PixelLightAPI  .
PLMath::Intersect Member List
This is the complete list of members for PLMath::Intersect, 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]


PixelLight PixelLight 0.9.11-R1
Copyright (C) 2002-2012 by The PixelLight Team
Last modified Thu Feb 23 2012 14:09:35
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