bounceDirection(const class Sphere &sphere, const Vector3 &velocity, const float collisionTime, const Vector3 &collisionLocation, const Vector3 &collisionNormal) | G3D::CollisionDetection | static |
closestPointOnLineSegment(const Vector3 &v0, const Vector3 &v1, const Vector3 &point) | G3D::CollisionDetection | static |
closestPointOnLineSegment(const Vector3 &v0, const Vector3 &v1, const Vector3 &edgeDirection, float edgeLength, const Vector3 &point) | G3D::CollisionDetection | static |
closestPointOnTrianglePerimeter(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &point) | G3D::CollisionDetection | static |
closestPointOnTrianglePerimeter(const Vector3 v[3], const Vector3 edgeDirection[3], const float edgeLength[3], const Vector3 &point, int &edgeIndex) | G3D::CollisionDetection | static |
closestPointsBetweenLineAndLine(const Line &line1, const Line &line2, Vector3 &closest1, Vector3 &closest2) | G3D::CollisionDetection | static |
closestPointToRectangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &point) | G3D::CollisionDetection | static |
closestPointToRectanglePerimeter(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &point) | G3D::CollisionDetection | static |
collisionLocationForMovingPointFixedAABox(const Vector3 &point, const Vector3 &velocity, const class AABox &box, Vector3 &outLocation, bool &inside=ignoreBool, Vector3 &normal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedAABox(const Vector3 &point, const Vector3 &velocity, const class AABox &box, Vector3 &outLocation, bool &inside=ignoreBool, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedBox(const Vector3 &point, const Vector3 &velocity, const class Box &box, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedCapsule(const Vector3 &point, const Vector3 &velocity, const class Capsule &capsule, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedPlane(const Vector3 &point, const Vector3 &velocity, const class Plane &plane, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedRectangle(const Vector3 &point, const Vector3 &velocity, const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedSphere(const Vector3 &point, const Vector3 &velocity, const class Sphere &sphere, Vector3 &outLocation, Vector3 &outNormal=ignore, bool solid=false) | G3D::CollisionDetection | static |
collisionTimeForMovingPointFixedTriangle(const Vector3 &orig, const Vector3 &dir, const Vector3 &v0, const Vector3 &v1, const Vector3 &v2) | G3D::CollisionDetection | inlinestatic |
collisionTimeForMovingPointFixedTriangle(const Vector3 &orig, const Vector3 &dir, const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, Vector3 &location) | G3D::CollisionDetection | inlinestatic |
collisionTimeForMovingPointFixedTriangle(const Vector3 &orig, const Vector3 &dir, const Triangle &tri, Vector3 &location=ignore, Vector3 &normal=ignore) | G3D::CollisionDetection | inlinestatic |
collisionTimeForMovingPointFixedTriangle(const Vector3 &orig, const Vector3 &dir, const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, Vector3 &location, Vector3 &normal) | G3D::CollisionDetection | inlinestatic |
collisionTimeForMovingSphereFixedBox(const class Sphere &sphere, const Vector3 &velocity, const class Box &box, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingSphereFixedCapsule(const class Sphere &sphere, const Vector3 &velocity, const class Capsule &capsule, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingSphereFixedPlane(const class Sphere &sphere, const Vector3 &velocity, const class Plane &plane, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingSphereFixedRectangle(const class Sphere &sphere, const Vector3 &velocity, const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingSphereFixedSphere(const Sphere &sphere, const Vector3 &velocity, const Sphere &fixedSphere, Vector3 &outLocation, Vector3 &outNormal=ignore) | G3D::CollisionDetection | static |
