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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/TkDOPNode > API/Runtime/Engine/TkDOPNode/LineCheckBounds
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Experimental/Chaos/Private/kDOP.h |
| Include | #include "kDOP.h" |
void LineCheckBounds
&40;
TkDOPLineCollisionCheck< COLL_DATA_PROVIDER, KDOP_IDX_TYPE > & Check,
FVector4 & HitTime,
int32 NodeHit
&41; const
Remarks
The slab testing algorithm is based on the following papers. We chose to use the faster final hit determination, which means we'll get some false positives.
"A Cross-Platform Framework for Interactive Ray Tracing" Markus Geimer, Stefan Mueller http://www.uni-koblenz.de/~cg/publikationen/cp_raytrace.pdf
"Efficiency Issues for Ray Tracing" Brian Smits http://www.cs.utah.edu/~bes/papers/fastRT/paper-node10.html
We don't need to handle +/- INF, but we have permission to use Thierry Berger-Perrin trick available below.
http://www.flipcode.com/archives/SSE_RayBox_Intersection_Test.shtml
Parameters
| Name | Description |
|---|---|
| Check | Information about the ray to trace |
| HitTime | [out] Time of hit |