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Ray representation with additional data to support 'watertight' raycasts, i.e. raycasts that cannot slip between adjacent triangles w/ floating point error.
| Name | TWatertightRay3 |
| Type | struct |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Intersection/IntrRay3Triangle3.h |
| Include Path | #include "Intersection/IntrRay3Triangle3.h" |
Syntax
template<typename Real>
struct TWatertightRay3
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Intersection/IntrRay3Triangle3.h | |||
TWatertightRay3
(
const TRay< Real >& InRay |
Intersection/IntrRay3Triangle3.h | ||
TWatertightRay3
(
const TVector< Real >& InOrigin, |
Intersection/IntrRay3Triangle3.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DimRemap | FIntVector3 | Intersection/IntrRay3Triangle3.h | ||
| Direction | TVector< Real > | Intersection/IntrRay3Triangle3.h | ||
| Origin | TVector< Real > | Intersection/IntrRay3Triangle3.h | ||
| Shear | TVector< Real > | Intersection/IntrRay3Triangle3.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Intersection/IntrRay3Triangle3.h |