24 const float* rayOrigin()
const;
25 void setRayOrigin(
float x,
float y,
float z);
27 const float* rayDirection()
const;
28 void setRayDirection(
float x,
float y,
float z);
30 float raySegmentMin()
const;
31 float raySegmentMax()
const;
35 void setRaySegmentBounds(
float min = 0.f,
float max = 3.4e+38f);
37 Search raySearch()
const;
38 void setRaySearch(Search srh);
42 float m_rayDirection[3];
Collision test with a ray.
#define CLAUDETTE_LIB_EXPORT
Search
Search option for the colliding triangle.
Search closest triangle on the ray (will slow the test considerably)
Base class for all collision tests.