#include <qssgrenderray_p.h>
|
static std::optional< QVector3D > | intersect (const QSSGPlane &inPlane, const QSSGRenderRay &ray) |
static bool | triangleIntersect (const QSSGRenderRay &ray, const QVector3D &v0, const QVector3D &v1, const QVector3D &v2, float &u, float &v, QVector3D &normal) |
static RayData | createRayData (const QMatrix4x4 &globalTransform, const QSSGRenderRay &ray) |
static IntersectionResult | createIntersectionResult (const RayData &data, const HitResult &hit) |
static HitResult | intersectWithAABBv2 (const RayData &data, const QSSGBounds3 &bounds) |
static void | intersectWithBVH (const RayData &data, const QSSGMeshBVHNode *bvh, const QSSGRenderMesh *mesh, QVector< IntersectionResult > &intersections, int depth=0) |
static QVector< IntersectionResult > | intersectWithBVHTriangles (const RayData &data, const std::vector< QSSGMeshBVHTriangle > &bvhTriangles, int triangleOffset, int triangleCount) |
Definition at line 39 of file qssgrenderray_p.h.
◆ QSSGRenderRay() [1/2]
QSSGRenderRay::QSSGRenderRay |
( |
| ) |
|
|
default |
◆ QSSGRenderRay() [2/2]
QSSGRenderRay::QSSGRenderRay |
( |
const QVector3D & | inOrigin, |
|
|
const QVector3D & | inDirection ) |
|
inline |
◆ createIntersectionResult()
◆ createRayData()
◆ intersect()
◆ intersectWithAABBv2()
◆ intersectWithBVH()
◆ intersectWithBVHTriangles()
◆ relative()
◆ relativeXY()
◆ triangleIntersect()
◆ direction
◆ origin
The documentation for this struct was generated from the following files: