inB, uint32 &outSet) |
template<bool MustIncludeC = false> | |
Vec3 | ClosestPoint::GetClosestPointOnTriangle (Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, uint32 &outSet) |
bool | ClosestPoint::OriginOutsideOfPlane (Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD) |
Check if the origin is outside the plane of triangle (inA, inB, inC). inD specifies the front side of the plane. | |
UVec4 | ClosestPoint::OriginOutsideOfTetrahedronPlanes (Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD) |
template<bool MustIncludeD = false> | |
Vec3 | ClosestPoint::GetClosestPointOnTetrahedron (Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD, uint32 &outSet) |