global functions

# glm::intersectLineSphere(...)

## bool glm::intersectLineSphere(const genType &point0, const genType &point1, const genType &sphereCenter, typename genType::value_type sphereRadius, genType &intersectionPosition1, genType &intersectionNormal1, genType &intersectionPosition2, genType &intersectionNormal2)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection of a line and a sphere. From GLM_GTX_intersect extension

# glm::intersectLineTriangle(...)

## bool glm::intersectLineTriangle(const genType &orig, const genType &dir, const genType &vert0, const genType &vert1, const genType &vert2, genType &position)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection of a line and a triangle. From GLM_GTX_intersect extension.

# glm::intersectRayPlane(...)

## bool glm::intersectRayPlane(const genType &orig, const genType &dir, const genType &planeOrig, const genType &planeNormal, typename genType::value_type &intersectionDistance)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection of a ray and a plane. Ray direction and plane normal must be unit length. From GLM_GTX_intersect extension.

# glm::intersectRaySphere(...)

## bool glm::intersectRaySphere(const genType &rayStarting, const genType &rayNormalizedDirection, const genType &sphereCenter, const typename genType::value_type sphereRadius, genType &intersectionPosition, genType &intersectionNormal)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection of a ray and a sphere. From GLM_GTX_intersect extension.

# glm::intersectRaySphere(...)

## bool glm::intersectRaySphere(const genType &rayStarting, const genType &rayNormalizedDirection, const genType &sphereCenter, const typename genType::value_type sphereRadiusSquered, typename genType::value_type &intersectionDistance)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection distance of a ray and a sphere. The ray direction vector is unit length. From GLM_GTX_intersect extension.

# glm::intersectRayTriangle(...)

## bool glm::intersectRayTriangle(const genType &orig, const genType &dir, const genType &vert0, const genType &vert1, const genType &vert2, genType &baryPosition)

*Documentation from code comments*

*Documentation from code comments*

Compute the intersection of a ray and a triangle. From GLM_GTX_intersect extension.

Last updated Friday, 05 January 2024 04:32:04 UTC - 76da1a94ddd033ed7b011f01e62bc1521791976d

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