Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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IntersectionClass Member List

This is the complete list of members for IntersectionClass, including all inherited members.

_Find_Polygon_Dominant_Plane(Vector3 &Normal, int &Axis_1, int &Axis_2)IntersectionClassinlinestatic
_Get_Z_Elevation(Vector3 &Point, Vector3 &PlanePoint, Vector3 &PlaneNormal)IntersectionClassinlinestatic
_Intersect_Triangles_Z(Vector3 ClipPoints[3], Vector3 TrianglePoints[3], Vector2 UV[3], Vector3 ClippedPoints[6], Vector2 ClippedUV[6])IntersectionClassinlinestatic
_IntersectionNormalIntersectionClassprotectedstatic
_Largest_Normal_Index(Vector3 &v)IntersectionClassinlinestatic
_Point_In_Polygon(IntersectionResultClass *FinalResult, Vector3 &Normal, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3)IntersectionClassinlinestatic
_Point_In_Polygon(IntersectionResultClass *FinalResult, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3, int axis_1, int axis_2)IntersectionClassinlinestatic
_Point_In_Polygon(Vector3 &Point, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3, int axis_1, int axis_2, float &Alpha, float &Beta)IntersectionClassinlinestatic
_Point_In_Polygon_Z(Vector3 &Point, Vector3 Corners[3])IntersectionClassinlinestatic
_Point_In_Polygon_Z(Vector3 &Point, Vector3 &Corner1, Vector3 &Corner2, Vector3 &Corner3)IntersectionClassinlinestatic
_RayDirectionIntersectionClassprotectedstatic
_RayLocationIntersectionClassprotectedstatic
Append_Hierarchy_Objects(int MaxCount, int &CurrentCount, RenderObjClass **ObjectArray, RenderObjClass *Heirarchy, bool Test_Bounding_Spheres, bool Convex)IntersectionClass
Append_Object_Array(int MaxCount, int &CurrentCount, RenderObjClass **ObjectArray, RenderObjClass *Object)IntersectionClass
Calculate_Intersection(IntersectionResultClass *Result)IntersectionClassinline
Clip_Triangle_To_LineXY(int incount, Vector3 *InPoints, Vector2 *InUVs, Vector3 *OutPoints, Vector2 *OutUVs, const Vector3 &edge_point0, const Vector3 &edge_point1)IntersectionClassinlineprotectedstatic
ConvexTestIntersectionClass
Copy_Partial_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source)IntersectionClassinline
Copy_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source)IntersectionClassinline
Copy_Results(IntersectionResultClass *Source)IntersectionClassinline
Get_Screen_Ray(float ScreenX, float ScreenY, const LayerClass &Layer)IntersectionClassinline
In_Front_Of_Line(const Vector3 &p, const Vector3 &e0, const Vector3 &de)IntersectionClassinlineprotectedstatic
Interpolate_Intersection_Normal(IntersectionResultClass *FinalResult)IntersectionClassinline
InterpolateNormalIntersectionClass
Intersect_Box(Vector3 &Box_Min, Vector3 &Box_Max, IntersectionResultClass *FinalResult)IntersectionClass
Intersect_Hierarchy(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult, bool Test_Bounding_Sphere=true, bool Convex=false)IntersectionClass
Intersect_Hierarchy_Sphere(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult)IntersectionClass
Intersect_Hierarchy_Sphere_Quick(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult)IntersectionClass
Intersect_Layer(const LayerClass &Layer, bool Test_All=true)IntersectionClass
Intersect_Lines(const Vector3 &p0, const Vector3 &p1, const Vector3 &e0, const Vector3 &de)IntersectionClassinlineprotectedstatic
Intersect_Object_Array(int ObjectCount, RenderObjClass **ObjectArray, IntersectionResultClass *FinalResult, bool Test_Bounding_Sphere, bool Convex)IntersectionClass
Intersect_Object_Array(int ObjectCount, RenderObjClass **ObjectArray, IntersectionResultClass *FinalResult, IntersectionResultClass *TemporaryResults, bool Test_Bounding_Sphere, bool Convex)IntersectionClass
Intersect_Plane(IntersectionResultClass *Result, Vector3 &Plane_Normal, Vector3 &Plane_Point)IntersectionClassinline
Intersect_Plane_Quick(IntersectionResultClass *Result, Vector3 &Plane_Normal, Vector3 &Plane_Point)IntersectionClassinline
Intersect_Polygon(IntersectionResultClass *Result, Vector3 &PolygonNormal, Vector3 &v1, Vector3 &v2, Vector3 &v3)IntersectionClassinline
Intersect_Polygon(IntersectionResultClass *Result, Vector3 &v1, Vector3 &v2, Vector3 &v3)IntersectionClassinline
Intersect_Polygon_Z(IntersectionResultClass *Result, Vector3 &PolygonNormal, Vector3 &v1, Vector3 &v2, Vector3 &v3)IntersectionClassinline
Intersect_RenderObject(RenderObjClass *RObj, IntersectionResultClass *FinalResult=0)IntersectionClass
Intersect_Screen_Object(IntersectionResultClass *Final_Result, Vector4 &Area, RenderObjClass *obj=0)IntersectionClassinline
Intersect_Screen_Point_Layer(float ScreenX, float ScreenY, const LayerClass &Layer)IntersectionClass
Intersect_Screen_Point_Layer_Range(float ScreenX, float ScreenY, const LayerClass &TopLayer, const LayerClass &BackLayer)IntersectionClass
Intersect_Screen_Point_RenderObject(float screen_x, float screen_y, const LayerClass &Layer, RenderObjClass *RObj, IntersectionResultClass *FinalResult)IntersectionClass
Intersect_Sphere(SphereClass &Sphere, IntersectionResultClass *FinalResult)IntersectionClassinline
Intersect_Sphere_Quick(SphereClass &Sphere, IntersectionResultClass *FinalResult)IntersectionClassinline
Intersect_Sub_Object(float screenx, float screeny, LayerClass &layer, RenderObjClass *robj, IntersectionResultClass *result)IntersectionClass
IntersectionClass()IntersectionClassinline
IntersectionClass(Vector3 *location, Vector3 *direction, Vector3 *intersection_normal, bool interpolate_normal=false, float max_distance=WWMATH_FLOAT_MAX, bool convex_test=false)IntersectionClassinline
IntersectionClass(IntersectionClass *source)IntersectionClassinline
IntersectionNormalIntersectionClass
MAX_HIERARCHY_NODE_COUNT enum valueIntersectionClass
MAX_POLY_INTERSECTION_COUNT enum valueIntersectionClass
MaxDistanceIntersectionClass
operator=(IntersectionClass *source)IntersectionClassinline
Plane_Z_Distance(Vector3 &PlaneNormal, Vector3 &PlanePoint)IntersectionClassinlineprotected
RayDirectionIntersectionClass
RayLocationIntersectionClass
ResultIntersectionClass
ScreenXIntersectionClass
ScreenYIntersectionClass
Set(Vector3 *location, Vector3 *direction, Vector3 *intersection_normal, bool interpolate_normal, float max_distance, bool convex_test=false)IntersectionClassinline
Transform_Model_To_World_Coords(IntersectionResultClass *FinalResult)IntersectionClassinlineprotected
~IntersectionClass()IntersectionClassinlinevirtual