collisionTimeForMovingSphereFixedTriangle(const class Sphere &sphere, const Vector3 &velocity, const Triangle &triangle, Vector3 &outLocation, float b[3]=(float *)&ignore, bool twoSided=false) | G3D::CollisionDetection | static |
conservativeBoxBoxTest(const Vector3 &a, const Vector3 &b, const Vector3 &D) | G3D::CollisionDetection | static |
fillSolidBoxSolidBoxInfo(const Box &box1, const Box &box2, Vector3 &a, Vector3 &b, Vector3 &D, double *c, double *ca, double *ad, double *bd) | G3D::CollisionDetection | static |
fixedSolidBoxIntersectsFixedSolidBox(const Box &box1, const Box &box2, const int lastSeparatingAxis=-1) | G3D::CollisionDetection | static |
fixedSolidBoxIntersectsFixedTriangle(const AABox &box, const Triangle &triangle) | G3D::CollisionDetection | static |
fixedSolidSphereIntersectsFixedSolidBox(const Sphere &sphere, const Box &box) | G3D::CollisionDetection | static |
fixedSolidSphereIntersectsFixedSolidSphere(const Sphere &sphere1, const Sphere &sphere2) | G3D::CollisionDetection | static |
fixedSolidSphereIntersectsFixedTriangle(const Sphere &sphere, const Triangle &triangle) | G3D::CollisionDetection | static |
isPointInsideRectangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &normal, const Vector3 &point) | G3D::CollisionDetection | static |
isPointInsideTriangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &normal, const Vector3 &point, float b[3], Vector3::Axis primaryAxis=Vector3::DETECT_AXIS) | G3D::CollisionDetection | static |
isPointInsideTriangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &normal, const Vector3 &point, Vector3::Axis primaryAxis=Vector3::DETECT_AXIS) | G3D::CollisionDetection | inlinestatic |
movingSpherePassesThroughFixedBox(const Sphere &sphere, const Vector3 &velocity, const Box &box, double timeLimit=inf()) | G3D::CollisionDetection | static |
movingSpherePassesThroughFixedSphere(const Sphere &sphere, const Vector3 &velocity, const Sphere &fixedSphere, double timeLimit=inf()) | G3D::CollisionDetection | static |
parallelAxisForSolidBoxSolidBox(const double *ca, const double epsilon, int &axis1, int &axis2) | G3D::CollisionDetection | static |
penetrationDepthForFixedBoxFixedBox(const Box &box1, const Box &box2, Array< Vector3 > &contactPoints, Array< Vector3 > &contactNormals, const int lastSeparatingAxis=-1) | G3D::CollisionDetection | static |
penetrationDepthForFixedBoxFixedPlane(const Box &box, const Plane &plane, Array< Vector3 > &contactPoints, Array< Vector3 > &contactNormals=ignoreArray) | G3D::CollisionDetection | static |
penetrationDepthForFixedSphereFixedBox(const Sphere &sphere, const Box &box, Array< Vector3 > &contactPoints, Array< Vector3 > &contactNormals=ignoreArray) | G3D::CollisionDetection | static |
penetrationDepthForFixedSphereFixedPlane(const Sphere &sphereA, const class Plane &planeB, Array< Vector3 > &contactPoints, Array< Vector3 > &contactNormals=ignoreArray) | G3D::CollisionDetection | static |
penetrationDepthForFixedSphereFixedSphere(const class Sphere &sphereA, const Sphere &sphereB, Array< Vector3 > &contactPoints, Array< Vector3 > &contactNormals=ignoreArray) | G3D::CollisionDetection | static |
projectedDistanceForSolidBoxSolidBox(const int separatingAxisIndex, const Vector3 &a, const Vector3 &b, const Vector3 &D, const double *c, const double *ca, const double *ad, const double *bd) | G3D::CollisionDetection | static |
rayAABox(const Ray &ray, const Vector3 &invDir, const AABox &box, const Vector3 &boxCenter, float boundingRadiusSquared, Vector3 &location, bool &inside) | G3D::CollisionDetection | static |
separatingAxisForSolidBoxSolidBox(const int separatingAxisIndex, const Box &box1, const Box &box2) | G3D::CollisionDetection | static |
slideDirection(const class Sphere &sphere, const Vector3 &velocity, const float collisionTime, const Vector3 &collisionLocation) | G3D::CollisionDetection | static |