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- #ifndef IGL_RAY_MESH_INTERSECT_H
- #define IGL_RAY_MESH_INTERSECT_H
- #include "igl_inline.h"
- #include "Hit.h"
- #include <Eigen/Core>
- #include <vector>
- namespace igl
- {
- // Shoot a ray against a mesh (V,F) and collect all hits.
- //
- // Inputs:
- // source 3-vector origin of ray
- // dir 3-vector direction of ray
- // V #V by 3 list of mesh vertex positions
- // F #F by 3 list of mesh face indices into V
- // Outputs:
- // hits **sorted** list of hits
- // Returns true if there were any hits (hits.size() > 0)
- //
- template <
- typename Derivedsource,
- typename Deriveddir,
- typename DerivedV,
- typename DerivedF>
- IGL_INLINE bool ray_mesh_intersect(
- const Eigen::PlainObjectBase<Derivedsource> & source,
- const Eigen::PlainObjectBase<Deriveddir> & dir,
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- std::vector<igl::Hit> & hits);
- // Outputs:
- // hit first hit, set only if it exists
- // Returns true if there was a hit
- template <
- typename Derivedsource,
- typename Deriveddir,
- typename DerivedV,
- typename DerivedF>
- IGL_INLINE bool ray_mesh_intersect(
- const Eigen::PlainObjectBase<Derivedsource> & source,
- const Eigen::PlainObjectBase<Deriveddir> & dir,
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- igl::Hit & hit);
- }
- #ifndef IGL_STATIC_LIBRARY
- # include "ray_mesh_intersect.cpp"
- #endif
- #endif
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