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 월요일, 20 8월 2018 12:53:08 UTC - d09d592abb9472f46ee5190ad20a15138164d242

Hosting for openFrameworks is generously provided by Rackspace

If you have any doubt about the usage of this module you can ask in the forum.

If you want to contribute better documentation or start documenting this section you can do so here

If you find anything wrong with this docs you can report any error by opening an issue