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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/TIntrRay3Triangle3
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool FindIntersection
(
const TRay< Real >& InRay, |
Find intersection point | Intersection/IntrRay3Triangle3.h | |
static bool FindIntersection
(
const TWatertightRay3< Real >& InRay, |
Find intersection point in a 'consistent' way, such that rays should not 'leak' between adjacent triangles. | Intersection/IntrRay3Triangle3.h |
FindIntersection(const TRay< Real > &, const TTriangle3< Real > &, Real &, FVector3d &, EIntersectionType &)
Description
Find intersection point
| Name | FindIntersection |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Intersection/IntrRay3Triangle3.h |
| Include Path | #include "Intersection/IntrRay3Triangle3.h" |
static bool FindIntersection
(
const TRay < Real > & InRay,
const TTriangle3 < Real > & InTriangle,
Real & OutRayParameter,
FVector3d & OutTriangleBaryCoords,
EIntersectionType & OutIntersectionType
)
true if ray intersects triangle
FindIntersection(const TWatertightRay3< Real > &, const TTriangle3< Real > &, Real &, FVector3d &, EIntersectionType &)
Description
Find intersection point in a 'consistent' way, such that rays should not 'leak' between adjacent triangles. Note this may return true but report an intersection point slightly outside the triangle, due to numerical precision. Rays parallel to the triangle are still considered not intersecting.
| Name | FindIntersection |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Intersection/IntrRay3Triangle3.h |
| Include Path | #include "Intersection/IntrRay3Triangle3.h" |
static bool FindIntersection
(
const TWatertightRay3 < Real > & InRay,
const TTriangle3 < Real > & InTriangle,
Real & OutRayParameter,
FVector3d & OutTriangleBaryCoords,
EIntersectionType & OutIntersectionType
)
true if ray intersects triangle