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RASTER_NAMESPACE_END PRIMITIVE3D_NAMESPACE_BEGIN bool | overlapping (const Segment &a, const Segment &b, float precision=0.0f) |
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bool | collinear (const Vertex3f &v, const Segment &segment, float precision=0.0f) |
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bool | tangent (const AABoundingBox &boxA, const AABoundingBox &boxB) |
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bool | tangent (const Vertex3f &point, const AABoundingBox &box) |
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bool | intersect (const Segment &segmentA, const Segment &segmentB, float precision=0.0f) |
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bool | intersect (const Vertex3f &point, const Vertex4f &plane, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Vertex4f &plane, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Polygon &polygon, float precision=0.0f) |
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bool | intersect (const Ray &ray, const Vertex4f &plane, float precision=0.0f) |
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bool | intersect (const Vertex3f &point, const Segment &segment, float precision=0.0f) |
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bool | intersect (const Segment &segment, const Vertex4f &plane, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const Vertex4f &plane, float precision=0.0f) |
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bool | intersect (const Segment &segment, const Disk &disk, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const Disk &disk, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const Segment &segment, float precision=0.0f) |
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bool | intersect (const Capsule &capsuleA, const Capsule &capsuleB, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Segment &segment, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Capsule &capsule, float precision=0.0f) |
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bool | intersect (const Sphere &a, const Sphere &b, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Disk &disk, float precision=0.0f) |
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bool | intersect (const Vertex3f &point, const Disk &disk, float precision=0.0f) |
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bool | intersect (const Vertex3f &point, const Triangle &triangle, float precision=0.0f) |
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bool | intersect (const Vertex3f &point, const Vertex3fArray &contour, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Vertex3fArray &contour, float precision=0.0f) |
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bool | intersect (const Segment &segment, const Vertex3fArray &contour, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const Vertex3fArray &contour, float precision=0.0f) |
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Segment | intersectingSegment (const Vertex3f &point, const Vertex3fArray &contour) |
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bool | intersect (const Vertex3f &point, const Polygon &polygon, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const Triangle &triangle, float precision=0.0f) |
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bool | intersect (const Polygon &polygonA, const Polygon &polygonB, float precision=0.0f) |
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bool | intersect (const Triangle &triangleA, const Triangle &triangleB, float precision=0.0f) |
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bool | intersect (const Ray &ray, const Triangle &triangle, float precision=0.0f) |
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bool | intersect (const Ray &ray, const Polygon &polygon, float precision=0.0f) |
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bool | intersect (const Ray &ray, const Disk &disk, float precision=0.0f) |
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bool | intersect (const AABoundingBox &boxA, const AABoundingBox &boxB, float precision=0.0f) |
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bool | intersect (const Triangle &triangle, const AABoundingBox &box, float precision=0.0f) |
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bool | intersect (const Segment &segment, const AABoundingBox &box, float precision=0.0f) |
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bool | intersect (const Segment &segment, const Polygon &polygon, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const Polygon &polygon, float precision=0.0f) |
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bool | intersect (const Sphere &sphere, const AABoundingBox &box, float precision=0.0f) |
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bool | intersect (const Capsule &capsule, const AABoundingBox &box, float precision=0.0f) |
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bool | inside (const AABoundingBox &outerBox, const AABoundingBox &innerBox, float precision=0.0f) |
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bool | inside (const Vertex3f &point, const AABoundingBox &box, float precision=0.0f) |
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AABoundingBox | intersection (const AABoundingBox &boxA, const AABoundingBox &boxB) |
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Vertex3f | intersection (const Ray &ray, const Vector4f &plane) |
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Vertex3f | intersection (const Ray &ray, const Sphere &sphere) |
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Vertex3f | intersection (const Segment &segment, const Vertex4f &plane) |
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template<class PRIMITIVE > |
Mesh::FaceIndexArray | intersectingLeaves (const PRIMITIVE &primitive, const Mesh::TriangleMesh &mesh, const Matrix4f &meshTransform, float precision=0.0f) |
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LeafIndexPairArray | intersectingLeaves (const Tree::AACubeTree &treeA, const Tree::AACubeTree &treeB) |
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CapsuleIndexPairArray | intersectingCapsules (Raster::Skeletal *pObjectA, Raster::Skeletal *pObjectB, float precision=0.0f) |
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FaceIndexPairArray | intersectingFaces (Raster::GeometricBase *pObjectA, Raster::GeometricBase *pObjectB, float precision=0.0f) |
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FaceIndexPairArray | intersectingFaces (Raster::Skeletal *pObjectA, Raster::Skeletal *pObjectB, const CapsuleIndexPair &pair, float precision=0.0f) |
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TriangleIndexPairArray | intersectingTriangles (Raster::Skeletal *pObjectA, Raster::Skeletal *pObjectB, const CapsuleIndexPair &pair, float precision=0.0f) |
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