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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_NAMESPACE_BEGIN JPH_INLINE float RaySphere | ( | Vec3Arg | inRayOrigin, |
| Vec3Arg | inRayDirection, | ||
| Vec3Arg | inSphereCenter, | ||
| float | inSphereRadius ) |
Tests a ray starting at inRayOrigin and extending infinitely in inRayDirection against a sphere,
| inRayOrigin | Ray origin. If the ray starts inside the sphere, the returned fraction will be 0. |
| inRayDirection | Ray direction. Does not need to be normalized. |
| inSphereCenter | Position of the center of the sphere |
| inSphereRadius | Radius of the sphere |
| JPH_INLINE int RaySphere | ( | Vec3Arg | inRayOrigin, |
| Vec3Arg | inRayDirection, | ||
| Vec3Arg | inSphereCenter, | ||
| float | inSphereRadius, | ||
| float & | outMinFraction, | ||
| float & | outMaxFraction ) |
Tests a ray starting at inRayOrigin and extending infinitely in inRayDirection against a sphere. Outputs entry and exit points (outMinFraction and outMaxFraction) along the ray (which could be negative if the hit point is before the start of the ray).
| inRayOrigin | Ray origin. If the ray starts inside the sphere, the returned fraction will be 0. |
| inRayDirection | Ray direction. Does not need to be normalized. |
| inSphereCenter | Position of the center of the sphere. |
| inSphereRadius | Radius of the sphere. |
| outMinFraction | Returned lowest intersection fraction |
| outMaxFraction | Returned highest intersection fraction |