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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/TMeshAABBTree3
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool FindAllHitTriangles
(
const FRay3d& Ray, |
Find all triangles intersected by the given ray sorted by distance | Spatial/MeshAABBTree3.h | |
bool FindAllHitTriangles
(
const FWatertightRay3d& Ray, |
Spatial/MeshAABBTree3.h |
FindAllHitTriangles(const FRay3d &, TArray< MeshIntersection::FHitIntersectionResult > &, const FQueryOptions &)
Description
Find all triangles intersected by the given ray sorted by distance
| Name | FindAllHitTriangles |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
virtual bool FindAllHitTriangles
(
const FRay3d & Ray,
TArray < MeshIntersection::FHitIntersectionResult > & OutHits,
const FQueryOptions & Options
) const
true if hit, false if no hit found
Parameters
| Name | Remarks |
|---|---|
| Ray | query ray |
| OutHits | returned-by-reference hit infos sorted by distance |
| Options | Query options (ex. max distance) |
FindAllHitTriangles(const FWatertightRay3d &, TArray< MeshIntersection::FHitIntersectionResult > &, const FQueryOptions &)
| Name | FindAllHitTriangles |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
bool FindAllHitTriangles
(
const FWatertightRay3d & Ray,
TArray < MeshIntersection::FHitIntersectionResult > & OutHits,
const FQueryOptions & Options
) const