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Jolt Physics
A multi core friendly Game Physics Engine
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#include <Jolt/Math/FindRoot.h>Go to the source code of this file.
| JPH_INLINE float RayCylinder | ( | Vec3Arg | inRayOrigin, |
| Vec3Arg | inRayDirection, | ||
| float | inCylinderHalfHeight, | ||
| float | inCylinderRadius ) |
Test a ray against a cylinder centered around the origin with its axis along the Y axis and half height specified.
| inRayDirection | Ray direction. Does not need to be normalized. |
| inRayOrigin | Origin of the ray. If the ray starts inside the cylinder, the returned fraction will be 0. |
| inCylinderRadius | Radius of the cylinder |
| inCylinderHalfHeight | Distance from the origin to the top (or bottom) of the cylinder |
| JPH_NAMESPACE_BEGIN JPH_INLINE float RayCylinder | ( | Vec3Arg | inRayOrigin, |
| Vec3Arg | inRayDirection, | ||
| float | inCylinderRadius ) |
Tests a ray starting at inRayOrigin and extending infinitely in inRayDirection against an infinite cylinder centered along the Y axis
| inRayDirection | Direction of the ray. Does not need to be normalized. |
| inRayOrigin | Origin of the ray. If the ray starts inside the cylinder, the returned fraction will be 0. |
| inCylinderRadius | Radius of the infinite cylinder |