Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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geometry.h File Reference

Go to the source code of this file.

Classes

struct  nw4hbm::math::SEGMENT3
 
struct  nw4hbm::math::RAY3
 
struct  nw4hbm::math::LINE3
 
struct  nw4hbm::math::CAPSULE
 
struct  nw4hbm::math::PLANE
 
struct  nw4hbm::math::AABB
 
struct  nw4hbm::math::SPHERE
 
class  nw4hbm::math::FRUSTUM
 

Namespaces

namespace  nw4hbm
 
namespace  nw4hbm::math
 

Enumerations

enum  nw4hbm::math::IntersectionResult {
  nw4hbm::math::INTERSECTION_NONE = 0 , nw4hbm::math::INTERSECTION_1 = 1 , nw4hbm::math::INTERSECTION_2 = 2 , nw4hbm::math::INTERSECTION_LINE3_ON_PLANE = INTERSECTION_2 ,
  nw4hbm::math::INTERSECTION_RAY3_ON_PLANE = INTERSECTION_2 , nw4hbm::math::INTERSECTION_SEGMENT3_ON_PLANE = INTERSECTION_2 , nw4hbm::math::INTERSECTION_OUTSIDE = 0 , nw4hbm::math::INTERSECTION_INSIDE = 1 ,
  nw4hbm::math::INTERSECTION_INTERSECT = 2
}
 

Functions

f32 nw4hbm::math::DistSqPoint3ToLine3 (VEC3 const *P, LINE3 const *L, f32 *t)
 
f32 nw4hbm::math::DistSqPoint3ToRay3 (VEC3 const *P, RAY3 const *R, f32 *t)
 
f32 nw4hbm::math::DistSqPoint3ToSegment3 (VEC3 const *P, SEGMENT3 const *S, f32 *t)
 
f32 nw4hbm::math::DistSqPoint3ToPlane (VEC3 const *P, PLANE const *J, VEC3 *Q)
 
f32 nw4hbm::math::DistSqSphereToPlane (SPHERE const *S, PLANE const *J)
 
f32 nw4hbm::math::DistSqPoint3ToPolyline3 (VEC3 const *P, VEC3 const *vertices, unsigned nVertices)
 
f32 nw4hbm::math::DistSqLine3ToLine3 (LINE3 const *L0, LINE3 const *L1, f32 *s, f32 *t)
 
f32 nw4hbm::math::DistSqSegment3ToSegment3 (SEGMENT3 const *S1, SEGMENT3 const *S2, f32 *s, f32 *t)
 
f32 nw4hbm::math::DistSqLine3ToRay3 (LINE3 const *L, RAY3 const *R, f32 *s, f32 *t)
 
f32 nw4hbm::math::DistSqLine3ToSegment3 (LINE3 const *L0, SEGMENT3 const *S, f32 *s, f32 *t)
 
f32 nw4hbm::math::DistSqRay3ToRay3 (RAY3 const *R0, RAY3 const *R1, f32 *s, f32 *t)
 
f32 nw4hbm::math::DistSqRay3ToSegment3 (RAY3 const *R0, SEGMENT3 const *S, f32 *s, f32 *t)
 
IntersectionResult nw4hbm::math::IntersectionLine3Plane (LINE3 const *L, PLANE const *J, f32 *t, VEC3 *I)
 
IntersectionResult nw4hbm::math::IntersectionRay3Plane (RAY3 const *R, PLANE const *J, f32 *t, VEC3 *I)
 
IntersectionResult nw4hbm::math::IntersectionSegment3Plane (SEGMENT3 const *S, PLANE const *J, f32 *t, VEC3 *I)
 
IntersectionResult nw4hbm::math::IntersectionLine3Sphere (LINE3 const *L, SPHERE const *sphere, f32 *t0, f32 *t1)
 
IntersectionResult nw4hbm::math::IntersectionRay3Sphere (RAY3 const *R, SPHERE const *sphere, f32 *t0, f32 *t1)
 
bool nw4hbm::math::IntersectionRay3Sphere (RAY3 const *R, SPHERE const *sphere)
 
IntersectionResult nw4hbm::math::IntersectionSegment3Sphere (SEGMENT3 const *S, SPHERE const *sphere, f32 *t0, f32 *t1)
 
bool nw4hbm::math::IntersectionRay3AABB (RAY3 const *R, AABB const *box, f32 *t)
 
bool nw4hbm::math::IntersectionAABB (AABB const *a, AABB const *b)
 
bool nw4hbm::math::IntersectionSphereAABB (SPHERE const *sphere, AABB const *aabb)
 
bool nw4hbm::math::IntersectionSphere (SPHERE const *s0, SPHERE const *s1)
 
bool nw4hbm::math::IntersectionCapsule (CAPSULE const *C0, CAPSULE const *C1)
 
bool nw4hbm::math::IntersectionRay3Capsule (RAY3 const *R, CAPSULE const *C)
 
bool nw4hbm::math::IntersectionLine3Capsule (LINE3 const *L, CAPSULE const *C)
 
bool nw4hbm::math::IntersectionPlaneCapsule (PLANE const *J, CAPSULE const *C)
 
SPHEREnw4hbm::math::MergeSphere (SPHERE *s2, SPHERE const *s0, SPHERE const *s1)
 
AABBnw4hbm::math::MergeAABB (AABB *a2, AABB const *a0, AABB const *a1)