#include <bvh.h>
◆ bounds()
| std::optional< AABB > osc::BVH::bounds |
( |
| ) |
const |
◆ build_from_aabbs()
| void osc::BVH::build_from_aabbs |
( |
std::span< const AABB > |
| ) |
|
◆ build_from_indexed_triangles() [1/2]
| void osc::BVH::build_from_indexed_triangles |
( |
std::span< const Vector3 > |
vertices, |
|
|
std::span< const uint16_t > |
indices |
|
) |
| |
◆ build_from_indexed_triangles() [2/2]
| void osc::BVH::build_from_indexed_triangles |
( |
std::span< const Vector3 > |
vertices, |
|
|
std::span< const uint32_t > |
indices |
|
) |
| |
◆ clear()
◆ closest_ray_indexed_triangle_collision() [1/2]
| std::optional< BVHCollision > osc::BVH::closest_ray_indexed_triangle_collision |
( |
std::span< const Vector3 > |
vertices, |
|
|
std::span< const uint16_t > |
indices, |
|
|
const Ray & |
|
|
) |
| const |
◆ closest_ray_indexed_triangle_collision() [2/2]
| std::optional< BVHCollision > osc::BVH::closest_ray_indexed_triangle_collision |
( |
std::span< const Vector3 > |
vertices, |
|
|
std::span< const uint32_t > |
indices, |
|
|
const Ray & |
|
|
) |
| const |
◆ empty()
| bool osc::BVH::empty |
( |
| ) |
const |
◆ for_each_leaf_node()
| void osc::BVH::for_each_leaf_node |
( |
const std::function< void(const BVHNode &)> & |
| ) |
const |
◆ for_each_leaf_or_inner_node()
| void osc::BVH::for_each_leaf_or_inner_node |
( |
const std::function< void(const BVHNode &)> & |
| ) |
const |
◆ for_each_ray_aabb_collision()
| void osc::BVH::for_each_ray_aabb_collision |
( |
const Ray & |
, |
|
|
const std::function< void(BVHCollision)> & |
|
|
) |
| const |
◆ max_depth()
| size_t osc::BVH::max_depth |
( |
| ) |
const |
The documentation for this class was generated from the following file:
- /home/adam/Desktop/opensim-creator/third_party/opynsim/liboscar/maths/bvh.h