, including all inherited members.
AABoxAABox(const Vector3 &vAABoxMin1, const Vector3 &vAABoxMax1, const Vector3 &vAABoxMin2, const Vector3 &vAABoxMax2) | PLMath::Intersect | [static] |
AABoxAABox(const AABoundingBox &cBox1, const AABoundingBox &cBox2) | PLMath::Intersect | [static] |
AABoxLine(const Vector3 &vAABoxMin, const Vector3 &vAABoxMax, const Vector3 &vStart, const Vector3 &vEnd, float *pfIntersection=nullptr) | PLMath::Intersect | [static] |
AABoxLine(const Vector3 &vAABoxMin, const Vector3 &vAABoxMax, const Line &cLine, float *pfIntersection=nullptr) | PLMath::Intersect | [static] |
AABoxPoint(const Vector3 &vAABoxMin, const Vector3 &vAABoxMax, const Vector3 &vPos) | PLMath::Intersect | [static] |
AABoxSphere(const Vector3 &vAABoxMin, const Vector3 &vAABoxMax, const Vector3 &vSpherePos, float fSphereRadius) | PLMath::Intersect | [static] |
BoxBox(const BoundingBox &cBox1, const BoundingBox &cBox2) | PLMath::Intersect | [static] |
BoxBox(const BoundingBox &cBox1, const BoundingBox &cBox2, const Vector3 &vMove1, const Vector3 &vMove2) | PLMath::Intersect | [static] |
BoxLine(const BoundingBox &cBox, const Vector3 &vA, const Vector3 &vB) | PLMath::Intersect | [static] |
BoxPlaneSet(const BoundingBox &cBox, const PlaneSet &cPlaneSet) | PLMath::Intersect | [static] |
BoxPoint(const BoundingBox &cBox, const Vector3 &vPos) | PLMath::Intersect | [static] |
IsPlaneRay(const Plane &cPlane, const Vector3 &vRayDirection) | PLMath::Intersect | [static] |
PlaneLine(const Plane &cPlane, const Vector3 &vStartPos, const Vector3 &vEndPos, Vector3 *pvPos=nullptr) | PLMath::Intersect | [static] |
PlanePlane(const Plane &cPlane, const Plane &cPlane2) | PLMath::Intersect | [static] |
PlanePlane(const Plane &cPlane, const Plane &cPlane2, Ray &cRay) | PLMath::Intersect | [static] |
PlanePlanePlane(const Plane &cP1, const Plane &cP2, const Plane &cP3, Vector3 &vRes) | PLMath::Intersect | [static] |
PlaneRay(const Plane &cPlane, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
PlaneRayNegative(const Plane &cPlane, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
PlaneRayPositive(const Plane &cPlane, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
PlaneSetAABox(const PlaneSet &cPlaneSet, const Vector3 &vMin, const Vector3 &vMax, PLCore::uint32 *pnOutClipMask=nullptr) | PLMath::Intersect | [static] |
PlaneSetPoint(const PlaneSet &cPlaneSet, const Vector3 &vPoint) | PLMath::Intersect | [static] |
PlaneSetPoint(const PlaneSet &cPlaneSet, const Vector4 &vPoint) | PLMath::Intersect | [static] |
PlaneSetPoints(const PlaneSet &cPlaneSet, const PLCore::Array< Vector3 > &lstPoints) | PLMath::Intersect | [static] |
PlaneSetPoints(const PlaneSet &cPlaneSet, const PLCore::Array< Vector4 > &lstPoints) | PLMath::Intersect | [static] |
PlaneSetSphere(const PlaneSet &cPlaneSet, const Vector3 &vSphereOrigin, float fSphereRadius) | PLMath::Intersect | [static] |
PlaneSetTriangle(const PlaneSet &cPlaneSet, const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3) | PLMath::Intersect | [static] |
SphereAABox(const Vector3 &vSpherePos, float fSphereRadius, const AABoundingBox &cAABox) | PLMath::Intersect | [static] |
SphereAABox(const Sphere &cSphere, const AABoundingBox &cAABox) | PLMath::Intersect | [static] |
SphereBox(const Vector3 &vSpherePos, float fSphereRadius, const BoundingBox &cBox) | PLMath::Intersect | [static] |
SphereBox(const Sphere &cSphere, const BoundingBox &cBox) | PLMath::Intersect | [static] |
SphereLine(const Sphere &cSphere, const Vector3 &vStart, const Vector3 &vEnd) | PLMath::Intersect | [static] |
SpherePoint(const Sphere &cSphere, const Vector3 &cPoint) | PLMath::Intersect | [static] |
SpherePoint(const Sphere &cSphere, const Vector4 &cPoint) | PLMath::Intersect | [static] |
SphereRay(const Sphere &cSphere, const Vector3 &vRayOrigin, const Vector3 &vRayDirection) | PLMath::Intersect | [static] |
SphereRay(const Sphere &cSphere, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 *pvIntersect=nullptr) | PLMath::Intersect | [static] |
SphereRay(const Sphere &cSphere, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, float fDistance, Vector3 *pvIntersect=nullptr) | PLMath::Intersect | [static] |
SphereRayInFront(const Sphere &cSphere, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 *pvIntersect=nullptr) | PLMath::Intersect | [static] |
SphereSphere(const Sphere &cSphere, const Vector3 &vPos, float fRadius) | PLMath::Intersect | [static] |
SphereSphere(const Sphere &cSphere, const Sphere &cSphere2) | PLMath::Intersect | [static] |
SphereSphere(const Sphere &cSphere, const Sphere &cSphere2, const Vector3 &vMove1, const Vector3 &vMove2) | PLMath::Intersect | [static] |
TriangleRay(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
TriangleRay(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Ray &cRay, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
TriangleRayNegative(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
TriangleRayNegative(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Ray &cRay, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
TriangleRayPositive(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Vector3 &vRayOrigin, const Vector3 &vRayDirection, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |
TriangleRayPositive(const Vector3 &vV1, const Vector3 &vV2, const Vector3 &vV3, const Vector3 &vN, const Ray &cRay, Vector3 &vIntersectionPointPos) | PLMath::Intersect | [static] |