Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Classes | |
class | RayInvDirection |
Helper structure holding the reciprocal of a ray for Ray vs AABox testing. More... | |
Functions | |
JPH_INLINE float | RayAABox (Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax) |
JPH_INLINE Vec4 | RayAABox4 (Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ) |
JPH_INLINE void | RayAABox (Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax, float &outMin, float &outMax) |
JPH_INLINE bool | RayAABoxHits (Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax, float inClosest) |
Intersect AABB with ray, returns true if there is a hit closer than inClosest. | |
JPH_INLINE bool | RayAABoxHits (Vec3Arg inOrigin, Vec3Arg inDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax) |
JPH_INLINE float RayAABox | ( | Vec3Arg | inOrigin, |
const RayInvDirection & | inInvDirection, | ||
Vec3Arg | inBoundsMin, | ||
Vec3Arg | inBoundsMax | ||
) |
Intersect AABB with ray, returns minimal distance along ray or FLT_MAX if no hit Note: Can return negative value if ray starts in box
JPH_INLINE void RayAABox | ( | Vec3Arg | inOrigin, |
const RayInvDirection & | inInvDirection, | ||
Vec3Arg | inBoundsMin, | ||
Vec3Arg | inBoundsMax, | ||
float & | outMin, | ||
float & | outMax | ||
) |
Intersect AABB with ray, returns minimal and maximal distance along ray or FLT_MAX, -FLT_MAX if no hit Note: Can return negative value for outMin if ray starts in box
JPH_INLINE Vec4 RayAABox4 | ( | Vec3Arg | inOrigin, |
const RayInvDirection & | inInvDirection, | ||
Vec4Arg | inBoundsMinX, | ||
Vec4Arg | inBoundsMinY, | ||
Vec4Arg | inBoundsMinZ, | ||
Vec4Arg | inBoundsMaxX, | ||
Vec4Arg | inBoundsMaxY, | ||
Vec4Arg | inBoundsMaxZ | ||
) |
Intersect 4 AABBs with ray, returns minimal distance along ray or FLT_MAX if no hit Note: Can return negative value if ray starts in box
JPH_INLINE bool RayAABoxHits | ( | Vec3Arg | inOrigin, |
const RayInvDirection & | inInvDirection, | ||
Vec3Arg | inBoundsMin, | ||
Vec3Arg | inBoundsMax, | ||
float | inClosest | ||
) |
Intersect AABB with ray, returns true if there is a hit closer than inClosest.