Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Functions | |
JPH_NAMESPACE_BEGIN JPH_INLINE float | RayTriangle (Vec3Arg inOrigin, Vec3Arg inDirection, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2) |
JPH_INLINE Vec4 | RayTriangle4 (Vec3Arg inOrigin, Vec3Arg inDirection, Vec4Arg inV0X, Vec4Arg inV0Y, Vec4Arg inV0Z, Vec4Arg inV1X, Vec4Arg inV1Y, Vec4Arg inV1Z, Vec4Arg inV2X, Vec4Arg inV2Y, Vec4Arg inV2Z) |
Intersect ray with 4 triangles in SOA format, returns 4 vector of closest points or FLT_MAX if no hit (uses bit tricks to do less divisions) | |
JPH_NAMESPACE_BEGIN JPH_INLINE float RayTriangle | ( | Vec3Arg | inOrigin, |
Vec3Arg | inDirection, | ||
Vec3Arg | inV0, | ||
Vec3Arg | inV1, | ||
Vec3Arg | inV2 | ||
) |
Intersect ray with triangle, returns closest point or FLT_MAX if no hit (branch less version) Adapted from: http://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
JPH_INLINE Vec4 RayTriangle4 | ( | Vec3Arg | inOrigin, |
Vec3Arg | inDirection, | ||
Vec4Arg | inV0X, | ||
Vec4Arg | inV0Y, | ||
Vec4Arg | inV0Z, | ||
Vec4Arg | inV1X, | ||
Vec4Arg | inV1Y, | ||
Vec4Arg | inV1Z, | ||
Vec4Arg | inV2X, | ||
Vec4Arg | inV2Y, | ||
Vec4Arg | inV2Z | ||
) |
Intersect ray with 4 triangles in SOA format, returns 4 vector of closest points or FLT_MAX if no hit (uses bit tricks to do less divisions)