Docs update for trunk and branch.
git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1508 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -133,7 +133,7 @@ class line2d
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}
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//! Check if the given point is a member of the line
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/** \return Returns true if point is between start and end, else false. */
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/** \return True if point is between start and end, else false. */
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bool isPointOnLine(const vector2d<T>& point) const
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{
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T d = getPointOrientation(point);
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@ -73,7 +73,7 @@ class line3d
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return end - start;
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}
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//! Returns if the given point is between start and end of the line.
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//! Check if the given point is between start and end of the line.
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/** Assumes that the point is already somewhere on the line.
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\param point The point to test.
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\return True if point is on the line between start and end, else false.
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@ -83,7 +83,7 @@ class line3d
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return point.isBetweenPoints(start, end);
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}
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//! Returns the closest point on this line to a point
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//! Get the closest point on this line to a point
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/** \param point The point to compare to.
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\return The nearest point which is part of the line. */
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vector3d<T> getClosestPoint(const vector3d<T>& point) const
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@ -103,11 +103,11 @@ class line3d
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return start + v;
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}
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//! Returns if the line intersects with a shpere
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//! Check if the line intersects with a shpere
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/** \param sorigin: Origin of the shpere.
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\param sradius: Radius of the sphere.
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\param outdistance: The distance to the first intersection point.
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\return Returns true if there is an intersection.
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\return True if there is an intersection.
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If there is one, the distance to the first intersection point
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is stored in outdistance. */
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bool getIntersectionWithSphere(vector3d<T> sorigin, T sradius, f64& outdistance) const
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@ -66,7 +66,7 @@ class plane3d
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}
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//! Returns an intersection with a 3d line.
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//! Get an intersection with a 3d line.
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/** \param lineVect Vector of the line to intersect with.
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\param linePoint Point of the line to intersect with.
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\param outIntersection Place to store the intersection point, if there is one.
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@ -86,7 +86,7 @@ class plane3d
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return true;
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}
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//! Returns where on a line between two points an intersection with this plane happened.
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//! Get percentage of line between two points where an intersection with this plane happens.
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/** Only useful if known that there is an intersection.
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\param linePoint1 Point1 of the line to intersect with.
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\param linePoint2 Point2 of the line to intersect with.
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@ -101,7 +101,7 @@ class plane3d
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return (f32)-((Normal.dotProduct(linePoint1) + D) / t2);
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}
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//! Returns an intersection with a 3d line, limited between two 3d points.
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//! Get an intersection with a 3d line, limited between two 3d points.
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/** \param linePoint1 Point 1 of the line.
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\param linePoint2 Point 2 of the line.
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\param outIntersection Place to store the intersection point, if there is one.
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@ -180,7 +180,7 @@ class plane3d
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return true;
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}
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//! Returns the intersection point with two other planes if there is one.
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//! Get the intersection point with two other planes if there is one.
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bool getIntersectionWithPlanes(const plane3d<T>& o1,
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const plane3d<T>& o2, vector3d<T>& outPoint) const
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{
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@ -198,7 +198,7 @@ class plane3d
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Note that this only works if the normal is Normalized.
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Do not use this method with points as it will give wrong results!
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\param lookDirection: Look direction.
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\return Returns true if the plane is front facing and
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\return True if the plane is front facing and
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false if it is backfacing. */
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bool isFrontFacing(const vector3d<T>& lookDirection) const
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{
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@ -206,7 +206,7 @@ class plane3d
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return F32_LOWER_EQUAL_0 ( d );
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}
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//! Returns the distance to a point.
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//! Get the distance to a point.
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/** Note that this only works if the normal is normalized. */
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T getDistanceTo(const vector3d<T>& point) const
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{
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@ -39,9 +39,8 @@ namespace core
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}
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//! Determines if the triangle is totally inside a bounding box.
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//! \param box: Box to check.
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//! \return Returns true if the triangle is within the box,
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//! and false otherwise.
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/** \param box Box to check.
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\return True if triangle is within the box, otherwise false. */
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bool isTotalInsideBox(const aabbox3d<T>& box) const
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{
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return (box.isPointInside(pointA) &&
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@ -50,8 +49,8 @@ namespace core
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}
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//! Get the closest point on a triangle to a point on the same plane.
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//! \param p: Point which must be on the same plane as the triangle.
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//! \return The closest point of the triangle
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/** \param p Point which must be on the same plane as the triangle.
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\return The closest point of the triangle */
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core::vector3d<T> closestPointOnTriangle(const core::vector3d<T>& p) const
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{
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const core::vector3d<T> rab = line3d<T>(pointA, pointB).getClosestPoint(p);
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@ -69,9 +68,9 @@ namespace core
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}
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//! Check if a point is inside the triangle
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//! \param p: Point to test. Assumes that this point is already on the plane
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//! of the triangle.
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//! \return Returns true if the point is inside the triangle, otherwise false.
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/** \param p Point to test. Assumes that this point is already
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on the plane of the triangle.
