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Ray3AabbResult | eu::core::get_intersection (const UnitRay3f &r, const Aabb &aabb) |
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float | eu::core::get_intersection (const UnitRay3f &r, const Plane &p) |
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Ray2Ray2Result | eu::core::get_intersection (const Ray2f &lhs, const Ray2f &rhs) |
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float | eu::core::get_distance_between (const Plane &plane, const vec3f &p) |
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vec3f | eu::core::get_closest_point (const Plane &plane, const vec3f &point) |
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float | eu::core::get_distance_between (const UnitRay3f &ray, const vec3f &point) |
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vec3f | eu::core::get_closest_point (const UnitRay3f &ray, const vec3f &c) |
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bool | eu::core::get_intersection (const Sphere &lhs, const vec3f &lhs_center, const Sphere &rhs, const vec3f &rhs_center) |
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bool | eu::core::contains_point (const Sphere &sphere, const vec3f &sphere_center, const vec3f &point) |
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vec3f | eu::core::get_closest_point (const Sphere &sphere, const vec3f &sphere_center, const vec3f &point) |
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float | eu::core::get_intersection (const UnitRay3f &ray, const Sphere &sphere, const vec3f &sphere_center) |
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bool | eu::core::contains_point (const Aabb &aabb, const vec3f &point) |
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vec3f | eu::core::get_closest_point (const Aabb &aabb, const vec3f &point) |
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bool | eu::core::is_point_in_triangle (const vec2f &a, const vec2f &b, const vec2f &c, const vec2f &p) |
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std::optional< float > | eu::core::get_intersection_ray_triangle (const UnitRay3f &ray, const vec3f &v0, const vec3f &v1, const vec3f &v2) |
| This implements the Möller–Trumbore intersection algorithm. More...
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