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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/TMeshAABBTree3
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int FindNearestHitTriangle
(
const FRay3d& Ray, |
Spatial/MeshAABBTree3.h | ||
virtual bool FindNearestHitTriangle
(
const FRay3d& Ray, |
Find nearest triangle from the given ray | Spatial/MeshAABBTree3.h | |
virtual bool FindNearestHitTriangle
(
const FRay3d& Ray, |
Find nearest triangle from the given ray | Spatial/MeshAABBTree3.h | |
bool FindNearestHitTriangle
(
const FWatertightRay3d& Ray, |
Spatial/MeshAABBTree3.h |
FindNearestHitTriangle(const FRay3d &, const FQueryOptions &)
| Name | FindNearestHitTriangle |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
virtual int FindNearestHitTriangle
(
const FRay3d & Ray,
const FQueryOptions & Options
) const
ID of triangle intersected by ray within MaxDistance, or InvalidID if not found
Parameters
| Name | Remarks |
|---|---|
| Ray | query ray |
| Options | Query options (ex. max distance) |
FindNearestHitTriangle(const FRay3d &, double &, int &, const FQueryOptions &)
Description
Find nearest triangle from the given ray
| Name | FindNearestHitTriangle |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
virtual bool FindNearestHitTriangle
(
const FRay3d & Ray,
double & NearestT,
int & TID,
const FQueryOptions & Options
) const
true if hit, false if no hit found
Parameters
| Name | Remarks |
|---|---|
| Ray | query ray |
| NearestT | returned-by-reference parameter of the nearest hit |
| TID | returned-by-reference ID of triangle intersected by ray within MaxDistance, or InvalidID if not found |
| Options | Query options (ex. max distance) |
FindNearestHitTriangle(const FRay3d &, double &, int &, FVector3d &, const FQueryOptions &)
Description
Find nearest triangle from the given ray
| Name | FindNearestHitTriangle |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
virtual bool FindNearestHitTriangle
(
const FRay3d & Ray,
double & NearestT,
int & TID,
FVector3d & BaryCoords,
const FQueryOptions & Options
) const
true if hit, false if no hit found
Parameters
| Name | Remarks |
|---|---|
| Ray | query ray |
| NearestT | returned-by-reference parameter of the nearest hit |
| TID | returned-by-reference ID of triangle intersected by ray within MaxDistance, or InvalidID if not found |
| BaryCoords | returned-by-reference Barycentric coordinates of the triangle intersected by ray within MaxDistance, or FVector3d::Zero if not found. |
| Options | Query options (ex. max distance) |
FindNearestHitTriangle(const FWatertightRay3d &, double &, int &, FVector3d &, const FQueryOptions &)
| Name | FindNearestHitTriangle |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Spatial/MeshAABBTree3.h |
| Include Path | #include "Spatial/MeshAABBTree3.h" |
bool FindNearestHitTriangle
(
const FWatertightRay3d & Ray,
double & NearestT,
int & TID,
FVector3d & BaryCoords,
const FQueryOptions & Options
) const