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\return True if the point is inside the triangle, otherwise false. */
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bool isPointInside(const vector3d<T>& p) const
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{
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return (isOnSameSide(p, pointA, pointB, pointC) &&
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@ -79,13 +78,13 @@ namespace core
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isOnSameSide(p, pointC, pointA, pointB));
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}
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//! Check if a point is inside the triangle. This method is an
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//! implementation of the example used in a paper by Kasper
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//! Fauerby original written by Keidy from Mr-Gamemaker.
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//! \param p: Point to test. Assumes that this point is already
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//! on the plane of the triangle.
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//! \return Returns true if the point is inside the triangle,
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//! otherwise false.
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//! Check if a point is inside the triangle.
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/** This method is an implementation of the example used in a
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paper by Kasper Fauerby original written by Keidy from
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Mr-Gamemaker.
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\param p Point to test. Assumes that this point is already
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on the plane of the triangle.
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\return True if point is inside the triangle, otherwise false. */
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bool isPointInsideFast(const vector3d<T>& p) const
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{
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const vector3d<T> f = pointB - pointA;
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@ -110,9 +109,9 @@ namespace core
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//! Get an intersection with a 3d line.
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//! \param line: Line to intersect with.
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//! \param outIntersection: Place to store the intersection point, if there is one.
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//! \return Returns true if there was an intersection, false if not.
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/** \param line Line to intersect with.
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\param outIntersection Place to store the intersection point, if there is one.
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\return True if there was an intersection, false if not. */
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bool getIntersectionWithLimitedLine(const line3d<T>& line,
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vector3d<T>& outIntersection) const
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{
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@ -122,15 +121,15 @@ namespace core
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}
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//! Returns an intersection with a 3d line.
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//! Please note that also points are returned as intersection which
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//! are on the line, but not between the start and end point of the line.
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//! If you want the returned point be between start and end
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//! use getIntersectionWithLimitedLine().
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//! \param linePoint: Point of the line to intersect with.
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//! \param lineVect: Vector of the line to intersect with.
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//! \param outIntersection: Place to store the intersection point, if there is one.
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//! \return Returns true if there was an intersection, false if there was not.
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//! Get an intersection with a 3d line.
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/** Please note that also points are returned as intersection which
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are on the line, but not between the start and end point of the line.
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If you want the returned point be between start and end
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use getIntersectionWithLimitedLine().
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\param linePoint Point of the line to intersect with.
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\param lineVect Vector of the line to intersect with.
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\param outIntersection Place to store the intersection point, if there is one.
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\return True if there was an intersection, false if there was not. */
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bool getIntersectionWithLine(const vector3d<T>& linePoint,
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const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
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{
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@ -141,12 +140,11 @@ namespace core
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}
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//! Calculates the intersection between a 3d line and
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//! the plane the triangle is on.
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//! \param lineVect: Vector of the line to intersect with.
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//! \param linePoint: Point of the line to intersect with.
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//! \param outIntersection: Place to store the intersection point, if there is one.
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//! \return Returns true if there was an intersection, false if there was not.
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//! Calculates the intersection between a 3d line and the plane the triangle is on.
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/** \param lineVect Vector of the line to intersect with.
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\param linePoint Point of the line to intersect with.
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\param outIntersection Place to store the intersection point, if there is one.
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\return True if there was an intersection, else false. */
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bool getIntersectionOfPlaneWithLine(const vector3d<T>& linePoint,
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const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
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{
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@ -163,21 +161,19 @@ namespace core
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}
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//! Returns the normal of the triangle.
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//! Please note: The normal is not normalized.
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//! Get the normal of the triangle.
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/** Please note: The normal is not always normalized. */
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vector3d<T> getNormal() const
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{
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return (pointB - pointA).crossProduct(pointC - pointA);
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}
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//! Test if the triangle would be front or backfacing from any
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//! point. Thus, this method assumes a camera position from
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//! which the triangle is definitely visible when looking into
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//! the given direction.
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//! Do not use this method with points as it will give wrong results!
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//! \param lookDirection: Look direction.
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//! \return Returns true if the plane is front facing and
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//! false if it is backfacing.
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//! Test if the triangle would be front or backfacing from any point.
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/** Thus, this method assumes a camera position from which the
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triangle is definitely visible when looking at the given direction.
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Do not use this method with points as it will give wrong results!
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\param lookDirection Look direction.
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\return True if the plane is front facing and false if it is backfacing. */
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bool isFrontFacing(const vector3d<T>& lookDirection) const
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{
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const vector3d<T> n = getNormal().normalize();
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@ -185,13 +181,13 @@ namespace core
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return F32_LOWER_EQUAL_0(d);
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}
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//! Returns the plane of this triangle.
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//! Get the plane of this triangle.
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plane3d<T> getPlane() const
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{
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return plane3d<T>(pointA, pointB, pointC);
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}
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//! Returns the area of the triangle
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//! Get the area of the triangle
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T getArea() const
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{
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return (pointB - pointA).crossProduct(pointC - pointA).getLength() * 0.5;
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