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API > API/Runtime > API/Runtime/Core > API/Runtime/Core/FMath
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UE::Math::TVector< FReal > RayPlaneIntersection
(
const UE::Math::TVector< FReal >& RayOrigin, |
Find the intersection of a ray and a plane. | Math/UnrealMathUtility.h | |
UE::Math::TVector< T > RayPlaneIntersection
(
const UE::Math::TVector< T >& RayOrigin, |
FMath inline functions | Math/Plane.h |
RayPlaneIntersection(const UE::Math::TVector< FReal > &, const UE::Math::TVector< FReal > &, const UE::Math::TPlane< FReal > &)
Description
Find the intersection of a ray and a plane. The ray has a start point with an infinite length. Assumes that the line and plane do indeed intersect; you must make sure they're not parallel before calling.
| Name | RayPlaneIntersection |
| Type | function |
| Header File | /Engine/Source/Runtime/Core/Public/Math/UnrealMathUtility.h |
| Include Path | #include "Math/UnrealMathUtility.h" |
template<typename FReal>
static UE::Math::TVector < FReal > RayPlaneIntersection
(
const UE::Math::TVector < FReal > & RayOrigin,
const UE::Math::TVector < FReal > & RayDirection,
const UE::Math::TPlane < FReal > & Plane
)
The point of intersection between the ray and the plane.
Parameters
| Name | Remarks |
|---|---|
| RayOrigin | The start point of the ray |
| RayDirection | The direction the ray is pointing (normalized vector) |
| Plane | The plane to intersect with |
RayPlaneIntersection(const UE::Math::TVector< T > &, const UE::Math::TVector< T > &, const UE::Math::TPlane< T > &)
Description
FMath inline functions
| Name | RayPlaneIntersection |
| Type | function |
| Header File | /Engine/Source/Runtime/Core/Public/Math/Plane.h |
| Include Path | #include "Math/Plane.h" |
template<typename T>
UE::Math::TVector < T > RayPlaneIntersection
(
const UE::Math::TVector < T > & RayOrigin,
const UE::Math::TVector < T > & RayDirection,
const UE::Math::TPlane < T > & Plane
)